BosonX/src/main.cpp

291 lines
9.0 KiB
C++

#include "level.h"
#include "generator.h"
#include "render.h"
#include "game.h"
#include "util.h"
#include "log.h"
#include "menu.h"
#include <gint/display.h>
#include <gint/keyboard.h>
#include <gint/timer.h>
#include <gint/clock.h>
#include <gint/cpu.h>
#include <azur/gint/render.h>
#include <gint/drivers/r61524.h>
#include <fxlibc/printf.h>
#include <gint/gint.h>
int play_level(int level_id)
{
struct game game;
struct camera *camera = &game.camera;
struct player *player = &game.player;
game.level = level_create(level_id);
game.t = 0.0;
game.sections_passed = 0;
game.debug.footer = false;
camera->set_fov(120.0);
camera->screen_size = vec2(DWIDTH, DHEIGHT);
player->z = 0.0;
player->vz = 3.0;
player->platform = 0;
player->stance = player::Falling;
player->jump_dir = 0;
player->jump_t = 0.0;
player->height = 1.0;
player->vheight = 0.0;
player->frame = 0;
/* FPS regulation setup */
int volatile need_frame = 1;
int last_frame_us = 0;
int timer = timer_configure(TIMER_ANY, 33000, GINT_CALL_SET(&need_frame));
timer_start(timer);
camera_track(camera, player);
log_printf("platform distance: %s\n", str(space_platform_distance()));
log_printf("player: at %s\n", str(player->pos()));
log_printf("camera: at %s, screen distance %s, platform %d, "
"angle vector %s\n",
str(camera->pos),
str(camera->screen_distance()),
camera->platform,
str(camera->angle_vector));
bool game_run = true;
while(game_run) {
while(!need_frame) sleep();
need_frame = 0;
//======= Initial data updates =======//
num dt = 1.0 / 30;
game.t += dt;
prof_t perf_frame = prof_make();
prof_enter_norec(perf_frame);
level_update(&game.level);
camera_track(camera, player);
//======= Rendering =======//
azrp_perf_clear();
azrp_clear(RGB24(0x49759f));
prof_t perf_comp = prof_make();
prof_enter_norec(perf_comp);
for(int depth = RENDER_DISTANCE - 1; depth >= 0; depth--) {
num z = (game.sections_passed + depth) * SECTION_LENGTH;
struct section *s = &game.level.section_buffer[depth];
for(int i = 0; i < PLATFORM_COUNT; i++) {
/* Set this to get the full tunnel test */
constexpr bool full_tunnel = false;
/* Set this to get the OG full tunnel coloring */
constexpr bool og_coloring = false;
int color = C_WHITE;
if(!full_tunnel && s->platforms[i].type != PLATFORM_WHITE)
continue;
if(og_coloring) {
int j = i + depth + game.sections_passed;
int gray = (j % PLATFORM_COUNT) * 31 / PLATFORM_COUNT;
color = C_RGB(gray, gray, gray);
}
else {
color = camera_platform_color(&game.camera, i);
}
struct prect p = space_platform_position(i, z);
/* Near plane clipping */
num near = camera->pos.z + camera->near_plane();
if(p.fl.z <= near) continue;
if(p.nl.z <= near) p.nl.z = near;
if(p.nr.z <= near) p.nr.z = near;
camera_project_prect(&game.camera, &p);
render_triangle(&p.nl, &p.fr, &p.fl, color);
render_triangle(&p.fr, &p.nl, &p.nr, color);
}
}
/* Render player */
vec3 player_dot = camera_project_point(&game.camera, player->pos());
struct anim *player_anim;
int player_frame;
player->get_anim(&player_anim, &player_frame);
render_anim_frame((int)player_dot.x, (int)player_dot.y,
player_anim, player_frame);
prof_leave_norec(perf_comp);
azrp_update();
if(game.debug.footer) {
drect(0, DHEIGHT-20, DWIDTH-1, DHEIGHT-1, C_WHITE);
dprint(4, 209, C_BLACK, "render:%4d+%4dus comp:%4dus FPS:%02d",
prof_time(azrp_perf_render) - prof_time(azrp_perf_r61524),
prof_time(azrp_perf_r61524),
