wasm-test/app.c

509 lines
13 KiB
C

#include "out/pengers.h"
#include "out/hand.c"
#include "out/coin.c"
#define GREEN 0xff00ff00
#define RED 0xff0000ff
#define BLUE 0xffff0000
#define BLACK 0xff000000
#define EPSILON 0.000001f
#define GRAVITY 12
#define AIR_RESISTANCE 5
const unsigned int width = 800;
const unsigned int height = 600;
unsigned int BUFFER[width * height];
int id = 0;
int dir = 0;
// importer depuis js
int get_scale(void);
float random(void); // flemme de coder un algo random, je recup celui de js (Math.random)
float sqrtf(float val); // pareil
void coin_point(void);
typedef struct v2 {
float x, y;
} v2;
// position du penger au milieu
v2 penger_pos = {width/2, height/2};
v2 velocity = {0, 0};
v2 mouse = {0, 0};
float get_pos_x(void)
{
return penger_pos.x - pengers_width[id];
}
float get_pos_y(void)
{
return penger_pos.y - pengers_height[id];
}
typedef struct Player {
int rid, id, x, y, dir;
} Player;
#define MAX_PLAYERS 50
Player players[MAX_PLAYERS] = {0};
int nb_players = 0;
void deco_player(int rid)
{
for (int i = 0; i < nb_players; i++) {
if (players[i].rid == rid) {
players[i].rid = -1;
return;
}
}
}
void draw_player(int rid, int id, int x, int y, int dir)
{
if (nb_players >= MAX_PLAYERS) return;
for (int i = 0; i < nb_players; i++) {
if (players[i].rid == rid) {
players[i].id = id;
players[i].x = x;
players[i].y = y;
players[i].dir = dir;
return;
}
}
players[nb_players].rid = rid;
players[nb_players].id = id;
players[nb_players].x = x;
players[nb_players].y = y;
players[nb_players].dir = dir;
nb_players++;
}
v2 v2_diff(v2 vec1, v2 vec2)
{
return (v2) {
.x = vec1.x - vec2.x,
.y = vec1.y - vec2.y,
};
}
v2 v2_normalize(v2 vec)
{
v2 result = {0};
float length = sqrtf((vec.x*vec.x) + (vec.y*vec.y));
if (length > 0) {
float ilength = 1.0f/length;
result.x = vec.x*ilength;
result.y = vec.y*ilength;
}
return result;
}
v2 v2_scale(v2 vec, int scale)
{
return (v2) {
.x = vec.x * scale,
.y = vec.y * scale,
};
}
// keyboard code definit par js
typedef enum Key {
SHIFT = 16,
SPACE = 32,
ARROW_LEFT = 37,
ARROW_RIGHT = 39,
ARROW_UP = 38,
ARROW_DOWN = 40,
D = 68,
Q = 81,
KEY_COUNT,
} Key;
Key keys[KEY_COUNT] = {0};
void key_pressed(int key)
{
if (key < 0 || key >= KEY_COUNT) return;
keys[key] = 1;
}
void key_released(int key)
{
if (key < 0 || key >= KEY_COUNT) return;
keys[key] = 0;
}
typedef struct Collision {
int x, y, width, height;
} Collision;
#define NB_COLLISIONS 64
Collision collisions[NB_COLLISIONS] = {};
int nb_collisions = 0;
Collision collision_union(Collision rec1, Collision rec2)
{
Collision overlap = { 0 };
int left = (rec1.x > rec2.x)? rec1.x : rec2.x;
int right1 = rec1.x + rec1.width;
int right2 = rec2.x + rec2.width;
int right = (right1 < right2)? right1 : right2;
int top = (rec1.y > rec2.y)? rec1.y : rec2.y;
int bottom1 = rec1.y + rec1.height;
int bottom2 = rec2.y + rec2.height;
int bottom = (bottom1 < bottom2)? bottom1 : bottom2;
if ((left < right) && (top < bottom)) {
overlap.x = left;
overlap.y = top;
overlap.width = right - left;
overlap.height = bottom - top;
}
return overlap;
}
Collision collision_rec(Collision fix, int i, int scale)
{
Collision col = collision_union(fix, (Collision) {
.x = penger_pos.x - pengers_width[id]*scale/2,
.y = penger_pos.y - pengers_height[id]*scale/2,
.width = pengers_width[id]*scale,
.height = pengers_height[id]*scale,
});
if (col.width == 0 && col.height == 0) return col;
if (col.width == 1 && col.height == 1) return col;
float div = -1.8;
if (col.width <= col.height) {
if (fix.x + fix.width == col.x + col.width)
penger_pos.x = fix.x + fix.width + pengers_width[id]*scale/2;
else if (fix.x == col.x)
