int mouse_x, mouse_y;
int bnstate[8];
-float cam_dist = 10;
+float cam_dist;
float view_matrix[16], proj_matrix[16];
unsigned int sdr_foo;
player.cx = lvl.px;
player.cy = lvl.py;
- printf("start pos: %d,%d\n", player.cx, player.cy);
-
return 0;
}
free_program(sdr_foo);
}
+#define STEP_INTERVAL 128
+
+void update(float dt)
+{
+ static long prev_step;
+ int dir;
+ int step[][2] = {{1, 0}, {0, -1}, {-1, 0}, {0, 1}};
+
+ cgm_vec3 vdir = {0, 0, -1};
+
+ cgm_vmul_m3v3(&vdir, player.view_xform);
+
+ player.dir = (int)(2.0f * (-atan2(vdir.z, vdir.x) + M_PI) / M_PI + 0.5f) & 3;
+
+ if(time_msec - prev_step >= STEP_INTERVAL) {
+ if(input_state[INP_FWD]) {
+ player.cx += step[player.dir][0];
+ player.cy += step[player.dir][1];
+ prev_step = time_msec;
+ printf("step[%d] %d,%d\n", player.dir, player.cx, player.cy);
+ }
+ if(input_state[INP_BACK]) {
+ player.cx -= step[player.dir][0];
+ player.cy -= step[player.dir][1];
+ prev_step = time_msec;
+ printf("step[%d] %d,%d\n", player.dir, player.cx, player.cy);
+ }
+ if(input_state[INP_LEFT]) {
+ dir = (player.dir + 3) & 3;
+ player.cx += step[dir][0];
+ player.cy += step[dir][1];
+ prev_step = time_msec;
+ printf("step[%d] %d,%d\n", player.dir, player.cx, player.cy);
+ }
+ if(input_state[INP_RIGHT]) {
+ dir = (player.dir + 1) & 3;
+ player.cx += step[dir][0];
+ player.cy += step[dir][1];
+ prev_step = time_msec;
+ printf("step[%d] %d,%d\n", player.dir, player.cx, player.cy);
+ }
+ memset(input_state, 0, sizeof input_state);
+ }
+
+ upd_player_xform(&player);
+}
+
void game_display(void)
{
+ float dt;
+ static long prev_msec;
+
+ dt = (prev_msec - time_msec) / 1000.0f;
+ prev_msec = time_msec;
+
+ update(dt);
+
glClearColor(0.1, 0.1, 0.1, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(proj_matrix);
- upd_player_xform(&player);
glMatrixMode(GL_MODELVIEW);
- glLoadMatrixf(player.view_xform);
+ glLoadIdentity();
+ glTranslatef(0, 0, -cam_dist);
+ glMultMatrixf(player.view_xform);
draw_level();
cell = lvl.cells;
for(i=0; i<lvl.height; i++) {
for(j=0; j<lvl.width; j++) {
- cgm_mtranslation(xform, j * lvl.cell_size, 0, i * lvl.cell_size);
+ cgm_mtranslation(xform, j * lvl.cell_size, 0, -i * lvl.cell_size);
glPushMatrix();
glMultMatrixf(xform);
game_quit();
return;
}
+
+ switch(key) {
+ case 'w':
+ input_state[INP_FWD] = press;
+ break;
+
+ case 'a':
+ input_state[INP_LEFT] = press;
+ break;
+
+ case 's':
+ input_state[INP_BACK] = press;
+ break;
+
+ case 'd':
+ input_state[INP_RIGHT] = press;
+ break;
+ }
}
void game_mbutton(int bn, int press, int x, int y)