354 lines
10 KiB
C

#include "../../LibMultiSpacc/MultiSpacc.h"
#define AppName "Pong"
#define iabs(x) (((x) >= 0) ? (x) : -(x))
#define maxOf2(a, b) (((a + b) / 2) + (iabs(a - b) / 2))
bool paused = false;
int scoreSx = 0;
int scoreDx = 0;
int ballX;
int ballY;
// NOTE: changing these breaks some logic (mainly AI) on different platforms, should be fixed
int accelX = 2;
int accelY = 3;
int paddleSxY;
int paddleDxY;
signed char paddleSxMove = 0;
signed char paddleDxMove = 0;
//char scoreChar[6];
MultiSpacc_KeysStates buttonsStates;
MultiSpacc_SurfaceConfig windowConfig = {0};
MultiSpacc_Window *window;
MultiSpacc_Surface *screen;
MultiSpacc_Surface *background;
MultiSpacc_Surface *tilesImg;
MultiSpacc_SpritesMap paddleSxSpriteMap, paddleDxSpriteMap;
MultiSpacc_TilesMap divisorTileMap, borderTileMap, tempTileMap;
#define TileSize 8
#define BallSize TileSize
#define PaddleWidth TileSize
#define PaddleHeightTl 4
#define PaddleHeightPx TileSize*PaddleHeightTl
#define BallTile 128
#define PaddleTile 129
#define BorderTile 130
#define DivisorTileSx 131
#define DivisorTileDx 132
#define BallSprite 0
#define PaddleSxSprite 1
#define PaddleDxSprite 1 + PaddleHeightTl
#define PaddleSxX PaddleWidth
#define PaddleDxX windowConfig.width - 2*PaddleWidth
#define PaddleAccel 4
#define PaddleMarginXPx TileSize
#define PaddleMarginYPx TileSize
#define ScreenMarginYPx TileSize
#define StaticScreenMaxSidePx maxOf2(MultiSpacc_StaticScreenWidth, MultiSpacc_StaticScreenHeight)
#define StaticScreenMaxSideTl (StaticScreenMaxSidePx/TileSize)
#define RealScreenMaxSidePx maxOf2(windowConfig.width, windowConfig.height)
#define RealScreenMaxSideTl (RealScreenMaxSidePx/TileSize)
int tempX[StaticScreenMaxSideTl + MultiSpacc_StaticScreenSizeNull];
int tempY[StaticScreenMaxSideTl + MultiSpacc_StaticScreenSizeNull];
int tempChr[StaticScreenMaxSideTl + MultiSpacc_StaticScreenSizeNull];
// TODO: more defines for frequently-used expressions
const char palette[32] = {
0x1B, // screen
0x30,0x20,0x20,0x20, // background 0
0x00,0x00,0x00,0x00, // background 1
0x00,0x00,0x00,0x00, // background 2
0x00,0x00,0x00,0x00, // background 3
0x30,0x20,0x20,0x20, // sprite 0
0x00,0x00,0x00,0x00, // sprite 1
0x00,0x00,0x00,0x00, // sprite 2
0x00,0x00,0x00, // sprite 3
};
void ResetBall(void)
{
ballX = windowConfig.width/2;
ballY = windowConfig.height/2;
}
void AccelerateBall(void)
{
ballX += accelX;
ballY += accelY;
}
void UpdateBall(void)
{
AccelerateBall();
if( ballX <= 0-BallSize )
{
++scoreDx;
ResetBall();
}
else if( ballX >= windowConfig.width )
{
++scoreSx;
ResetBall();
}
#define IsTouchingPaddleSx ( ballX >= PaddleSxX-BallSize && ballX <= PaddleSxX+BallSize && ballY >= paddleSxY-BallSize && ballY <= paddleSxY+PaddleHeightPx )
#define IsTouchingPaddleDx ( ballX >= PaddleDxX-BallSize && ballX <= PaddleDxX+BallSize && ballY >= paddleDxY-BallSize && ballY <= paddleDxY+PaddleHeightPx )
if( IsTouchingPaddleSx || IsTouchingPaddleDx )
{
// idk what I did there but it's working to add some variety to the bounce angles
if( accelX > 0 || abs( ballY - paddleSxY+PaddleHeightPx ) > PaddleHeightPx/4 )
{
++accelX;
}
else if( accelX < 0 || abs( ballY - paddleDxY+PaddleHeightPx ) > PaddleHeightPx/4 )
{
++accelY;
}
accelX *= -1;
AccelerateBall();
}
