#include <time.h>
#include <assert.h>
#include <imago2.h>
+#include <goatvr.h>
#include "opengl.h"
#include "game.h"
#include "screen.h"
#include "cmesh.h"
#include "blocks.h"
#include "logger.h"
+#include "gameinp.h"
+#include "color.h"
+
+int init_starfield(void);
+void draw_starfield(void);
static int init(void);
static void cleanup(void);
static void stop(void);
static void update(float dt);
static void draw(void);
-static void draw_block(int block, const int *pos, int rot);
+static void draw_block(int block, const int *pos, int rot, float sat, float alpha);
static void drawpf(void);
static void reshape(int x, int y);
static void keyboard(int key, int pressed);
static const float blkcolor[][4] = {
{1.0, 0.65, 0.0, 1},
- {0.16, 1.0, 0.0, 1},
+ {0.16, 1.0, 0.4, 1},
{0.65, 0.65, 1.0, 1},
- {1.0, 1.0, 0.0, 1},
+ {1.0, 0.9, 0.1, 1},
{0.0, 1.0, 1.0, 1},
{1.0, 0.5, 1.0, 1},
- {1.0, 0.25, 0.0, 1}
+ {1.0, 0.35, 0.2, 1},
+ {0.5, 0.5, 0.5, 1}
};
+#define GAMEOVER_FILL_RATE 50
+
static int init(void)
{
+ if(init_starfield() == -1) {
+ return -1;
+ }
+
if(!(blkmesh = cmesh_alloc()) || cmesh_load(blkmesh, "data/noisecube.obj") == -1) {
error_log("failed to load block mesh\n");
return -1;
static void cleanup(void)
{
cmesh_free(blkmesh);
+ cmesh_free(wellmesh);
+ glDeleteTextures(1, &tex_well);
}
static void start(void)
next_block = rand() % NUM_BLOCKS;
memset(pfield, 0, PF_COLS * PF_ROWS * sizeof *pfield);
+
+ ginp_repeat(500, 75, GINP_LEFT | GINP_RIGHT | GINP_DOWN);
}
static void stop(void)
{
}
+#define JTHRES 0.6
+
+#define CHECK_BUTTON(idx, gbn) \
+ if(joy_bnstate & (1 << idx)) { \
+ ginp_bnstate |= gbn; \
+ }
+
+static void update_input(float dtsec)
+{
+ int num_vr_sticks;
+
+ if((num_vr_sticks = goatvr_num_sticks()) > 0) {
+ float p[2];
+
+ goatvr_stick_pos(0, p);
+
+ if(fabs(p[0]) > fabs(joy_axis[GPAD_LSTICK_X])) {
+ joy_axis[GPAD_LSTICK_X] = p[0];
+ }
+ if(fabs(p[1]) > fabs(joy_axis[GPAD_LSTICK_Y])) {
+ joy_axis[GPAD_LSTICK_Y] = p[1];
+ }
+ }
+
+ ginp_bnstate = 0;
+
+ /* joystick axis */
+ if(joy_axis[GPAD_LSTICK_X] >= JTHRES) {
+ ginp_bnstate |= GINP_RIGHT;
+ } else if(joy_axis[GPAD_LSTICK_X] <= -JTHRES) {
+ ginp_bnstate |= GINP_LEFT;
+ }
+
+ if(joy_axis[GPAD_LSTICK_Y] >= JTHRES) {
+ ginp_bnstate |= GINP_DOWN;
+ } else if(joy_axis[GPAD_LSTICK_Y] <= -JTHRES) {
+ ginp_bnstate |= GINP_UP;
+ }
+
+ CHECK_BUTTON(GPAD_LEFT, GINP_LEFT);
+ CHECK_BUTTON(GPAD_RIGHT, GINP_RIGHT);
+ CHECK_BUTTON(GPAD_UP, GINP_UP);
+ CHECK_BUTTON(GPAD_DOWN, GINP_DOWN);
+ CHECK_BUTTON(GPAD_A, GINP_ROTATE);
+ CHECK_BUTTON(GPAD_START, GINP_PAUSE);
+
+ update_ginp();
+
+ if(GINP_PRESS(GINP_LEFT)) {
+ game_keyboard('a', 1);
+ }
+ if(GINP_PRESS(GINP_RIGHT)) {
+ game_keyboard('d', 1);
+ }
+ if(GINP_PRESS(GINP_DOWN)) {
+ game_keyboard('s', 1);
+ }
+ if(GINP_PRESS(GINP_UP)) {
+ game_keyboard('\t', 1);
+ }
+ if(GINP_PRESS(GINP_ROTATE)) {
+ game_keyboard('w', 1);
+ }
+ if(GINP_PRESS(GINP_PAUSE)) {
+ game_keyboard('p', 1);
+ }
+}
+
static void update(float dtsec)
{
static long prev_tick;
long dt;
+ update_input(dtsec);
+
if(pause) {
prev_tick = time_msec;
return;
}
dt = time_msec - prev_tick;
- /*
if(gameover) {
