clang-format config added and applied

This commit is contained in:
KikooDX 2021-05-01 02:23:11 +02:00
parent ade3423d89
commit 22569a2241
11 changed files with 201 additions and 127 deletions

9
.clang-format Normal file
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@ -0,0 +1,9 @@
BasedOnStyle: LLVM
IndentWidth: 8
UseTab: AlignWithSpaces
BreakBeforeBraces: Linux
AllowShortIfStatementsOnASingleLine: false
IndentCaseLabels: false
ColumnLimit: 80
AlignConsecutiveMacros: true
AlwaysBreakAfterReturnType: TopLevelDefinitions

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@ -6,16 +6,16 @@
* included in all copies and substantial portions of the software. */
#pragma once
#define TARGET_UPS 60
#define TARGET_FPS 30
#define TILE_SIZE 16
#define LEVEL_WIDTH 16
#define LEVEL_HEIGHT 16
#define LEVEL_SIZE (LEVEL_WIDTH * LEVEL_HEIGHT)
#define LEVEL_WIDTH_PX (LEVEL_WIDTH * TILE_SIZE)
#define LEVEL_HEIGHT_PX (LEVEL_HEIGHT * TILE_SIZE)
#define DRAW_OFFSET_X 70
#define DRAW_OFFSET_Y_MIN -32
#define DRAW_OFFSET_Y_MAX 0
#define DRAW_OFFSET_Y_STEP 8
#define TARGET_UPS 60
#define TARGET_FPS 30
#define TILE_SIZE 16
#define LEVEL_WIDTH 16
#define LEVEL_HEIGHT 16
#define LEVEL_SIZE (LEVEL_WIDTH * LEVEL_HEIGHT)
#define LEVEL_WIDTH_PX (LEVEL_WIDTH * TILE_SIZE)
#define LEVEL_HEIGHT_PX (LEVEL_HEIGHT * TILE_SIZE)
#define DRAW_OFFSET_X 70
#define DRAW_OFFSET_Y_MIN -32
#define DRAW_OFFSET_Y_MAX 0
#define DRAW_OFFSET_Y_STEP 8
#define DRAW_OFFSET_Y_DEFAULT -16

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@ -5,8 +5,8 @@
* which is MIT licensed. The MIT license requires this copyright notice to be
* included in all copies and substantial portions of the software. */
#pragma once
#include <stdbool.h>
#include "lazyint.h"
#include <stdbool.h>
#define KEYS_COUNT 8
enum {
@ -20,10 +20,10 @@ enum {
K_EXIT
};
#define S_PRESSED 0
#define S_DOWN 1
#define S_PRESSED 0
#define S_DOWN 1
#define S_RELEASED 2
#define S_UP 3
#define S_UP 3
typedef struct Input {
u8 keys[KEYS_COUNT];

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@ -6,11 +6,11 @@
* included in all copies and substantial portions of the software. */
#pragma once
#include "conf.h"
#include "vec2.h"
#include "tiles.h"
#include "lazyint.h"
#include "tiles.h"
#include "vec2.h"
typedef struct Level{
typedef struct Level {
tile_t content[LEVEL_WIDTH * LEVEL_HEIGHT];
Vec2 start_pos;
u8 keys;