#define IsTouchingFieldTop ( ballY <= 0+ScreenMarginYPx+PaddleMarginYPx )
#define IsTouchingFieldBottom ( ballY >= windowConfig.height-ScreenMarginYPx-PaddleMarginYPx-BallSize )
#define IsTouchingPaddleAngle ( (IsTouchingPaddleSx && ballX >= PaddleSxX && ballX <= PaddleSxX+BallSize) || (IsTouchingPaddleDx && ballX >= PaddleDxX && ballX <= PaddleDxX+BallSize) )
if( IsTouchingFieldTop || IsTouchingFieldBottom )
{
accelY *= -1;
AccelerateBall();
if( IsTouchingPaddleAngle )
{
AccelerateBall();
}
}
}
void UpdatePlayer(void)
{
paddleSxY += PaddleAccel*paddleSxMove;
paddleSxMove = 0;
}
// TODO: fix this, it breaks when all conditions mentioned in other places change, and it gets always worse (moves relatively too slow) the larger the screen is
void UpdateCpuPlayer(void)
{
#define PaddleDxYCenter paddleDxY+PaddleHeightPx/2
if( accelX <= 0 )
// ball is going left, recenter CPU paddle
{
if( paddleDxY > windowConfig.height/2 )
{
paddleDxY -= PaddleAccel;
}
else if( paddleDxY < windowConfig.height/2 )
{
paddleDxY += PaddleAccel;
}
}
else if( rand() % 3*PaddleAccel < 2*PaddleAccel )
// if CPU is lucky, it can get close to the ball coming right (note: works good only with these values...)
{
if ( PaddleDxYCenter > ballY && paddleDxY > 0+ScreenMarginYPx+PaddleMarginYPx+BallSize )
{
paddleDxY -= PaddleAccel;
}
else if ( PaddleDxYCenter < ballY && paddleDxY < windowConfig.height-ScreenMarginYPx-PaddleMarginYPx-PaddleHeightPx-BallSize )
{
paddleDxY += PaddleAccel;
}
}
}
bool PollPlayerPaddle(void)
{
if( paddleSxY > 0+ScreenMarginYPx+PaddleMarginYPx+BallSize && MultiSpacc_CheckKeyHold( MultiSpacc_Key_Up, &buttonsStates ) )
{
paddleSxMove = -1;
}
else if( paddleSxY < windowConfig.height-ScreenMarginYPx-PaddleMarginYPx-PaddleHeightPx-BallSize && MultiSpacc_CheckKeyHold( MultiSpacc_Key_Down, &buttonsStates ) )
{
paddleSxMove = +1;
}
}
// TODO: the ball bouncing should be more varied, the AI should work better with different parameters
bool FixedUpdate( void *args )
{
if(!paused)
{
UpdateBall();
UpdatePlayer();
UpdateCpuPlayer();
}
return true;
}
bool DisplayBorders(void)
{
int i;
if( MultiSpacc_StaticScreenSizeNull )
{
tempTileMap.chr = malloc(RealScreenMaxSideTl * sizeof(int));
tempTileMap.x = malloc(RealScreenMaxSideTl * sizeof(int));
tempTileMap.y = malloc(RealScreenMaxSideTl * sizeof(int));
}
for( i=1; i<(windowConfig.height/TileSize - 1); i++ )
{
tempTileMap.chr[i] = DivisorTileSx;
tempTileMap.x[i] = 0;
tempTileMap.y[i] = i;
}
MultiSpacc_SetMetaTile( windowConfig.width/TileSize/2 - 1, 0, &tempTileMap, windowConfig.height/TileSize, tilesImg, background );
for( i=1; i<(windowConfig.height/TileSize - 1); i++ )
{
tempTileMap.chr[i] = DivisorTileDx;
}
MultiSpacc_SetMetaTile( windowConfig.width/TileSize/2 - 0, 0, &tempTileMap, windowConfig.height/TileSize, tilesImg, background );
for( i=0; i<windowConfig.width/TileSize; i++ )
{
tempTileMap.chr[i] = BorderTile;
tempTileMap.x[i] = i;
tempTileMap.y[i] = 0;
}
MultiSpacc_SetMetaTile( 0, 1, &tempTileMap, windowConfig.width/TileSize, tilesImg, background );
MultiSpacc_SetMetaTile( 0, windowConfig.height/TileSize - 2, &tempTileMap, windowConfig.width/TileSize, tilesImg, background );
if( MultiSpacc_StaticScreenSizeNull )
{
free(tempTileMap.chr);
free(tempTileMap.x);
free(tempTileMap.y);
}
}
bool RealUpdate( void *args, double deltaTime )