int i, row = PF_ROWS - gameover;
- int *ptr;
+ unsigned int *ptr;
if(dt < GAMEOVER_FILL_RATE) {
return;
if(row >= 0) {
ptr = pfield + row * PF_COLS;
for(i=0; i<PF_COLS; i++) {
- *ptr++ = TILE_GAMEOVER;
+ *ptr++ = PF_VIS | PF_FULL | 7;
}
gameover++;
- prev_tick = msec;
+ prev_tick = time_msec;
}
return;
}
- */
if(num_complines) {
/* lines where completed, we're in blinking mode */
unsigned int *ptr = pfield + complines[i] * PF_COLS;
for(j=0; j<PF_COLS; j++) {
*ptr = (*ptr & ~PF_VIS) | ((blink & 1) << PF_VIS_SHIFT);
+ ptr++;
}
}
return;
static void draw(void)
{
- const float lpos[] = {-1, 1, 6, 1};
+ static const int nextblk_pos[] = {0, 0};
+ static const float lpos[] = {-1, 1, 6, 1};
+ float t;
glTranslatef(0, 0, -cam_dist);
glRotatef(cam_phi, 1, 0, 0);
glLightfv(GL_LIGHT0, GL_POSITION, lpos);
+ draw_starfield();
+
glPushAttrib(GL_ENABLE_BIT);
glBindTexture(GL_TEXTURE_2D, tex_well);
glEnable(GL_TEXTURE_2D);
drawpf();
if(cur_block >= 0) {
- draw_block(cur_block, pos, cur_rot);
+ draw_block(cur_block, pos, cur_rot, 1.0f, 1.0f);
}
+ glPopMatrix();
+
+ glPushAttrib(GL_ENABLE_BIT);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glPushMatrix();
+ t = (float)time_msec / 1000.0f;
+ glTranslatef(-PF_COLS / 2 + 0.5 + PF_COLS + 3, PF_ROWS / 2 - 0.5, 0);
+ glTranslatef(1.5, -1, 0);
+ glRotatef(cos(t) * 8.0f, 1, 0, 0);
+ glRotatef(sin(t * 1.2f) * 10.0f, 0, 1, 0);
+ glTranslatef(-1.5, 1, 0);
+ draw_block(next_block, nextblk_pos, 0, 0.25f, 0.75f);
glPopMatrix();
+
+ glPopAttrib();
}
-static const float blkspec[] = {1, 1, 1, 1};
+static const float blkspec[] = {0.85, 0.85, 0.85, 1};
-static void draw_block(int block, const int *pos, int rot)
+static void draw_block(int block, const int *pos, int rot, float sat, float alpha)
{
int i;
unsigned char *p = blocks[block][rot];
+ float col[4], hsv[3];
+
+ rgb_to_hsv(blkcolor[block][0], blkcolor[block][1], blkcolor[block][2],
+ hsv, hsv + 1, hsv + 2);
+ hsv_to_rgb(hsv[0], hsv[1] * sat, hsv[2], col, col + 1, col + 2);
+ col[3] = alpha;
- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, blkcolor[block]);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, col);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, blkspec);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 50.0f);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, blkspec);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 50.0f);
- if(val & PF_FULL) {
+ if((val & (PF_FULL | PF_VIS)) == (PF_FULL | PF_VIS)) {
glPushMatrix();
glTranslatef(j, -i, 0);
cmesh_draw(blkmesh);
switch(key) {
case 'a':
+ case KEY_LEFT:
if(!pause) {
next_pos[1] = pos[1] - 1;
if(collision(cur_block, next_pos)) {
break;
case 'd':
+ case KEY_RIGHT:
if(!pause) {
next_pos[1] = pos[1] + 1;
if(collision(cur_block, next_pos)) {
break;
case 'w':
+ case KEY_UP:
+ case ' ':
if(!pause) {
prev_rot = cur_rot;
cur_rot = (cur_rot + 1) & 3;
break;
case 's':
+ case KEY_DOWN:
/* ignore drops until the first update after a spawn */
if(cur_block >= 0 && !just_spawned && !pause) {
next_pos[0] = pos[0] + 1;
case '\n':
case '\t':
+ case '0':
if(!pause && cur_block >= 0) {
next_pos[0] = pos[0] + 1;
while(!collision(cur_block, next_pos)) {