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30717e9c1f
Author | SHA1 | Date |
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30717e9c1f | |
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cf9e278068 |
2
Makefile
2
Makefile
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@ -1,5 +1,5 @@
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CC = gcc
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FLAGS = -O2 -Wall -Wextra -g
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FLAGS = -Wall -Wextra -g
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LFLAGS = -lm src/glad.c -ldl -lglfw -lcglm
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all: bin/back
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BIN
obj/base.o
BIN
obj/base.o
Binary file not shown.
BIN
obj/bullets.o
BIN
obj/bullets.o
Binary file not shown.
BIN
obj/display.o
BIN
obj/display.o
Binary file not shown.
BIN
obj/entities.o
BIN
obj/entities.o
Binary file not shown.
BIN
obj/generation.o
BIN
obj/generation.o
Binary file not shown.
BIN
obj/hash.o
BIN
obj/hash.o
Binary file not shown.
BIN
obj/main.o
BIN
obj/main.o
Binary file not shown.
BIN
obj/menus.o
BIN
obj/menus.o
Binary file not shown.
BIN
obj/move.o
BIN
obj/move.o
Binary file not shown.
BIN
obj/proj.o
BIN
obj/proj.o
Binary file not shown.
26
src/base.c
26
src/base.c
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@ -289,6 +289,13 @@ double distance_pt_cube_aligned_3d(double x0, double y0, double z0, double cx, d
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return sqrt((x0-clx)*(x0-clx) + (y0-cly)*(y0-cly) + (z0-clz)*(z0-clz));
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}
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double distance_pt_cube_aligned_3d_infinite(double x0, double y0, double z0, double cx, double cy, double cz, double cw, double ch, double cd) {
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double clx = distance_pt_cube_axis(x0, cx, cx+cw);
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double cly = distance_pt_cube_axis(y0, cy, cy+ch);
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double clz = distance_pt_cube_axis(z0, cz, cz+cd);
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return maxd(maxd(absf(clx-x0), absf(cly-y0)), absf(clz-z0));
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}
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double distance_pt_cube_0_3d(double x0, double y0, double z0, cube_0* c) {
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// places the origin at the center of the cube
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double x = x0 - (c->x + c->w/2.0);
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@ -308,6 +315,25 @@ double distance_pt_cube_0_3d(double x0, double y0, double z0, cube_0* c) {
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return distance_pt_cube_aligned_3d(xrx, yrx, zrx, -c->w/2.0, -c->h/2.0, -c->d/2.0, c->w, c->h, c->d);
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}
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double distance_pt_cube_0_3d_infinite(double x0, double y0, double z0, cube_0* c) {
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// places the origin at the center of the cube
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double x = x0 - (c->x + c->w/2.0);
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double y = y0 - (c->y + c->h/2.0);
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double z = z0 - (c->z + c->d/2.0);
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// rotate the point : y then x
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double xry = x*cos(c->hz_angle) + z*sin(c->hz_angle);
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double yry = y;
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double zry = z*cos(c->hz_angle) - x*sin(c->hz_angle);
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double xrx = xry;
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double yrx = yry*cos(c->vt_angle) - zry*sin(c->vt_angle);
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double zrx = zry*cos(c->vt_angle) + yry*sin(c->vt_angle);
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// now the cube and pt are aligned, and (0, 0, 0) is at the cube's (bary)center
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return distance_pt_cube_aligned_3d_infinite(xrx, yrx, zrx, -c->w/2.0, -c->h/2.0, -c->d/2.0, c->w, c->h, c->d);
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}
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// ------------------------------------------------------------------------------------------------ //
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void project_to_camera(double x0, double y0, double z0, double* rx, double* ry, double* rz) {