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@ -5,28 +5,28 @@
* which is MIT licensed. The MIT license requires this copyright notice to be
* included in all copies and substantial portions of the software. */
#pragma once
#include <stdbool.h>
#include "input.h"
#include "lazyint.h"
#include "vec2.h"
#include "input.h"
#include <stdbool.h>
#define PLAYER_WIDTH 12
#define PLAYER_HEIGHT 12
#define GRAVITY 0.2
#define JUMP_SPD -5.8
#define JUMP_BUFFER 6
#define COYOT 6
#define FALL_RESISTANCE 0.04
#define FASTFALL_RESISTANCE 0.01
#define PLAYER_WIDTH 12
#define PLAYER_HEIGHT 12
#define GRAVITY 0.2
#define JUMP_SPD -5.8
#define JUMP_BUFFER 6
#define COYOT 6
#define FALL_RESISTANCE 0.04
#define FASTFALL_RESISTANCE 0.01
#define MAX_HORIZONTAL_SPEED 2.0
#define GROUND_ACCELERATION 0.4
#define AIR_ACCELERATION 1.0
#define GROUND_FRICTION (GROUND_ACCELERATION / MAX_HORIZONTAL_SPEED)
#define AIR_FRICTION (AIR_ACCELERATION / MAX_HORIZONTAL_SPEED)
#define KNOCKBACK_Y (-(JUMP_SPD) + 2.0)
#define KNOCKBACK_X MAX_HORIZONTAL_SPEED
#define GROUND_ACCELERATION 0.4
#define AIR_ACCELERATION 1.0
#define GROUND_FRICTION (GROUND_ACCELERATION / MAX_HORIZONTAL_SPEED)
#define AIR_FRICTION (AIR_ACCELERATION / MAX_HORIZONTAL_SPEED)
#define KNOCKBACK_Y (-(JUMP_SPD) + 2.0)
#define KNOCKBACK_X MAX_HORIZONTAL_SPEED
typedef struct Player{
typedef struct Player {
Vec2 pos;
f32 spd_x;
f32 spd_y;

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@ -5,11 +5,11 @@
* which is MIT licensed. The MIT license requires this copyright notice to be
* included in all copies and substantial portions of the software. */
#pragma once
#include <stdbool.h>
#include "lazyint.h"
#include <stdbool.h>
typedef i16 vec2_int_t;
typedef struct Vec2{
typedef struct Vec2 {
vec2_int_t x;
vec2_int_t y;
} Vec2;

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@ -4,11 +4,13 @@
* [Painfull Success CG](https://git.sr.ht/~kikoodx/painfull-success-cg),
* which is MIT licensed. The MIT license requires this copyright notice to be
* included in all copies and substantial portions of the software. */
#include <gint/keyboard.h>
#include "lazyint.h"
#include "input.h"
#include "lazyint.h"
#include <gint/keyboard.h>
void input_update(Input *input) {
void
input_update(Input *input)
{
/* Read full input stream. */
clearevents();
/* For each key, update state. */
@ -23,8 +25,7 @@ void input_update(Input *input) {
*state = S_PRESSED;
else
*state = S_DOWN;
}
else {
} else {
if (*state == S_PRESSED || *state == S_DOWN)
*state = S_RELEASED;
else
@ -33,7 +34,9 @@ void input_update(Input *input) {
}
}
void input_init(Input *input) {
void
input_init(Input *input)
{
/* initialize all values to S_UP, avoid random bugs */
input->keys[K_LEFT] = KEY_LEFT;
input->keys[K_RIGHT] = KEY_RIGHT;
@ -47,20 +50,28 @@ void input_init(Input *input) {
input->states[i] = S_UP;
}
bool input_is_pressed(Input input, u8 key) {
bool
input_is_pressed(Input input, u8 key)
{
return input.states[key] == S_PRESSED;
}
bool input_is_down(Input input, u8 key) {
bool
input_is_down(Input input, u8 key)
{
return ((input.states[key] == S_DOWN) ||
(input.states[key] == S_PRESSED));
(input.states[key] == S_PRESSED));
}
bool input_is_released(Input input, u8 key) {
bool
input_is_released(Input input, u8 key)
{
return input.states[key] == S_RELEASED;
}
bool input_is_up(Input input, u8 key) {
bool
input_is_up(Input input, u8 key)
{
return ((input.states[key] == S_UP) ||
(input.states[key] == S_RELEASED));
(input.states[key] == S_RELEASED));
}

