indentation, stupid bugs, etc
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19
src/duet.h
19
src/duet.h
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@ -9,22 +9,6 @@
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#define __BSD_VISIBLE 1
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#include <math.h>
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//---
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// Data structures
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//---
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<<<<<<< Updated upstream
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typedef struct {
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float w, h; /* px */
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float x, y; /* px */
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float vx, vy; /* px/s */
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float r; /* rad */
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float vr; /* rad/s */
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} rect_t;
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=======
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>>>>>>> Stashed changes
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//---
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// Level strucutres
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//---
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@ -75,6 +59,7 @@ typedef struct {
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float w, h; /* px */
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float x, y; /* px */
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float vx, vy; /* px/s */
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float r; /* rad */
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float vr; /* rad/s */
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} rect_t;
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@ -98,4 +83,4 @@ void dcircle(int x, int y, int r, int color, bool fill);
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void dtriangle(int x1, int y1, int x2, int y2, int x3, int y3, int color);
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void drectoid(rect_t const *r, int color);
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void drectoid(rect_t const *r, int color);
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108
src/main.c
108
src/main.c
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@ -10,70 +10,70 @@
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#include "duet.h"
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level_t level0 = {
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.tempo = 1.0,
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.blocks = (rectmeta_t []){
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{
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.time = 0,
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.shape = Shape_LongBar,
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.position = Position_Left,
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.action = Action_Normal
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},
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{
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.time = 1,
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.shape = Shape_LongBar,
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.position = Position_Middle,
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.action = Action_Normal
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},
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{
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.time = 3,
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.shape = Shape_LongBar,
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.position = Position_Left,
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.action = Action_Normal
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},
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}
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.tempo = 1.0,
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.blocks = (rectmeta_t []){
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{
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.time = 0,
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.shape = Shape_LongBar,
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.position = Position_Left,
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.action = Action_Normal
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},
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{
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.time = 1,
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.shape = Shape_LongBar,
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.position = Position_Middle,
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.action = Action_Normal
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},
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{
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.time = 3,
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.shape = Shape_LongBar,
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.position = Position_Left,
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.action = Action_Normal
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},
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}
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};
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int main(void)
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{
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volatile int need_frame;
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struct game game;
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float dt = 0;
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int timer;
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volatile int need_frame;
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struct game game;
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float dt = 0;
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int timer;
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__printf_enable_fp();
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__printf_enable_fp();
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memset(&game, 0x00, sizeof(struct game));
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game.level = &level0;
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memset(&game, 0x00, sizeof(struct game));
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game.level = &level0;
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timer = timer_configure(TIMER_ANY, 33000, GINT_CALL_SET(&need_frame));
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timer_start(timer);
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while (1) {
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dt = (1.0 / 30) * level0.tempo;
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game.time += 1.0 / 30;
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timer = timer_configure(TIMER_ANY, 33000, GINT_CALL_SET(&need_frame));
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timer_start(timer);
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while (1) {
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dt = (1.0 / 30) * level0.tempo;
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game.time += 1.0 / 30;
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key_event_t e;
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while ((e = pollevent()).type != KEYEV_NONE) {
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if (e.type == KEYEV_DOWN && e.key == KEY_MENU)
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gint_osmenu();
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}
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if (keydown(KEY_7)) {
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game.player_rota += dt;
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}
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if (keydown(KEY_0)) {
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game.player_rota -= dt;
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}
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key_event_t e;
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while ((e = pollevent()).type != KEYEV_NONE) {
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if (e.type == KEYEV_DOWN && e.key == KEY_MENU)
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gint_osmenu();
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}
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if (keydown(KEY_7)) {
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game.player_rota += dt;
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}
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if (keydown(KEY_0)) {
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game.player_rota -= dt;
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}
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//TODO: physix
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//TODO: physix
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dclear(C_BLACK);
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dprint(0, 0, C_WHITE, "game time: %.2fs", game.time);
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dprint(0, 11, C_WHITE, "player rota: %.2f rad", game.player_rota);
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dupdate();
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dclear(C_BLACK);
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dprint(0, 0, C_WHITE, "game time: %.2fs", game.time);
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dprint(0, 11, C_WHITE, "player rota: %.2f rad", game.player_rota);
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dupdate();
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while (need_frame == 0)
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sleep();
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need_frame = 0;
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}
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return (1);
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while (need_frame == 0)
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sleep();
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need_frame = 0;
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}
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return (1);
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}
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11
src/render.c
11
src/render.c
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@ -41,17 +41,6 @@ static int max(int x, int y)
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}
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void dtriangle(int x1, int y1, int x2, int y2, int x3, int y3, int color)
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{
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if(y2 > y3) {
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int tx=x2, ty=y2;
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x2=x3, y2=y3;
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x3=tx, y3=ty;
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}
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if(y1 > y2) {
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int tx=x1, ty=y1;
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x1=x2, y1=y2;
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x2=tx, y2=ty;
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}
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// calcul du rectangle circonscrit au triangle
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int min_x = max(0, min(x1, min(x2, x3)));
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int max_x = min(DWIDTH-1, max(x1, max(x2, x3)));
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