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@ -49,6 +49,7 @@ double distance_pt_pt_2d_sq(double x0, double y0, double x1, double y1);
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double distance_pt_pt_3d_sq(double x0, double y0, double z0, double x1, double y1, double z1);
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double distance_pt_seg_3d(double x, double y, double z, double sx, double sy, double sz, double ex, double ey, double ez);
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double distance_pt_cube_0_3d(double x0, double y0, double z0, cube_0* c);
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double distance_pt_cube_0_3d_infinite(double x0, double y0, double z0, cube_0* c);
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void remove_entity(entity** arr, int* memlen, int* len, int index);
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void add_entity(entity** arr, int* memlen, int* len, entity* ent);
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@ -220,5 +220,8 @@ void gl_drawData(unsigned int shaderProg) {
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gl_drawInteger(shaderProg, (int)10.0*camvy, 0.95f, -0.75f, 0.05f, 255, 255, 255, 0.005, -1);
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gl_drawInteger(shaderProg, (int)10.0*camvz, 0.95f, -0.9f, 0.05f, 255, 255, 255, 0.005, -1);
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gl_drawInteger(shaderProg, njumps, 0.0f, 0.80f, 0.04f, 255, 255, 128, 0.005f, 1);
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gl_drawString(shaderProg, "ABCDEFGHIJKLMNOPQRSTUVWXYZ", -0.95f, 0.7f, 0.03f, 255-player_hp/4, player_hp/4, 0, 0.003f, 1);
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gl_drawInteger(shaderProg, player_hp, -0.95f, 0.9f, 0.05f, 255-player_hp/4, player_hp/4, 0, 0.005f, 1);
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}
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@ -118,9 +118,9 @@ void go_to_player(double x, double y, double z, double w, double h, double d, do
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double dy = (y+h/2 - camy);
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double dz = (z+d/2 - camz);
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double total = sqrt(dx*dx + dy*dy + dz*dz);
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dx = 110.0*dx/total;
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dy = 110.0*dy/total;
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dz = 110.0*dz/total;
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dx = 11.0*dx/total;
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dy = 11.0*dy/total;
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dz = 11.0*dz/total;
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ret->x -= dtime*dx;
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if(is_colliding_with_map(ret) || is_colliding_with_tp(ret)) {
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ret->x += dtime*dx;
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@ -150,9 +150,9 @@ void build_starting_chunk(int chx, int chy) {
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new->tps_size = 4;
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new->map[0] = create_cube_0(0.0, 0.0, 0.0, 5.0, 1.0, 5.0, 0.0, 0.0, 255, 255, 255);
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new->map[1] = create_cube_0(0.0, 0.0, 0.0, 5.0, 1.0, 5.0, 0.0, 0.0, 255, 255, 255);
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new->map[2] = create_cube_0(0.0, 0.0, 0.0, 5.0, 1.0, 5.0, 0.0, 0.0, 255, 255, 255);
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new->map[3] = create_cube_0(0.0, 0.0, 0.0, 5.0, 1.0, 5.0, 0.0, 0.0, 255, 255, 255);
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new->map[1] = create_cube_0(0.0, 15.0, 0.0, 5.0, 1.0, 5.0, 0.0, 0.0, 255, 255, 255);
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new->map[2] = create_cube_0(0.0, 30.0, 0.0, 5.0, 1.0, 5.0, 0.0, 0.0, 255, 255, 255);
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new->map[3] = create_cube_0(0.0, 45.0, 0.0, 5.0, 1.0, 5.0, 0.0, 0.0, 255, 255, 255);
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new->map[4] = create_cube_0(0.0, 1.0, 0.0, 1.0, 5.0, 1.0, 0.0, 0.0, 255, 255, 128);
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new->map[5] = create_cube_0(4.0, 1.0, 0.0, 1.0, 5.0, 1.0, 0.0, 0.0, 255, 255, 128);
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new->map[6] = create_cube_0(0.0, 1.0, 4.0, 1.0, 5.0, 1.0, 0.0, 0.0, 255, 255, 128);
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37
src/main.c
37
src/main.c
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@ -22,11 +22,14 @@
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double sim_time;
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int triCount;
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unsigned int fffff;
