MultiSpaccSDK/LibMultiSpacc/Examples/Pong/Pong.c

297 lines
7.9 KiB
C

#include "../../LibMultiSpacc/MultiSpacc.h"
#define AppName "Pong"
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_SurfaceConfig windowConfig = {0};
MultiSpacc_Window *window;
MultiSpacc_Surface *screen;
MultiSpacc_Surface *background;
MultiSpacc_Surface *tilesImg;
#define BallSize 8
#define PaddleWidth 8
#define PaddleHeightTl 4
#define PaddleHeightPx 8*PaddleHeightTl
#define BallTile 128
#define PaddleTile 129
#define DivisorTile 130
#define BorderTile 131
#define BallSprite 0
#define PaddleSxSprite 1
#define PaddleDxSprite 1 + PaddleHeightTl
#define PaddleSxX PaddleWidth
#define PaddleDxX windowConfig.width - 2*PaddleWidth
#define PaddleAccel 4
#define PaddleMarginXPx 8
#define PaddleMarginYPx 8
#define ScreenMarginYPx 8
// TODO: more defines for frequently-used expressions
const char palette[32] = {
0x0F, // screen
0x11,0x30,0x27,0x00, // background 0
0x1c,0x20,0x2c,0x00, // background 1
0x00,0x10,0x20,0x00, // background 2
0x06,0x16,0x26,0x00, // background 3
0x16,0x35,0x24,0x00, // sprite 0
0x00,0x37,0x25,0x00, // sprite 1
0x0d,0x2d,0x3a,0x00, // sprite 2
0x0d,0x27,0x2a, // sprite 3
};
MultiSpacc_SpritesMap msdata;
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_CheckKey( MultiSpacc_Key_Up, 0 ) )
{
paddleSxMove = -1;
}
else if( paddleSxY < windowConfig.height-ScreenMarginYPx-PaddleMarginYPx-PaddleHeightPx-BallSize && MultiSpacc_CheckKey( MultiSpacc_Key_Down, 0 ) )
{
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;
}
// TODO: flip needed sprites, must implement flags in MultiSpacc API first
// TODO: set metatile without cycle here
bool DisplayBorders(void)
{
int i;
for( i=1; i<(windowConfig.height/8 - 1); i++ )
{
MultiSpacc_SetTile( windowConfig.width/8/2 , i, DivisorTile, tilesImg, background );
MultiSpacc_SetTile( windowConfig.width/8/2 - 1, i, DivisorTile, tilesImg, background );
}
for( i=0; i<windowConfig.width/8; i++ )
{
MultiSpacc_SetTile( i, 1, BorderTile, tilesImg, background );
MultiSpacc_SetTile( i, windowConfig.height/8 - 2, BorderTile, tilesImg, background );
}
}
bool RealUpdate( void *args, double deltaTime )
{
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, tilesImg, screen );
#define PaddleAccelDelta PaddleAccel*deltaTime
#define PaddleSxYDisplay (paddleSxY + paddleSxMove*PaddleAccelDelta)
#define PaddleDxYDisplay (paddleDxY + paddleDxMove*PaddleAccelDelta)
MultiSpacc_SetMetaSprite( PaddleSxSprite, PaddleSxX, PaddleSxYDisplay, &msdata, PaddleHeightTl, tilesImg, screen );
MultiSpacc_SetMetaSprite( PaddleDxSprite, PaddleDxX, PaddleDxYDisplay, &msdata, 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: fix SDL not waiting for key release with inputs checked this way
// TODO: proper pause menu?
if( MultiSpacc_CheckKey( MultiSpacc_Key_Pause, 0 ) )
{
if(!paused)
{
paused = true;
MultiSpacc_PrintText( "Pause", background, &windowConfig, 3, 3, tilesImg );
}
else
{
MultiSpacc_PrintText( "Exit", 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 chr[] = { PaddleTile, PaddleTile, PaddleTile, PaddleTile };
int x[] = { 0, 0, 0, 0 };
int y[] = { 0, 8, 16, 24 };
msdata.chr = chr;
msdata.x = x;
msdata.y = y;
windowConfig.width = 320;
windowConfig.height = 240;
windowConfig.bits = 16;
memcpy( windowConfig.palette, palette, 32 );
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 );
MultiSpacc_PrintDebug("[I] Ready!\n");
// 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( "../CHARS.png", screen, NULL );
if( tilesImg == NULL )
{
return -1;
}
DisplayBorders();
ResetBall();
paddleSxY = windowConfig.height/2 - PaddleHeightPx;
paddleDxY = windowConfig.height/2 - PaddleHeightPx;
return MultiSpacc_SetMainLoop( FixedUpdate, RealUpdate, NULL );
}