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@ -4,16 +4,18 @@
* [Painfull Success CG](https://git.sr.ht/~kikoodx/painfull-success-cg),
* which is MIT licensed. The MIT license requires this copyright notice to be
* included in all copies and substantial portions of the software. */
#include "level.h"
#include "conf.h"
#include "lazyint.h"
#include "player.h"
#include "tiles.h"
#include "vec2.h"
#include <gint/display.h>
#include <gint/std/string.h>
#include "lazyint.h"
#include "level.h"
#include "tiles.h"
#include "conf.h"
#include "player.h"
#include "vec2.h"
void level_draw(Level level, i16 y_offset) {
void
level_draw(Level level, i16 y_offset)
{
/* Pixel position (where we draw). */
i32 x = DRAW_OFFSET_X;
i16 y = y_offset;
@ -22,9 +24,11 @@ void level_draw(Level level, i16 y_offset) {
while (cx < LEVEL_WIDTH) {
u8 cy = 0;
while (cy < LEVEL_HEIGHT) {
const tile_t tile = level.content[cy * LEVEL_WIDTH + cx];
const tile_t tile =
level.content[cy * LEVEL_WIDTH + cx];
const u32 color = tile_color(tile);
drect(x, y, x + TILE_SIZE - 1, y + TILE_SIZE - 1, color);
drect(x, y, x + TILE_SIZE - 1, y + TILE_SIZE - 1,
color);
y += TILE_SIZE;
cy += 1;
}
@ -34,7 +38,9 @@ void level_draw(Level level, i16 y_offset) {
}
}
void level_load(Level *level, Player *player, u8 id) {
void
level_load(Level *level, Player *player, u8 id)
{
extern Level levels[LEVEL_SIZE];
memcpy(level->content, levels[id].content, LEVEL_SIZE);
level->start_pos = levels[id].start_pos;
@ -44,7 +50,9 @@ void level_load(Level *level, Player *player, u8 id) {
player->keys_left = levels[id].keys;
}
tile_t level_get_tile_at_px(Level level, Vec2 pos) {
tile_t
level_get_tile_at_px(Level level, Vec2 pos)
{
/* Out of bounds check. */
if (pos.x < 0 || pos.y < 0)
return OUT_OF_BOUNDS;
@ -58,7 +66,9 @@ tile_t level_get_tile_at_px(Level level, Vec2 pos) {
return level.content[x + y * LEVEL_WIDTH];
}
void level_set_tile_at_px(Level *level, Vec2 pos, tile_t tile) {
void
level_set_tile_at_px(Level *level, Vec2 pos, tile_t tile)
{
/* Convert to unsigned integers. */
u8 x = pos.x / TILE_SIZE;
u8 y = pos.y / TILE_SIZE;

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@ -4,23 +4,27 @@
* [Painfull Success CG](https://git.sr.ht/~kikoodx/painfull-success-cg),
* which is MIT licensed. The MIT license requires this copyright notice to be
* included in all copies and substantial portions of the software. */
#include <gint/display.h>
#include <gint/timer.h>
#include <gint/clock.h>
#include <stdbool.h>
#include "lazyint.h"
#include "conf.h"
#include "input.h"
#include "lazyint.h"
#include "level.h"
#include "player.h"
#include <gint/clock.h>
#include <gint/display.h>
#include <gint/timer.h>
#include <stdbool.h>
int callback(volatile void *arg) {
int
callback(volatile void *arg)
{
volatile bool *has_ticked = arg;
*has_ticked = true;
return 0;
}
int main(void) {
int
main(void)
{
/* Initialize player. */
Player player;
player_init(&player);
@ -36,7 +40,8 @@ int main(void) {
/* UPS control. */
volatile bool has_ticked = true;
int timer = timer_setup(TIMER_ANY, 1000000/TARGET_UPS, callback, &has_ticked);
int timer =
timer_setup(TIMER_ANY, 1000000 / TARGET_UPS, callback, &has_ticked);
timer_start(timer);
/* Core loop. */
@ -44,15 +49,18 @@ int main(void) {
/* Repeat step event so the UPS is constant. */
for (u8 i = 0; i < TARGET_UPS / TARGET_FPS; i += 1) {
/* UPS control. */
while (!has_ticked) sleep();
while (!has_ticked)
sleep();
has_ticked = false;
/* Update. */
input_update(&input);
player_update(&player, &level, input, &level_id);
/* Y offset. */
if (input_is_pressed(input, K_CAM_UP) && y_offset < DRAW_OFFSET_Y_MAX)
if (input_is_pressed(input, K_CAM_UP) &&
y_offset < DRAW_OFFSET_Y_MAX)
y_offset += DRAW_OFFSET_Y_STEP;
if (input_is_pressed(input, K_CAM_DOWN) && y_offset > DRAW_OFFSET_Y_MIN)
if (input_is_pressed(input, K_CAM_DOWN) &&
y_offset > DRAW_OFFSET_Y_MIN)
y_offset -= DRAW_OFFSET_Y_STEP;
}
/* Draw. */
@ -61,7 +69,8 @@ int main(void) {
player_draw(player, y_offset);
/* Black borders. */
drect(0, 0, DRAW_OFFSET_X - 1, DHEIGHT, C_BLACK);
drect(DRAW_OFFSET_X + LEVEL_WIDTH_PX, 0, DWIDTH, DHEIGHT, C_BLACK);
drect(DRAW_OFFSET_X + LEVEL_WIDTH_PX, 0, DWIDTH, DHEIGHT,
C_BLACK);
dupdate();
}