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double jPress = false;
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void processInput(GLFWwindow *window, float dtime) {
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
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glfwSetWindowShouldClose(window, true);
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}
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bool pressed = false;
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if(glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
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/*
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for(int k = 0; k < 10; k++) {
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@ -41,9 +44,10 @@ void processInput(GLFWwindow *window, float dtime) {
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}
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}
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*/
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camvz = -speed*cos(rot_hz)*cos(rot_vt);
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camvx = -speed*sin(rot_hz)*cos(rot_vt);
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camvy = vtmult*speed*sin(rot_vt);
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camvz = -speed*cos(rot_hz);
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camvx = -speed*sin(rot_hz);
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pressed = true;
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//camvy = vtmult*speed*sin(rot_vt);
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}
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if(glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
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/*
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@ -58,6 +62,7 @@ void processInput(GLFWwindow *window, float dtime) {
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}*/
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camvx = -speed*cos(rot_hz);
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camvz = speed*sin(rot_hz);
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pressed = true;
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}
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if(glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS) {
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/*for(int k = 0; k < 10; k++) {
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@ -71,9 +76,10 @@ void processInput(GLFWwindow *window, float dtime) {
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k=11;
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}
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}*/
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camvz = speed*cos(rot_hz)*cos(rot_vt);
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camvx = speed*sin(rot_hz)*cos(rot_vt);
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camvy = -vtmult*speed*sin(rot_vt);
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camvz = speed*cos(rot_hz);
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camvx = speed*sin(rot_hz);
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pressed = true;
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//camvy = -vtmult*speed*sin(rot_vt);
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}
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if(glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS) {
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/*for(int k = 0; k < 10; k++) {
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@ -87,11 +93,21 @@ void processInput(GLFWwindow *window, float dtime) {
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}*/
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camvx = speed*cos(rot_hz);
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camvz = -speed*sin(rot_hz);
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pressed = true;
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}
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if(glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) {
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camvx = 0.0;
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camvz = 0.0;
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if(njumps > 0 && glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) {
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if(jPress) {
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camvy = vtmult*speed;
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njumps -= 1;
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jPress = false;
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}
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} else {
