starts to sortof look like a dungeon if you squint
[vrlugburz] / src / game.c
index 65c7636..3194196 100644 (file)
@@ -18,7 +18,7 @@ float win_aspect;
 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;
@@ -51,8 +51,6 @@ int game_init(void)
        player.cx = lvl.px;
        player.cy = lvl.py;
 
-       printf("start pos: %d,%d\n", player.cx, player.cy);
-
        return 0;
 }
 
@@ -62,8 +60,63 @@ void game_shutdown(void)
        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);
 
@@ -72,9 +125,10 @@ void game_display(void)
        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();
 
@@ -93,7 +147,7 @@ static void draw_level(void)
        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);
@@ -124,6 +178,24 @@ void game_keyboard(int key, int press)
                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)