nothing/src/main.c

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#include <SDL2/SDL.h>
#include <SDL2/SDL_mixer.h>
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#include <stdint.h>
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#include <stdio.h>
#include <stdlib.h>
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#include <time.h>
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#include "game.h"
#include "game/level/platforms.h"
#include "game/level/player.h"
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#include "game/sound_samples.h"
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#include "game/sprite_font.h"
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#include "math/extrema.h"
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#include "math/point.h"
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#include "sdl/renderer.h"
#include "system/log.h"
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#include "system/lt.h"
#include "system/lt/lt_adapters.h"
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#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
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static void print_usage(FILE *stream)
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{
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fprintf(stream, "Usage: nothing [--fps <fps>] <level-folder>\n");
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}
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int main(int argc, char *argv[])
{
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srand((unsigned int) time(NULL));
Lt lt = {0};
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char *level_folder = NULL;
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int fps = 30;
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for (int i = 1; i < argc;) {
if (strcmp(argv[i], "--fps") == 0) {
if (i + 1 < argc) {
if (sscanf(argv[i + 1], "%d", &fps) == 0) {
log_fail("Cannot parse FPS: %s is not a number\n", argv[i + 1]);
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print_usage(stderr);
RETURN_LT(lt, -1);
}
i += 2;
} else {
log_fail("Value of FPS is not provided\n");
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print_usage(stderr);
RETURN_LT(lt, -1);
}
} else {
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level_folder = argv[i];
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i++;
}
}
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if (level_folder == NULL) {
log_fail("Path to level file is not provided\n");
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print_usage(stderr);
RETURN_LT(lt, -1);
}
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if (SDL_Init(SDL_INIT_EVERYTHING) < 0) {
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log_fail("Could not initialize SDL: %s\n", SDL_GetError());
RETURN_LT(lt, -1);
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}
PUSH_LT(lt, 42, SDL_Quit_lt);
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SDL_ShowCursor(SDL_DISABLE);
SDL_Window *const window = PUSH_LT(
lt,
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SDL_CreateWindow(
"Nothing",
100, 100,
SCREEN_WIDTH, SCREEN_HEIGHT,
SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE),
SDL_DestroyWindow);
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if (window == NULL) {
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log_fail("Could not create SDL window: %s\n", SDL_GetError());
RETURN_LT(lt, -1);
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}
SDL_Renderer *const renderer = PUSH_LT(
lt,
SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC),
SDL_DestroyRenderer);
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if (renderer == NULL) {
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log_fail("Could not create SDL renderer: %s\n", SDL_GetError());
RETURN_LT(lt, -1);
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}
if (SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND) < 0) {
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log_fail("Could not set up blending mode for the renderer: %s\n", SDL_GetError());
RETURN_LT(lt, -1);
}
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SDL_Joystick *the_stick_of_joy = NULL;
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if (SDL_NumJoysticks() > 0) {
the_stick_of_joy = PUSH_LT(lt, SDL_JoystickOpen(0), SDL_JoystickClose);
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if (the_stick_of_joy == NULL) {
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log_fail("Could not open 0th Stick of the Joy: %s\n", SDL_GetError());
RETURN_LT(lt, -1);
}
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log_info("Opened Joystick 0\n");
log_info("Name: %s\n", SDL_JoystickNameForIndex(0));
log_info("Number of Axes: %d\n", SDL_JoystickNumAxes(the_stick_of_joy));
log_info("Number of Buttons: %d\n", SDL_JoystickNumButtons(the_stick_of_joy));
log_info("Number of Balls: %d\n", SDL_JoystickNumBalls(the_stick_of_joy));
SDL_JoystickEventState(SDL_ENABLE);
} else {
log_warn("Could not find any Sticks of the Joy\n");
}
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if (Mix_OpenAudio(
MIX_DEFAULT_FREQUENCY,
MIX_DEFAULT_FORMAT,
2,
1024) < 0) {
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log_fail("Could not initialize the audio: %s\n", Mix_GetError());
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RETURN_LT(lt, -1);
}
PUSH_LT(lt, 42, Mix_CloseAudio_lt);
// ------------------------------
const char * sound_sample_files[] = {
"./sounds/nothing.wav",
"./sounds/something.wav"
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};
const size_t sound_sample_files_count = sizeof(sound_sample_files) / sizeof(char*);
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Game *const game = PUSH_LT(
lt,
create_game(
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level_folder,
sound_sample_files,
sound_sample_files_count,
renderer),
destroy_game);
if (game == NULL) {
RETURN_LT(lt, -1);
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}
const Uint8 *const keyboard_state = SDL_GetKeyboardState(NULL);
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SDL_StopTextInput();
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SDL_Event e;
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const int64_t delta_time = (int64_t) roundf(1000.0f / 60.0f);
int64_t render_timer = (int64_t) roundf(1000.0f / (float) fps);
while (!game_over_check(game)) {
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const int64_t begin_frame_time = (int64_t) SDL_GetTicks();
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while (!game_over_check(game) && SDL_PollEvent(&e)) {
if (game_event(game, &e) < 0) {
RETURN_LT(lt, -1);
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}
}
if (game_input(game, keyboard_state, the_stick_of_joy) < 0) {
RETURN_LT(lt, -1);
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}
if (game_update(game, (float) delta_time * 0.001f) < 0) {
RETURN_LT(lt, -1);
}
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if (game_sound(game) < 0) {
RETURN_LT(lt, -1);
}
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render_timer -= delta_time;
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if (render_timer <= 0) {
if (game_render(game) < 0) {
RETURN_LT(lt, -1);
}
SDL_RenderPresent(renderer);
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render_timer = (int64_t) roundf(1000.0f / (float) fps);
}
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const int64_t end_frame_time = (int64_t) SDL_GetTicks();
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SDL_Delay((unsigned int) max_int64(10, delta_time - (end_frame_time - begin_frame_time)));
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}
RETURN_LT(lt, 0);
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}