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jPress = true;
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}
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if(!pressed) {
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camvx *= (1.0-1.0*5.0*((double)dtime));
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camvz *= (1.0-1.0*5.0*((double)dtime));
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}
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if(glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS) {
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@ -301,8 +317,9 @@ int main_alt() {
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// ---------------------------------------------------------------------------------------------------------------------------------------------- //
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// ---------------------------------------------------------------------------------------------------------------------------------------------- //
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fffff = shaderProgram;
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int fps = 60;
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int fps = 90;
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int interval = 1000000/fps;
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double slp_time = 1.0/fps;
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169
src/menus.c
169
src/menus.c
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@ -1,5 +1,6 @@
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdarg.h>
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#include <assert.h>
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#include <math.h>
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#include <stdbool.h>
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@ -129,6 +130,174 @@ void gl_drawInteger(unsigned int fragShader, int n, float x, float y, float size
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}
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}
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void gl_drawChar(unsigned int fragShader, char ch, float x, float y, float size, int r, int g, int b, float width) {
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if(ch == 'a' || ch == 'A') {
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gl_drawRect(fragShader, x-size/2-width, y+size-width, size+2*width, 2*width, r, g, b);
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gl_drawRect(fragShader, x-size/2-width, y-size-width, 2*width, 2*size+2*width, r, g, b);
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gl_drawRect(fragShader, x-size/2-width, y-width, size+2*width, 2*width, r, g, b);
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gl_drawRect(fragShader, x+size/2-width, y-size-width, 2*width, 2*size+2*width, r, g, b);
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} else if(ch == 'b' || ch == 'B') {
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gl_drawRect(fragShader, x-size/2-width, y+size-width, size, 2*width, r, g, b);
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gl_drawRect(fragShader, x-size/2-width, y-size-width, 2*width, 2*size+2*width, r, g, b);
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gl_drawRect(fragShader, x-size/2-width, y-width, size+2*width, 2*width, r, g, b);
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gl_drawRect(fragShader, x+size/2-width, y-size+width, 2*width, 2*size-width, r, g, b);
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gl_drawRect(fragShader, x-size/2-width, y-size-width, size, 2*width, r, g, b);
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} else if(ch == 'c' || ch == 'C') {
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gl_drawRect(fragShader, x-size/2-width, y+size-width, size+2*width, 2*width, r, g, b);
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gl_drawRect(fragShader, x-size/2-width, y-size-width, 2*width, 2*size+2*width, r, g, b);
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gl_drawRect(fragShader, x-size/2-width, y-size-width, size+2*width, 2*width, r, g, b);
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} else if(ch == 'd' || ch == 'D') {
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gl_drawRect(fragShader, x-size/2-width, y+size-width, size+2*width, 2*width, r, g, b);
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gl_drawRect(fragShader, x-size/2+width, y-size-width, 2*width, 2*size+2*width, r, g, b);
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gl_drawRect(fragShader, x+size/2-width, y-size-width, 2*width, 2*size+2*width, r, g, b);
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gl_drawRect(fragShader, x-size/2-width, y-size-width, size+2*width, 2*width, r, g, b);
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} else if(ch == 'e' || ch == 'E') {