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@ -4,17 +4,19 @@
* [Painfull Success CG](https://git.sr.ht/~kikoodx/painfull-success-cg),
* which is MIT licensed. The MIT license requires this copyright notice to be
* included in all copies and substantial portions of the software. */
#include <gint/display.h>
#include <stdbool.h>
#include "lazyint.h"
#include "player.h"
#include "conf.h"
#include "vec2.h"
#include "level.h"
#include "input.h"
#include "lazyint.h"
#include "level.h"
#include "tiles.h"
#include "vec2.h"
#include <gint/display.h>
#include <stdbool.h>
void player_init(Player *player) {
void
player_init(Player *player)
{
player->pos = (Vec2){0, 0};
player->spd_x = 0.0;
player->spd_y = 0.0;
@ -25,16 +27,17 @@ void player_init(Player *player) {
player->coyot = 0;
}
void player_update(Player *player, Level *level, Input input, u8 *level_id) {
void
player_update(Player *player, Level *level, Input input, u8 *level_id)
{
const Vec2 one_px_down = (Vec2){player->pos.x, player->pos.y + 1};
const bool on_ground =
player_collide(*level, one_px_down, SOLID_TILE, 0) ||
player_collide(*level, one_px_down, SEMI_SOLID_TILE, 0);
player_collide(*level, one_px_down, SOLID_TILE, 0) ||
player_collide(*level, one_px_down, SEMI_SOLID_TILE, 0);
if (!player->stun) {
/* Get input. */
const i8 move_x = sign(
input_is_down(input, K_RIGHT) -
input_is_down(input, K_LEFT));
const i8 move_x = sign(input_is_down(input, K_RIGHT) -
input_is_down(input, K_LEFT));
const bool fastfall = input_is_down(input, K_DOWN);
const bool jump_pressed = input_is_pressed(input, K_JUMP);
const bool jump_held = input_is_down(input, K_JUMP);
@ -75,18 +78,19 @@ void player_update(Player *player, Level *level, Input input, u8 *level_id) {
player->jump_buffer = 0;
player->coyot = 0;
}
}
else {
} else {
/* Gravity. */
player->spd_y += GRAVITY;
/* Vertical friction. */
player->spd_y *= 1 - FALL_RESISTANCE;
}
/* Semi-solid platform stop fall. */
if (player->spd_y > 0 && player_collide(*level, player->pos, SEMI_SOLID_TILE, 0))
if (player->spd_y > 0 &&
player_collide(*level, player->pos, SEMI_SOLID_TILE, 0))
player->spd_y = 0;
/* Apply movement. */
const bool hit_wall_x = player_move(player, *level, round(player->spd_x), 0);
const bool hit_wall_x =
player_move(player, *level, round(player->spd_x), 0);
player_move(player, *level, 0, round(player->spd_y));
/* If player hit a wall in stun mode, turn back. */
if (hit_wall_x && player->stun) {
@ -101,8 +105,7 @@ void player_update(Player *player, Level *level, Input input, u8 *level_id) {
player->knocked = true;
}
player->stun = true;
}
else {
} else {
player->knocked = false;
if (on_ground)
player->stun = false;
@ -111,29 +114,30 @@ void player_update(Player *player, Level *level, Input input, u8 *level_id) {
if ((player->pos.x <= -PLAYER_WIDTH) ||
(player->pos.y <= -PLAYER_HEIGHT) ||
(player->pos.x >= LEVEL_WIDTH_PX) ||
(player->pos.y >= LEVEL_HEIGHT_PX))
{
(player->pos.y >= LEVEL_HEIGHT_PX)) {
player_init(player);
player->pos = level->start_pos;
}
/* Get keys. */
player_collide_keys(player, level);
/* Exit, victory! */
if (player->keys_left == 0 && player_collide(*level, player->pos, EXIT_TILE, 0)) {
if (player->keys_left == 0 &&
player_collide(*level, player->pos, EXIT_TILE, 0)) {
*level_id += 1;
level_load(level, player, *level_id);
}
else if (input_is_pressed(input, K_RESTART)) /* Manual restart. */
} else if (input_is_pressed(input, K_RESTART)) /* Manual restart. */
level_load(level, player, *level_id);
}
void player_draw(Player player, i16 y_offset) {
void
player_draw(Player player, i16 y_offset)
{
/* Draw colored rectangle depending on player state. */
u32 color = 0;
if (player.stun)