penger_pos.x = col.x - pengers_width[id]*scale/2 + 1;
velocity.x /= div;
} else {
if (fix.y + fix.height == col.y + col.height)
penger_pos.y = fix.y + fix.height + pengers_height[id]*scale/2;
else if (fix.y == col.y)
penger_pos.y = col.y - pengers_height[id]*scale/2 + 1;
velocity.y /= div;
}
return col;
}
void reset_collisions()
{
nb_collisions = 0;
}
void add_collisions(int x, int y, int width, int height)
{
if (nb_collisions >= NB_COLLISIONS) return;
collisions[nb_collisions++] = (Collision) {
.x = x,
.y = y,
.width = width,
.height = height,
};
}
void set_velocity(float x, float y)
{
velocity = (v2){x, y};
}
void set_mouse(float x, float y)
{
mouse = (v2){x, y};
}
int rand(int min, int max)
{
return min + random() * (max - min);
}
void rebondi(v2 *pos, int scale)
{
float div = -1.8;
if (pos->x - pengers_width[id]*scale/2 < 0) {
pos->x = pengers_width[id]*scale/2;
velocity.x /= div;
}
if (pos->y - pengers_height[id]*scale/2 < 0) {
pos->y = pengers_height[id]*scale/2;
velocity.y /= div;
}
if (pos->x + pengers_width[id]*scale/2 >= width) {
pos->x = width - pengers_width[id]*scale/2;
velocity.x /= div;
}
if (pos->y + pengers_height[id]*scale/2 >= height) {
pos->y = height - pengers_height[id]*scale/2;
velocity.y /= div;
}
}
int collision(v2 point, int x, int y, int w, int h)
{
return (point.x >= x && point.x < x + w &&
point.y >= y && point.y < y + h);
}
void set_default_map()
{
nb_collisions = 0;
collisions[nb_collisions++] = (Collision) {
.x = 100,
.y = 400,
.width = 50,
.height = 100,
};
collisions[nb_collisions++] = (Collision) {
.x = 150,
.y = 450,
.width = 500,
.height = 50,
};
collisions[nb_collisions++] = (Collision) {
.x = 650,
.y = 400,
.width = 50,
.height = 100,
};
collisions[nb_collisions++] = (Collision) {
.x = 280,
.y = 200,
.width = 75,
.height = 75,
};
collisions[nb_collisions++] = (Collision) {
.x = 445,
.y = 200,
.width = 75,
.height = 75,
};
}
#define MAX_COIN 20
v2 coins[MAX_COIN] = {0};
int coin_collected[MAX_COIN] = {0};
int nb_coins = 0;
void reset_coins()
{
for (int i = 0; i < nb_coins; i++) coin_collected[i] = 0;
nb_coins = 0;
}
void add_coin(int x, int y)
{
if (nb_coins >= MAX_COIN) return;
coins[nb_coins++] = (v2) {
.x = x,
.y = y,
};
}
void init()
{
pengers_init();
set_default_map();
}
void draw(float dt)
{
int scale = get_scale();
// position du penger en haut a gauche de l'image
v2 penger_origin = {0};
penger_origin.x = penger_pos.x - pengers_width[id]*scale/2;
penger_origin.y = penger_pos.y - pengers_height[id]*scale/2;
// jump
static int jumped = 0;
if (keys[SPACE] && !jumped) {
jumped = 1;
velocity.y = -5;
velocity.x += rand(-2, 2);
} else if (!keys[SPACE]) {
jumped = 0;
}
// mouse push
if (collision(mouse, penger_origin.x, penger_origin.y, pengers_width[id]*scale, pengers_height[id]*scale)) {
v2 force = v2_diff(penger_pos, mouse);
force = v2_normalize(force);
force = v2_scale(force, 5);
velocity.x += force.x;
velocity.y += force.y;
}
if ((!keys[ARROW_LEFT] || !keys[Q]) && (!keys[ARROW_RIGHT] || !keys[D])) {
penger_pos.x += velocity.x;
}
if (id == 28) // fatger id
velocity.y += GRAVITY * dt * 7;
else
velocity.y += GRAVITY * dt;
penger_pos.y += velocity.y;
if (velocity.x <= -0.1)
velocity.x += AIR_RESISTANCE * dt;
else if (velocity.x >= 0.1)
velocity.x -= AIR_RESISTANCE * dt;
else velocity.x = 0;
penger_pos.x += velocity.x;
// movement
int x_collide = 0;
float speed = 100.0f * dt;
if (keys[SHIFT])
speed /= 2.0f;
if (keys[ARROW_RIGHT] || keys[D]) {
penger_pos.x += speed;
if (velocity.x < 0) {
velocity.x *= -1;
x_collide = 1;
}
else if (velocity.x >= -EPSILON) velocity.x = speed;
}
if (keys[ARROW_LEFT] || keys[Q]) {
penger_pos.x -= speed;
if (velocity.x > 0) {