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gl_drawRect(fragShader, x-size/2-width, y+size-width, size+2*width, 2*width, r, g, b);
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gl_drawRect(fragShader, x-size/2-width, y-size-width, 2*width, 2*size+2*width, r, g, b);
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gl_drawRect(fragShader, x-size/2-width, y-width, size+2*width, 2*width, r, g, b);
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gl_drawRect(fragShader, x-size/2-width, y-size-width, size+2*width, 2*width, r, g, b);
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} else if(ch == 'f' || ch == 'F') {
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gl_drawRect(fragShader, x-size/2-width, y+size-width, size+2*width, 2*width, r, g, b);
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gl_drawRect(fragShader, x-size/2-width, y-size-width, 2*width, 2*size+2*width, r, g, b);
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gl_drawRect(fragShader, x-size/2-width, y-width, size+2*width, 2*width, r, g, b);
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} else if(ch == 'g' || ch == 'G') {
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gl_drawRect(fragShader, x-size/2-width, y+size-width, size+2*width, 2*width, r, g, b);
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gl_drawRect(fragShader, x-size/2-width, y-size-width, 2*width, 2*size+2*width, r, g, b);
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gl_drawRect(fragShader, x-width, y-width, size/2+2*width, 2*width, r, g, b);
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gl_drawRect(fragShader, x+size/2-width, y-size-width, 2*width, size+2*width, r, g, b);
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gl_drawRect(fragShader, x-size/2-width, y-size-width, size+2*width, 2*width, r, g, b);
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} else if(ch == 'h' || ch == 'H') {
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gl_drawRect(fragShader, x-size/2-width, y-size-width, 2*width, 2*size+2*width, r, g, b);
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gl_drawRect(fragShader, x-size/2-width, y-width, size+2*width, 2*width, r, g, b);
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gl_drawRect(fragShader, x+size/2-width, y-size-width, 2*width, 2*size+2*width, r, g, b);
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} else if(ch == 'i' || ch == 'I') {
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gl_drawRect(fragShader, x-size/2-width, y+size-width, size+2*width, 2*width, r, g, b);
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gl_drawRect(fragShader, x-width, y-size-width, 2*width, 2*size+2*width, r, g, b);
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gl_drawRect(fragShader, x-size/2-width, y-size-width, size+2*width, 2*width, r, g, b);
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} else if(ch == 'j' || ch == 'J') {
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gl_drawRect(fragShader, x-size/2-width, y+size-width, size+2*width, 2*width, r, g, b);
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gl_drawRect(fragShader, x-width, y-size-width, 2*width, 2*size+2*width, r, g, b);
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gl_drawRect(fragShader, x-size/2-width, y-size-width, size/2+2*width, 2*width, r, g, b);
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} else if(ch == 'k' || ch == 'K') {
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gl_drawRect(fragShader, x-size/2-width, y-size-width, 2*width, 2*size+2*width, r, g, b);
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gl_drawRect(fragShader, x-size/2-width, y-width, size/2+2*width, 2*width, r, g, b);
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gl_drawRect(fragShader, x-width, y-size/2-width, 2*width, size+2*width, r, g, b);
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gl_drawRect(fragShader, x+size/2-width, y+size/2-width, 2*width, size/2+2*width, r, g, b);
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gl_drawRect(fragShader, x+size/2-width, y-size-width, 2*width, size/2+2*width, r, g, b);
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gl_drawRect(fragShader, x-width, y+size/2-width, size/2+2*width, 2*width, r, g, b);
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gl_drawRect(fragShader, x-width, y-size/2-width, size/2+2*width, 2*width, r, g, b);
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} else if(ch == 'l' || ch == 'L') {
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gl_drawRect(fragShader, x-size/2-width, y-size-width, 2*width, 2*size+2*width, r, g, b);
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gl_drawRect(fragShader, x-size/2-width, y-size-width, size+2*width, 2*width, r, g, b);
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} else if(ch == 'm' || ch == 'M') {