{
MultiSpacc_PollButtons( 0, &buttonsStates );
if(!paused)
{
//SDL_FillRect( background, &background->clip_rect, SDL_MapRGB( background->format, 0, 0, 0 ) );
MultiSpacc_BlitLayer( background, screen );
MultiSpacc_SetSprite( BallSprite, ballX+accelX*deltaTime, ballY+accelY*deltaTime, BallTile, NULL, tilesImg, screen );
#define PaddleAccelDelta PaddleAccel*deltaTime
#define PaddleSxYDisplay (paddleSxY + paddleSxMove*PaddleAccelDelta)
#define PaddleDxYDisplay (paddleDxY + paddleDxMove*PaddleAccelDelta)
MultiSpacc_SetMetaSprite( PaddleSxSprite, PaddleSxX, PaddleSxYDisplay, &paddleSxSpriteMap, PaddleHeightTl, tilesImg, screen );
MultiSpacc_SetMetaSprite( PaddleDxSprite, PaddleDxX, PaddleDxYDisplay, &paddleDxSpriteMap, PaddleHeightTl, tilesImg, screen );
//RefreshScore():
//itoa(scoreSx, scoreChar, 10);
//MultiSpacc_PrintText( scoreChar, screen, &windowConfig, 1, 1, tilesImg );
//itoa(scoreDx, scoreChar, 10);
//MultiSpacc_PrintText( scoreChar, screen, &windowConfig, windowConfig.width/8-6, 1, tilesImg );
PollPlayerPaddle();
}
// TODO: listen for OS terminate signal
// TODO: proper pause menu?
if( MultiSpacc_CheckKeyPress( MultiSpacc_Key_Pause, &buttonsStates ) )
{
if(!paused)
{
paused = true;
MultiSpacc_PrintText( "Pause", background, &windowConfig, 3, 3, tilesImg );
}
else
{
MultiSpacc_PrintText( "Exited.", background, &windowConfig, 3, 3, tilesImg );
return false;
}
}
if( !MultiSpacc_UpdateDisplay(window) )
{
MultiSpacc_PrintDebug("[E] Error Updating Screen.\n");
return false;
}
return true;
}
int main( int argc, char *argv[] )
{
int i;
int x[PaddleHeightTl] = { 0, 0, 0, 0 };
int y[PaddleHeightTl] = { 0, 8, 16, 24 };
int chr[PaddleHeightTl] = { PaddleTile, PaddleTile, PaddleTile, PaddleTile };
MultiSpacc_SpriteFlags flagsSx[PaddleHeightTl];
MultiSpacc_SpriteFlags flagsDx[PaddleHeightTl];
for( i=0; i<PaddleHeightTl; ++i ){
flagsDx[i].flipHorizontal = true;
}
paddleSxSpriteMap.x = paddleDxSpriteMap.x = x;
paddleSxSpriteMap.y = paddleDxSpriteMap.y = y;
paddleSxSpriteMap.chr = paddleDxSpriteMap.chr = chr;
paddleSxSpriteMap.flags = (MultiSpacc_SpriteFlags*)&flagsSx;
paddleDxSpriteMap.flags = (MultiSpacc_SpriteFlags*)&flagsDx;
tempTileMap.chr = tempChr;
tempTileMap.x = tempX;
tempTileMap.y = tempY;
windowConfig.width = 320;
windowConfig.height = 240;
memcpy( windowConfig.palette, palette, 32 );
MultiSpacc_InitSystem();
window = MultiSpacc_SetWindow( &windowConfig );
screen = MultiSpacc_GetWindowSurface( window );
background = MultiSpacc_CreateSurface( &windowConfig );
if( window == NULL || screen == NULL || background == NULL )
{
MultiSpacc_PrintDebug("[E] Error Initializing Video System.\n");
return -1;
};
MultiSpacc_SetAppTitle( window, AppName );
// Bitmap font forked from: <https://github.com/nesdoug/01_Hello/blob/master/Alpha.chr>
// Original copyright (c) 2018 Doug Fraker www.nesdoug.com (MIT)
tilesImg = MultiSpacc_LoadImage( "./Assets/CHARS.png", screen, NULL );
if( tilesImg == NULL )
{
MultiSpacc_PrintDebug("[E] Error Loading tilesImg (%s).\n", TilesImgFile);
return -1;
}
DisplayBorders();
ResetBall();
paddleSxY = windowConfig.height/2 - PaddleHeightPx;
paddleDxY = windowConfig.height/2 - PaddleHeightPx;
MultiSpacc_PrintDebug("[I] Ready!\n");
return MultiSpacc_SetMainLoop( FixedUpdate, RealUpdate, NULL );
}