velocity.x *= -1;
x_collide = 1;
}
else if (velocity.x <= EPSILON) velocity.x = -speed;
}
// background
for (int i = 0; i < width * height; i++)
BUFFER[i] = GREEN;
rebondi(&penger_pos, scale);
for (int i = 0; i < nb_collisions; i++) {
Collision col = collision_rec(collisions[i], i, scale);
x_collide = x_collide || (col.height > 1);
}
for (int i = 0; i < nb_coins; i++) {
if (coin_collected[i]) continue;
Collision coin = {
.x = coins[i].x,
.y = coins[i].y,
.width = coin_width,
.height = coin_height
};
Collision peng = {
.x = penger_pos.x - pengers_width[id]*scale/2,
.y = penger_pos.y - pengers_height[id]*scale/2,
.width = pengers_width[id]*scale,
.height = pengers_height[id]*scale,
};
Collision col = collision_union(coin, peng);
if (col.width > 0 || col.height > 0) {
coin_collected[i] = 1;
coin_point();
}
}
// dessine le penger des autres joueur
for (int p = 0; p < nb_players; p ++) {
Player player = players[p];
if (player.rid == -1) continue;
int scale = 2;
for (int y = 0; y < pengers_height[player.id]; y++) {
for (int i = 0; i < pengers_width[player.id]; i++) {
int real_i = i;
if (player.dir == -1)
real_i = pengers_width[player.id]-i-1;
if (pengers_img[player.id][y*pengers_width[player.id] + real_i] <= 0x00FFFFFF) // pixel transparant
continue;
for (int s1 = 0; s1 < scale; s1++) {
for (int s2 = 0; s2 < scale; s2++) {
int idx_x = player.x + i*scale+s1;
int idx_y = player.y + y*scale+s2;
if (idx_x < 0 || idx_x >= width || idx_y < 0 || idx_y >= height)
continue;
BUFFER[idx_y*width + idx_x] = pengers_img[player.id][y*pengers_width[player.id] + real_i];
}
}
}
}
}
// dessine le penger sur le canva
for (int y = 0; y < pengers_height[id]; y++) {
for (int i = 0; i < pengers_width[id]; i++) {
int i_for_reverse_pixel_rendering_it_s_craazy = 0;
static int last_dir = 1;
if ((velocity.x < -EPSILON && !x_collide) || last_dir == -1) {
i_for_reverse_pixel_rendering_it_s_craazy = pengers_width[id]-i-1;
last_dir = -1;
}
if ((velocity.x > EPSILON && !x_collide) || last_dir == 1) {
i_for_reverse_pixel_rendering_it_s_craazy = i;
last_dir = 1;
}
dir = last_dir;
if (pengers_img[id][y*pengers_width[id] + i_for_reverse_pixel_rendering_it_s_craazy] <= 0x00FFFFFF) // pixel transparant
continue;
for (int s1 = 0; s1 < scale; s1++) {
for (int s2 = 0; s2 < scale; s2++) {
int idx_x = penger_origin.x + i*scale+s1;
int idx_y = penger_origin.y + y*scale+s2;
if (idx_x < 0 || idx_x >= width || idx_y < 0 || idx_y >= height)
continue;
BUFFER[idx_y*width + idx_x] = pengers_img[id][y*pengers_width[id] + i_for_reverse_pixel_rendering_it_s_craazy];
}
}
}
}
// dessine les coins
for (int c = 0; c < nb_coins; c++) {
if (coin_collected[c]) continue;
int scale = 2;
for (int y = 0; y < coin_height; y++) {
for (int i = 0; i < coin_width; i++) {
if (coin_img[y][i] <= 0x00FFFFFF) // pixel transparant
continue;
int idx_x = coins[c].x + i;
int idx_y = coins[c].y + y;
if (idx_x < 0 || idx_x >= width || idx_y < 0 || idx_y >= height)
continue;
BUFFER[idx_y*width + idx_x] = coin_img[y][i];
}
}
}
// draw collisions box
for (int i = 0; i < nb_collisions; i++) {
for (int y = collisions[i].y; y < collisions[i].y + collisions[i].height; y++) {
for (int x = collisions[i].x; x < collisions[i].x + collisions[i].width; x++) {
if ((y/2 + x/3)%8 < 4)
BUFFER[y*width + x] = BLUE;
else
BUFFER[y*width + x] = RED;
}
}
}
// draw hand
for (int y = 0; y < hand_height; y++) {
for (int x = 0; x < hand_width; x++) {
if (hand_img[y][x] <= 0x00FFFFFF) // pixel transparant
continue;
int idx_x = x + mouse.x;
int idx_y = y + mouse.y;
if (idx_x < 0 || idx_x >= width || idx_y < 0 || idx_y >= height)
continue;
BUFFER[idx_y*width + idx_x] = hand_img[y][x];
}
}
}