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gl_drawRect(fragShader, x-size/2-width, y+size-width, size+2*width, 2*width, r, g, b);
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gl_drawRect(fragShader, x-size/2-width, y-size-width, 2*width, 2*size+2*width, r, g, b);
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gl_drawRect(fragShader, x-width, y-width, 2*width, size+2*width, r, g, b);
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gl_drawRect(fragShader, x+size/2-width, y-size-width, 2*width, 2*size+2*width, r, g, b);
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} else if(ch == 'n' || ch == 'N') {
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gl_drawRect(fragShader, x-size/2-width, y+size-width, size+2*width, 2*width, r, g, b);
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||||
gl_drawRect(fragShader, x-size/2-width, y-size-width, 2*width, 2*size+2*width, r, g, b);
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gl_drawRect(fragShader, x+size/2-width, y-size-width, 2*width, 2*size+2*width, r, g, b);
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} else if(ch == 'o' || ch == 'O') {
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gl_drawRect(fragShader, x-size/2-width, y-size-width, size+2*width, 2*width, r, g, b);
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||||
gl_drawRect(fragShader, x-size/2-width, y-size-width, 2*width, 2*size+2*width, r, g, b);
|
||||
gl_drawRect(fragShader, x-size/2-width, y+size-width, size+2*width, 2*width, r, g, b);
|
||||
gl_drawRect(fragShader, x+size/2-width, y-size-width, 2*width, 2*size+2*width, r, g, b);
|
||||
} else if(ch == 'p' || ch == 'P') {
|
||||
gl_drawRect(fragShader, x-size/2-width, y+size-width, size+2*width, 2*width, r, g, b);
|
||||
gl_drawRect(fragShader, x-size/2-width, y-size-width, 2*width, 2*size+2*width, r, g, b);
|
||||
gl_drawRect(fragShader, x-size/2-width, y-width, size+2*width, 2*width, r, g, b);
|
||||
gl_drawRect(fragShader, x+size/2-width, y-width, 2*width, size+2*width, r, g, b);
|
||||
} else if(ch == 'q' || ch == 'Q') {
|
||||
gl_drawRect(fragShader, x-size/2-width, y-size/2-width, 2*width, 3*size/2+2*width, r, g, b);
|
||||
gl_drawRect(fragShader, x+size/2-width, y-size/2-width, 2*width, 3*size/2+2*width, r, g, b);
|
||||
gl_drawRect(fragShader, x-size/2-width, y-size/2-width, size+2*width, 2*width, r, g, b);
|
||||
gl_drawRect(fragShader, x-size/2-width, y+size-width, size+2*width, 2*width, r, g, b);
|
||||
gl_drawRect(fragShader, x+size/4-width, y-size-width, 2*width, size/2+2*width, r, g, b);
|
||||
} else if(ch == 'r' || ch == 'R') {
|
||||
gl_drawRect(fragShader, x-size/2-width, y+size-width, size+2*width, 2*width, r, g, b);
|
||||
gl_drawRect(fragShader, x-size/2-width, y-size-width, 2*width, 2*size+2*width, r, g, b);
|
||||
gl_drawRect(fragShader, x-size/2-width, y-width, size+2*width, 2*width, r, g, b);
|
||||
gl_drawRect(fragShader, x+size/2-width, y-width, 2*width, size+2*width, r, g, b);
|
||||
gl_drawRect(fragShader, x+size/4-width, y-size-width, 2*width, size+2*width, r, g, b);
|
||||
} else if(ch == 's' || ch == 'S') {
|
||||
gl_drawRect(fragShader, x-size/2-width, y+size-width, size+2*width, 2*width, r, g, b);
|
||||
gl_drawRect(fragShader, x-size/2-width, y-width, 2*width, size+2*width, r, g, b);
|
||||
gl_drawRect(fragShader, x-size/2-width, y-width, size+2*width, 2*width, r, g, b);
|
||||
gl_drawRect(fragShader, x+size/2-width, y-size-width, 2*width, size+2*width, r, g, b);
|
||||
gl_drawRect(fragShader, x-size/2-width, y-size-width, size+2*width, 2*width, r, g, b);
|
||||
} else if(ch == 't' || ch == 'T') {
|
||||
gl_drawRect(fragShader, x-size/2-width, y+size-width, size+2*width, 2*width, r, g, b);
|
||||
gl_drawRect(fragShader, x-width, y-size-width, 2*width, 2*size+2*width, r, g, b);
|
||||
} else if(ch == 'u' || ch == 'U') {
|
||||
gl_drawRect(fragShader, x-size/2-width, y-size-width, 2*width, 2*size+2*width, r, g, b);
|
||||
gl_drawRect(fragShader, x+size/2-width, y-size-width, 2*width, 2*size+2*width, r, g, b);
|
||||
gl_drawRect(fragShader, x-size/2-width, y-size-width, size+2*width, 2*width, r, g, b);
|
||||
} else if(ch == 'v' || ch == 'V') {
|
||||
gl_drawRect(fragShader, x+size/2-width, y-width, 2*width, size+2*width, r, g, b);
|
||||
gl_drawRect(fragShader, x-size/2-width, y-width, 2*width, size+2*width, r, g, b);
|
||||
gl_drawRect(fragShader, x+size/4-width, y-size-width, 2*width, size+2*width, r, g, b);
|
||||
gl_drawRect(fragShader, x-size/4-width, y-size-width, 2*width, size+2*width, r, g, b);
|
||||
gl_drawRect(fragShader, x-size/2-width, y-width, size/4+2*width, 2*width, r, g, b);
|
||||
gl_drawRect(fragShader, x+size/4-width, y-width, size/4+2*width, 2*width, r, g, b);
|
||||
gl_drawRect(fragShader, x-size/4-width, y-size-width, size/2+2*width, 2*width, r, g, b);
|
||||