color = C_RGB(230/8, 41/8, 55/8); /* Red. */
color = C_RGB(230 / 8, 41 / 8, 55 / 8); /* Red. */
else
color = C_RGB(0/8, 121/8, 241/8); /* Blue. */
color = C_RGB(0 / 8, 121 / 8, 241 / 8); /* Blue. */
const vec2_int_t x = player.pos.x + DRAW_OFFSET_X;
const vec2_int_t y = player.pos.y + y_offset;
drect(x, y, x + PLAYER_WIDTH - 1, y + PLAYER_HEIGHT - 1, color);
@ -141,7 +145,9 @@ void player_draw(Player player, i16 y_offset) {
/* Helper functions */
bool player_collide(Level level, Vec2 pos, tile_t tile, u8 margin) {
bool
player_collide(Level level, Vec2 pos, tile_t tile, u8 margin)
{
/* Note: these `* 2` are here to completely replicate the behavior of
* the original Painfull Success. If you want to reuse this in your
* game, remove them. They are a bug! */
@ -150,20 +156,24 @@ bool player_collide(Level level, Vec2 pos, tile_t tile, u8 margin) {
const vec2_int_t yt = pos.y + margin;
const vec2_int_t yb = pos.y + PLAYER_HEIGHT - 1 - margin * 2;
return ((tile == level_get_tile_at_px(level, (Vec2){xl, yt})) ||
(tile == level_get_tile_at_px(level, (Vec2){xr, yt})) ||
(tile == level_get_tile_at_px(level, (Vec2){xl, yb})) ||
(tile == level_get_tile_at_px(level, (Vec2){xr, yb})));
(tile == level_get_tile_at_px(level, (Vec2){xr, yt})) ||
(tile == level_get_tile_at_px(level, (Vec2){xl, yb})) ||
(tile == level_get_tile_at_px(level, (Vec2){xr, yb})));
}
bool player_move(Player *player, Level level, i8 spd_x, i8 spd_y) {
bool
player_move(Player *player, Level level, i8 spd_x, i8 spd_y)
{
player->pos.x += spd_x;
player->pos.y += spd_y;
/* If player is in solid, move back until it ain't. */
if (player_collide(level, player->pos, SOLID_TILE, 0)) {
const i8 sign_spd_x = sign(spd_x);
const i8 sign_spd_y = sign(spd_y);
if (sign_spd_x != 0) player->spd_x = 0;
if (sign_spd_y != 0) player->spd_y = 0;
if (sign_spd_x != 0)
player->spd_x = 0;
if (sign_spd_y != 0)
player->spd_y = 0;
while (player_collide(level, player->pos, SOLID_TILE, 0)) {
player->pos.x -= sign_spd_x;
player->pos.y -= sign_spd_y;
@ -175,7 +185,9 @@ bool player_move(Player *player, Level level, i8 spd_x, i8 spd_y) {
/* Seek for a key tile at given position, if found destroy it and return 1.
* Otherwise, return 0. */
u8 player_collide_key(Level *level, vec2_int_t x, vec2_int_t y) {
u8
player_collide_key(Level *level, vec2_int_t x, vec2_int_t y)
{
if (level_get_tile_at_px(*level, (Vec2){x, y}) == KEY_TILE) {
level_set_tile_at_px(level, (Vec2){x, y}, AIR_TILE);
return 1;
@ -184,20 +196,23 @@ u8 player_collide_key(Level *level, vec2_int_t x, vec2_int_t y) {
}
/* Destroy keys the player is touching and deduce them from keys left. */
void player_collide_keys(Player *player, Level *level) {
void
player_collide_keys(Player *player, Level *level)
{
const vec2_int_t xl = player->pos.x;
const vec2_int_t xr = xl + PLAYER_WIDTH - 1;
const vec2_int_t yt = player->pos.y;
const vec2_int_t yb = yt + PLAYER_HEIGHT - 1;
player->keys_left -=
player_collide_key(level, xl, yt) +
player_collide_key(level, xr, yt) +
player_collide_key(level, xl, yb) +
player_collide_key(level, xr, yb);
player->keys_left -= player_collide_key(level, xl, yt) +
player_collide_key(level, xr, yt) +
player_collide_key(level, xl, yb) +
player_collide_key(level, xr, yb);
}
/* Used by `collide_keys()`. Don't call this one directly. */
i8 sign(i8 value) {
i8
sign(i8 value)
{
if (value > 0)
return 1;
else if (value < 0)
@ -206,7 +221,9 @@ i8 sign(i8 value) {
return 0;
}
f32 signf(f32 value) {
f32
signf(f32 value)
{
if (value > 0.0)
return 1.0;
else if (value < 0.0)
@ -215,7 +232,9 @@ f32 signf(f32 value) {
return 0.0;
}
i8 round(f32 value) {
i8
round(f32 value)
{
if (value > 0)
return (i8)(value + 0.5);
else