prof_time(perf_comp),
last_frame_us ? 1000000 / last_frame_us : 0);
r61524_display(gint_vram, DHEIGHT-20, 20, R61524_DMA_WAIT);
}
//======= Input =======//
key_event_t ev;
while((ev = pollevent()).type != KEYEV_NONE) {
if(ev.type == KEYEV_UP || ev.type == KEYEV_HOLD)
continue;
int key = ev.key;
if(key == KEY_EXIT || key == KEY_MENU)
game_run = false;
if(key == KEY_OPTN)
game.debug.footer = !game.debug.footer;
if(key == KEY_F1) {
game.level = level_create(1);
level_update(&game.level);
}
if(key == KEY_F2) {
game.level = level_create(2);
level_update(&game.level);
}
if(key == KEY_F3) {
game.level = level_create(3);
level_update(&game.level);
}
if(key == KEY_LEFT && !player->airborne()) {
player->stance = player::Jumping;
player->jump_dir = -1;
player->jump_t = 0.0;
player->jump_key = key;
player->vheight = JUMP_THRUST;
player->frame = 0;
}
if((key == KEY_UP || key == KEY_SHIFT) && !player->airborne()) {
player->stance = player::Jumping;
player->jump_dir = 0;
player->jump_t = 0.0;
player->jump_key = key;
player->vheight = JUMP_THRUST;
player->frame = 0;
}
if(key == KEY_RIGHT && !player->airborne()) {
player->stance = player::Jumping;
player->jump_dir = +1;
player->jump_t = 0.0;
player->jump_key = key;
player->vheight = JUMP_THRUST;
player->frame = 0;
}
}
if(!game_run) break;
//======= Simulation =======//
player->z += player->vz * dt;
player->height += player->vheight * dt;
/* Apply gravity */
num gravity = 0.0;
if(player->stance == player::Jumping) {
gravity = HOVERING_GRAVITY;
}
else if(player->stance == player::Falling) {
gravity = FALLING_GRAVITY;
}
player->vheight += gravity * dt;
if(player->airborne()) {
player->jump_t += dt;
/* Update the current platform number after rotation */
if(player->jump_t > TIME_ROTATION && player->jump_dir) {
int p = player->platform + player->jump_dir;
p = (p + PLATFORM_COUNT) % PLATFORM_COUNT;
player->platform = p;
player->jump_dir = 0;
}
/* Switch to falling if the jump key is released */
if(player->stance == player::Jumping
&& player->jump_t > TIME_JUMP_THRUST_MIN
&& !keydown(player->jump_key)) {
player->stance = player::Falling;
player->vheight = 0.0;
}
/* TODO: Reset jump after contact on platforms, not distance */
if(player->height <= 0) {
player->stance = player::Running;
player->jump_dir = 0;
player->jump_t = 0.0;
player->height = 0;
player->vheight = 0;
player->jump_key = 0;
player->frame = 0;
}
}
/* Eliminate dead platforms so new ones can be generated. We include
the camera's distance in the calculation because we only remove
platforms that have been passed *and* are now invisible. */
while(player->z - RENDER_CAMERA_BACK_DISTANCE >
(game.sections_passed + 1) * SECTION_LENGTH) {
level_advance(&game.level);
game.sections_passed++;
}
prof_leave_norec(perf_frame);
last_frame_us = prof_time(perf_frame);
}
timer_stop(timer);
return 0;
}
int main(void)
{
int level;
__printf_enable_fp();
prof_init();
game_init();
extern font_t font_boson;
dfont(&font_boson);
#if LOG_USB_ENABLE
dclear(C_WHITE);
dtext_opt(DWIDTH/2, DHEIGHT/2, C_BLACK, C_NONE, DTEXT_CENTER, DTEXT_MIDDLE,
"Waiting for USB log...", -1);
dupdate();
log_init(true);
#endif
azrp_config_scale(1);
azrp_shader_clear_configure();
azrp_shader_image_p8_configure();
azrp_shader_image_p4_configure();
azrp_shader_triangle_configure();
while (1) {
if (menu_title() != 0) {
gint_osmenu();
continue;
}
while (menu_select_level(&level) >= 0) {
play_level(level);
}
}
return 0;
}