} else if(ch == 'w' || ch == 'W') {
|
||||
gl_drawRect(fragShader, x-size/2-width, y-size-width, size+2*width, 2*width, r, g, b);
|
||||
gl_drawRect(fragShader, x-size/2-width, y-size-width, 2*width, 2*size+2*width, r, g, b);
|
||||
gl_drawRect(fragShader, x-width, y-size-width, 2*width, size+2*width, r, g, b);
|
||||
gl_drawRect(fragShader, x+size/2-width, y-size-width, 2*width, 2*size+2*width, r, g, b);
|
||||
} else if(ch == 'x' || ch == 'X') {
|
||||
gl_drawRect(fragShader, x-width, y-size/2-width, 2*width, size+2*width, r, g, b);
|
||||
gl_drawRect(fragShader, x+size/2-width, y+size/2-width, 2*width, size/2+2*width, r, g, b);
|
||||
gl_drawRect(fragShader, x+size/2-width, y-size-width, 2*width, size/2+2*width, r, g, b);
|
||||
gl_drawRect(fragShader, x-size/2-width, y+size/2-width, 2*width, size/2+2*width, r, g, b);
|
||||
gl_drawRect(fragShader, x-size/2-width, y-size-width, 2*width, size/2+2*width, r, g, b);
|
||||
gl_drawRect(fragShader, x-size/2-width, y+size/2-width, size+2*width, 2*width, r, g, b);
|
||||
gl_drawRect(fragShader, x-size/2-width, y-size/2-width, size+2*width, 2*width, r, g, b);
|
||||
} else if(ch == 'y' || ch == 'Y') {
|
||||
gl_drawRect(fragShader, x+size/2-width, y-width, 2*width, size+2*width, r, g, b);
|
||||
gl_drawRect(fragShader, x-width, y-size-width, 2*width, size+2*width, r, g, b);
|
||||
gl_drawRect(fragShader, x-size/2-width, y-width, size+2*width, 2*width, r, g, b);
|
||||
gl_drawRect(fragShader, x-size/2-width, y-width, 2*width, size+2*width, r, g, b);
|
||||
} else if(ch == 'z' || ch == 'Z') {
|
||||
gl_drawRect(fragShader, x-size/2-width, y+size-width, size+2*width, 2*width, r, g, b);
|
||||
gl_drawRect(fragShader, x+size/2-width, y-width, 2*width, size+2*width, r, g, b);
|
||||
gl_drawRect(fragShader, x-size/2-width, y-width, size+2*width, 2*width, r, g, b);
|
||||
gl_drawRect(fragShader, x-size/2-width, y-size-width, 2*width, size+2*width, r, g, b);
|
||||
gl_drawRect(fragShader, x-size/2-width, y-size-width, size+2*width, 2*width, r, g, b);
|
||||
}
|
||||
}
|
||||
|
||||
int get_string_len(char* s) {
|
||||
int k = 0;
|
||||
while(s[k] != '\0') {
|
||||
k+=1;
|
||||
}
|
||||
return k;
|
||||
}
|
||||
|
||||
// 7-segment display
|
||||
// side can be -1 (aligned right) or 1 (aligned left)
|
||||
void gl_drawString(unsigned int fragShader, char* str, float x, float y, float size, int r, int g, int b, float width, int side) {
|
||||
float curx = x;
|
||||
int len = get_string_len(str);
|
||||
if(side == 1) {
|
||||
curx += ((len)*(size+4*width));
|
||||
}
|
||||
char c = str[len-1];
|
||||
int i = len-1;
|
||||
while(i >= 0) {
|
||||
gl_drawChar(fragShader, c, curx, y, size, r, g, b, width);
|
||||
curx -= (size+4*width);
|
||||
i -= 1;
|
||||
c = str[i];
|
||||
}
|
||||
}
|
||||
|
||||
void gl_printf(unsigned int fragShader, int count, ...) {
|
||||
|
||||
}
|
||||
|
||||
void gl_initDrawRect(unsigned int shaderProgram) {
|
||||
glUseProgram(shaderProgram);
|
||||
}
|
||||
|
|
|
@ -34,6 +34,7 @@ void gl_drawRect(unsigned int fragShader, float x, float y, float w, float h, in
|
|||
void gl_initDrawRect(unsigned int shaderProgram);
|
||||
|
||||
void gl_drawInteger(unsigned int fragShader, int n, float x, float y, float size, int r, int g, int b, float width, int side);
|
||||
void gl_drawString(unsigned int fragShader, char* str, float x, float y, float size, int r, int g, int b, float width, int side);
|
||||
|
||||
void init_interf();
|
||||
void free_interf();
|
||||
|
|
50
src/move.c
50
src/move.c
|
@ -21,11 +21,15 @@ double fov = 90.0;
|
|||
double creative_speed = 0.3;
|
||||
double speed = 8.0;
|
||||
double vtmult = 1.5;
|
||||
double min_dist = 0.1;
|
||||
double friction = 0.8;
|
||||
double min_dist = 0.4;
|
||||
double friction = 0.3;
|
||||
double gravity_factor = 9.8;
|
||||
// ---------------------------------------------------------------------------------------------------- //
|
||||
|
||||
bool is_clipping = false;
|
||||
int clip_dps = 500;
|
||||
|
||||
int njumps;
|
||||
double fx;
|
||||
double fy;
|
||||
double fz;
|
||||
|
@ -73,6 +77,7 @@ void init_csts() {
|
|||
room_width = 16.0;
|
||||
room_depth = 16.0;
|
||||
sq2 = sqrt(2);
|
||||
njumps = 3;
|
||||
stop_evetything = false;
|
||||
tan_fov = tan((fov * 3.14159 / 180.0) / 2.0);
|
||||
}
|
||||
|
@ -143,11 +148,19 @@ void normalize(pt_2d* p) {
|
|||
|
||||
void updateF(cube_0* cb, double dtime) {
|
||||
for(int d = 0; d < 6; d++) {
|
||||
cb->x -= min_dist; cb->y -= min_dist; cb->z -= min_dist;
|
||||
cb->w += 2*min_dist; cb->h += 2*min_dist; cb->d += 2*min_dist;
|
||||
cb->x -= min_dist;
|
||||
cb->y -= min_dist;
|
||||
cb->z -= min_dist;
|
||||
cb->w += 2*min_dist;
|
||||
cb->h += 2*min_dist;
|
||||
cb->d += 2*min_dist;
|
||||
getSF(cb, d);
|
||||
cb->x += min_dist; cb->y += min_dist; cb->z += min_dist;
|
||||
cb->w -= 2*min_dist; cb->h -= 2*min_dist; cb->d -= 2*min_dist;
|
||||
cb->x += min_dist;
