wasm-test/app.c

153 lines
3.6 KiB
C

#include "penger.c"
#define GREEN 0xff00ff00
#define RED 0xff0000ff
#define BLUE 0xffff0000
#define BLACK 0xff000000
#define GRAVITY 9
const unsigned int width = 800;
const unsigned int height = 600;
unsigned int BUFFER[width * height];
// importer depuis js
int get_scale(void);
float random(void); // flemme de coder un algo random, je recup celui de js (Math.random)
typedef struct v2 {
float x, y;
} v2;
// position du penger au milieu
v2 penger_pos = {width/2, height/2};
v2 velocity = {0, 0};
// keyboard code definit par js
typedef enum Key {
SHIFT = 16,
SPACE = 32,
ARROW_LEFT = 37,
ARROW_RIGHT = 39,
ARROW_UP = 38,
ARROW_DOWN = 40,
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;
}
void set_velocity(float x, float y)
{
velocity = (v2){x, y};
}
int rand(int min, int max)
{
return min + random() * (max - min);
}
void rebondi(v2 *pos, int scale)
{
float div = -1.5;
if (pos->x - penger_width*scale/2 < 0) {
pos->x = penger_width*scale/2;
velocity.x /= div;
}
if (pos->y - penger_height*scale/2 < 0) {
pos->y = penger_height*scale/2;
velocity.y /= div;
}
if (pos->x + penger_width*scale/2 >= width) {
pos->x = width - penger_width*scale/2;
velocity.x /= div;
}
if (pos->y + penger_height*scale/2 >= height) {
pos->y = height - penger_height*scale/2;
velocity.y /= div;
}
}
void init()
{
}
void draw(float dt)
{
int scale = get_scale();
// jump
if (keys[SPACE]) {
velocity.y += velocity.y < 0 ? -10 : 10;
velocity.x += rand(-10, 10);
}
// update pos avec velocity si pas de touche presser
if (!keys[ARROW_UP] && !keys[ARROW_DOWN]) {
velocity.y += GRAVITY * dt;
penger_pos.y += velocity.y;
}
if (!keys[ARROW_LEFT] && !keys[ARROW_RIGHT]) {
penger_pos.x += velocity.x;
}
// movement
float speed = 10.0f;
if ((keys[ARROW_UP] || keys[ARROW_DOWN]) && (keys[ARROW_LEFT] || keys[ARROW_RIGHT]))
speed = 6.324f; // sqrt(speed) * 2 with speed = 10
if (keys[SHIFT])
speed /= 2.0f;
if (keys[ARROW_RIGHT]) {
penger_pos.x += speed;
if (velocity.x < 0) velocity.x *= -1;
}
if (keys[ARROW_LEFT]) {
penger_pos.x -= speed;
if (velocity.x > 0) velocity.x *= -1;
}
if (keys[ARROW_DOWN])
penger_pos.y += speed;
if (keys[ARROW_UP])
penger_pos.y -= speed;
// background
for (int i = 0; i < width * height; i++)
BUFFER[i] = GREEN;
rebondi(&penger_pos, scale);
// position du penger en haut a gauche de l'image
v2 penger_origin = {0};
penger_origin.x = penger_pos.x - penger_width*scale/2;
penger_origin.y = penger_pos.y - penger_height*scale/2;
// dessine le penger sur le canva
for (int y = 0; y < penger_height; y++) {
for (int i = 0; i < penger_width; i++) {
if (penger_img[y][i] <= 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] = penger_img[y][i];
}
}
}
}
}