Touhou/src/engine.c

114 lines
2.6 KiB
C

#include <gint/display.h>
#include <gint/keyboard.h>
#include <libprof.h>
#include <stdint.h>
#include "config.h"
#include "engine.h"
// Speed in px/us
#define SPEED_FAST 0.000208
#define SPEED_SLOW 0.000104
extern image_t *img_witches[8];
extern image_t *img_battlefields[3];
float speeds[2] = {SPEED_FAST, SPEED_SLOW};
void engine(void)
{
uint32_t frame = 0;
uint32_t us_elapsed = 1;
// Profiling
prof_t prof_fps = prof_make();
prof_t prof_engine = prof_make();
prof_t prof_display = prof_make();
char witch = 0;
char mode = 0; // 0 = normal, 1 = focused
float px = SCREEN_X / 2;
float py = SCREEN_Y / 2;
char battlefield = 0;
while(!keydown(KEY_EXIT))
{
// Profiling
prof_enter(prof_fps);
// Get keyboard events
clearevents();
//*** Some debug inputs ***********************************************
if(keydown(KEY_F1)) battlefield = 0;
if(keydown(KEY_F2)) battlefield = 1;
if(keydown(KEY_F3)) battlefield = 2;
if(keydown(KEY_1)) witch = 0;
if(keydown(KEY_2)) witch = 1;
if(keydown(KEY_3)) witch = 2;
if(keydown(KEY_4)) witch = 3;
//*** End debug *******************************************************
prof_enter(prof_engine);
// Fast or slow witch
mode = keydown(KEY_OPTN);
float base_speed = us_elapsed * speeds[mode] * (
keydown_any(KEY_LEFT, KEY_RIGHT, 0) &&
keydown_any(KEY_UP, KEY_DOWN, 0) ? 0.707 : 1.0);
// Move witch
if(keydown(KEY_UP))
py -= base_speed;
if(keydown(KEY_DOWN))
py += base_speed;
if(keydown(KEY_LEFT))
px -= base_speed;
if(keydown(KEY_RIGHT))
px += base_speed;
prof_leave(prof_engine);
prof_enter(prof_display);
// Clear VRAM
dclear(C_BLACK);
// Draw battlefield
dimage(0, 0, img_battlefields[battlefield]);
// Draw our cute witch
image_t *w = img_witches[witch * 2 + mode];
dimage(px - w->width / 2, py - w->height / 2, w);
prof_leave(prof_display);
// Print FPS
dprint(273, 184, C_WHITE, "%i FPS", 1000000 / us_elapsed);
dprint(273, 194, C_WHITE, "Tot: %i us", us_elapsed);
dprint(273, 204, C_WHITE, "Eng: %i us", prof_time(prof_engine));
dprint(273, 214, C_WHITE, "Dsp: %i us", prof_time(prof_display));
// Update VRAM
dupdate();
// Update FPS & frame
prof_leave(prof_fps);
us_elapsed = prof_time(prof_fps);
frame++;
}
}
void physics(void)
{
}
void graphics(void)
{
}