|
||||
cb->y += min_dist;
|
||||
cb->z += min_dist;
|
||||
cb->w -= 2*min_dist;
|
||||
cb->h -= 2*min_dist;
|
||||
cb->d -= 2*min_dist;
|
||||
getDirectors();
|
||||
getNormal();
|
||||
if(d%2==1) {
|
||||
|
@ -175,13 +188,19 @@ void updateF(cube_0* cb, double dtime) {
|
|||
camvx += u.x;
|
||||
camvy += u.y;
|
||||
camvz += u.z;
|
||||
|
||||
camvx /= 1.41;
|
||||
camvy /= 1.41;
|
||||
camvz /= 1.41;
|
||||
|
||||
is_clipping = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool is_colliding(float dtime) {
|
||||
for(int k = 0; k < current_room->map_size; k++) {
|
||||
double dist = distance_pt_cube_0_3d(camx, camy, camz, current_room->map[k]);
|
||||
double dist = distance_pt_cube_0_3d_infinite(camx, camy, camz, current_room->map[k]);
|
||||
if(dist <= min_dist) {
|
||||
if(updateForces) {
|
||||
updateF(current_room->map[k], (double)dtime);
|
||||
|
@ -190,7 +209,7 @@ bool is_colliding(float dtime) {
|
|||
}
|
||||
}
|
||||
for(int k = 0; k < current_room->tps_size; k++) {
|
||||
double dist = distance_pt_cube_0_3d(camx, camy, camz, current_room->tps[k]->hitbox);
|
||||
double dist = distance_pt_cube_0_3d_infinite(camx, camy, camz, current_room->tps[k]->hitbox);
|
||||
if(dist <= min_dist) {
|
||||
if(updateForces) {
|
||||
updateF(current_room->tps[k]->hitbox, (double)dtime);
|
||||
|
@ -206,7 +225,7 @@ bool is_colliding(float dtime) {
|
|||
}
|
||||
}
|
||||
for(int k = 0; k < current_room->ent_len; k++) {
|
||||
double dist = distance_pt_cube_0_3d(camx, camy, camz, current_room->ents[k]->pos);
|
||||
double dist = distance_pt_cube_0_3d_infinite(camx, camy, camz, current_room->ents[k]->pos);
|
||||
if(dist <= min_dist) {
|
||||
if(current_room->ents[k]->onHit != NULL) {
|
||||
(*current_room->ents[k]->onHit)(dtime, current_room->ents[k]->hitpoints, ¤t_room->ents[k]->damage, current_room->ents[k], &(*(current_room->ents[k]->pos)));
|
||||
|
@ -234,6 +253,7 @@ void movePlayerG(float dtime) {
|
|||
fz = 0.0;
|
||||
|
||||
camvy -= gravity_factor*dtime;
|
||||
bool isfalling = camvy < 0.0;
|
||||
|
||||
double delx = camvx*dtime;
|
||||
double dely = camvy*dtime;
|
||||
|
@ -241,8 +261,12 @@ void movePlayerG(float dtime) {
|
|||
camx += delx;
|
||||
camy += dely;
|
||||
camz += delz;
|
||||
is_clipping = true;
|
||||
if(is_colliding(dtime)) {
|
||||
printf("HIT\n");
|
||||
if(is_clipping) {
|
||||
player_hp -= (dtime)*clip_dps;
|
||||
}
|
||||
//printf("HIT\n");
|
||||
//printf("[%lf, %lf, %lf]\n{%lf, %lf, %lf}\n\n", fx, fy, fz, camvx, camvy, camvz);
|
||||
}
|
||||
camx -= delx;
|
||||
|
@ -255,9 +279,15 @@ void movePlayerG(float dtime) {
|
|||
camvy += fy*dtime;
|
||||
camvz += fz*dtime;
|
||||
//printf("%lf | %lf | %lf\n\n", camvx, camvy, camvz);
|
||||
if(isfalling && camvy > 0.0) {
|
||||
njumps = 3;
|
||||
}
|
||||
camx += camvx*dtime;
|
||||
camy += camvy*dtime;
|
||||
camz += camvz*dtime;
|
||||
|
||||
camvx *= (1.0 - friction*((double)(dtime)));
|
||||
camvz *= (1.0 - friction*((double)(dtime)));
|
||||
}
|
||||
|
||||
void teleport_on_edge() {
|
||||
|
|
|
@ -153,4 +153,8 @@ extern double fx;
|
|||
extern double fy;
|
||||
extern double fz;
|
||||
|
||||
extern int njumps;
|
||||
|
||||
extern unsigned int fffff;
|
||||
|
||||
#endif
|
|
@ -12,17 +12,7 @@ Teleporters :
|
|||
[4.0, 1.0, 9.0, 2.0, 4.0, 1.0, 0.0, 0.0, 0, 255, 0; 0, 1]
|
||||
[9.0, 1.0, 4.0, 1.0, 4.0, 2.0, 0.0, 0.0, 0, 0, 255; 1, 0]
|
||||
|
||||
Entities:
|
||||
[0.0, 14.0, 0.0, 2.0, 1.0, 2.0, 0.0, 0.0, 193, 192, 0, 1, 0, 4, 0.0, 5.0, 0.0, 4, 1, 45]
|
||||
|
||||
Weight :
|
||||
50
|
||||
|
||||
$
|
||||
entities:
|
||||
[x, y, z, w, h, d, rhz, rvt, red, green, blue, hp, damage, entityType ..]
|
||||
|
||||
if entityType = 4
|
||||
[.. amplitude_x, amplitude_y, amplitude_z, mult, divd]
|
||||
else
|
||||
[..]
|
|
@ -25,10 +25,3 @@ Weight :
|
|||
50
|
||||
|
||||
$
|
||||
entities:
|
||||
[x, y, z, w, h, d, rhz, rvt, red, green, blue, hp, damage, entityType ..]
|
||||
|
||||
if entityType = 4
|
||||
[.. amplitude_x, amplitude_y, amplitude_z, mult, divd]
|
||||
else
|
||||
[..]
|
|
@ -23,10 +23,3 @@ Weight :
|
|||
50
|
||||
|
||||
$
|
||||
entities:
|
||||
[x, y, z, w, h, d, rhz, rvt, red, green, blue, hp, damage, entityType ..]
|
||||
|
||||
if entityType = 4
|
||||
[.. amplitude_x, amplitude_y, amplitude_z, mult, divd]
|
||||
else
|
||||
[..]
|
|
@ -14,10 +14,3 @@ Weight :
|
|||
50
|
||||
|
||||
$
|
||||
entities:
|
||||
[x, y, z, w, h, d, rhz, rvt, red, green, blue, hp, damage, entityType ..]
|
||||
|
||||
if entityType = 4
|
||||
[.. amplitude_x, amplitude_y, amplitude_z, mult, divd]
|
||||
else
|
||||
[..]
|
|
@ -16,10 +16,3 @@ Weight :
|
|||
50
|
||||
|
||||
$
|
||||
entities:
|
||||
[x, y, z, w, h, d, rhz, rvt, red, green, blue, hp, damage, entityType ..]
|
||||
|
||||
if entityType = 4
|
||||
[.. amplitude_x, amplitude_y, amplitude_z, mult, divd]
|
||||
else
|
||||
[..]
|
Loading…
Reference in New Issue