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@ -4,20 +4,36 @@
* [Painfull Success CG](https://git.sr.ht/~kikoodx/painfull-success-cg),
* which is MIT licensed. The MIT license requires this copyright notice to be
* included in all copies and substantial portions of the software. */
#include <gint/display.h>
#include "lazyint.h"
#include "tiles.h"
#include "lazyint.h"
#include <gint/display.h>
u32 tile_color(tile_t tile) {
u32
tile_color(tile_t tile)
{
int color = 0;
switch (tile) {
case AIR_TILE: color = C_RGB(0/8, 0/8, 0/8); break;
case SOLID_TILE: color = C_RGB(10/8, 210/8, 180/8); break;
case PAIN_TILE: color = C_RGB(210/8, 10/8, 180/8); break;
case SPAWN_TILE: color = C_RGB(20/8, 220/8, 20/8); break;
case EXIT_TILE: color = C_RGB(250/8, 220/8, 10/8); break;
case KEY_TILE: color = C_RGB(210/8, 210/8, 210/8); break;
case SEMI_SOLID_TILE: color = C_RGB(5/8, 105/8, 90/8); break;
case AIR_TILE:
color = C_RGB(0 / 8, 0 / 8, 0 / 8);
break;
case SOLID_TILE:
color = C_RGB(10 / 8, 210 / 8, 180 / 8);
break;
case PAIN_TILE:
color = C_RGB(210 / 8, 10 / 8, 180 / 8);
break;
case SPAWN_TILE:
color = C_RGB(20 / 8, 220 / 8, 20 / 8);
break;
case EXIT_TILE:
color = C_RGB(250 / 8, 220 / 8, 10 / 8);
break;
case KEY_TILE:
color = C_RGB(210 / 8, 210 / 8, 210 / 8);
break;
case SEMI_SOLID_TILE:
color = C_RGB(5 / 8, 105 / 8, 90 / 8);
break;
}
return color;
}