X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Fgame.c;h=64c00dfa32a7ea48c7318814479808a386086808;hb=67b9bf8d28722bbc8c03c897c0a46d202286bd16;hp=65c7636743db6ccb4f3a2a181d3468720338bed8;hpb=3c7da38bbf5936211348c5b6c31874364060dca8;p=vrlugburz diff --git a/src/game.c b/src/game.c index 65c7636..64c00df 100644 --- a/src/game.c +++ b/src/game.c @@ -18,11 +18,13 @@ 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; +static long prev_step, prev_turn; + int game_init(void) { if(init_opengl() == -1) { @@ -44,15 +46,12 @@ int game_init(void) if(load_level(&lvl, "data/test.lvl") == -1) { return -1; } - gen_level_geom(&lvl); init_player(&player); player.lvl = &lvl; player.cx = lvl.px; player.cy = lvl.py; - printf("start pos: %d,%d\n", player.cx, player.cy); - return 0; } @@ -62,19 +61,60 @@ void game_shutdown(void) free_program(sdr_foo); } +#define STEP_INTERVAL 250 +#define TURN_INTERVAL 500 + +void update(float dt) +{ + int fwd = 0, right = 0, turn = 0; + + if(time_msec - prev_turn >= TURN_INTERVAL) { + if(input_state[INP_LTURN]) turn--; + if(input_state[INP_RTURN]) turn++; + + if(turn) { + turn_player(&player, turn); + prev_turn = time_msec; + } + } + + if(time_msec - prev_step >= STEP_INTERVAL) { + if(input_state[INP_FWD]) fwd++; + if(input_state[INP_BACK]) fwd--; + if(input_state[INP_LEFT]) right--; + if(input_state[INP_RIGHT]) right++; + + if(fwd | right) { + move_player(&player, right, fwd); + prev_step = time_msec; + } + } + + 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); cgm_midentity(proj_matrix); - cgm_mperspective(proj_matrix, cgm_deg_to_rad(50), win_aspect, 0.5, 500.0); + cgm_mperspective(proj_matrix, cgm_deg_to_rad(80), win_aspect, 0.5, 500.0); 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(); @@ -93,11 +133,20 @@ static void draw_level(void) cell = lvl.cells; for(i=0; itile) { + cgm_mrotation_y(xform, cell->tilerot * M_PI / 2.0f); + + glPushMatrix(); + glMultMatrixf(xform); + draw_meshgroup(&cell->tile->mgrp); + glPopMatrix(); + } + for(k=0; knum_mgrp; k++) { draw_meshgroup(cell->mgrp + k); } @@ -124,6 +173,57 @@ void game_keyboard(int key, int press) game_quit(); return; } + + /* TODO key remapping */ + switch(key) { + case 'w': + input_state[INP_FWD] = press; + if(press) { + move_player(&player, 0, 1); + prev_step = time_msec; + } + break; + + case 'a': + input_state[INP_LEFT] = press; + if(press) { + move_player(&player, -1, 0); + prev_step = time_msec; + } + break; + + case 's': + input_state[INP_BACK] = press; + if(press) { + move_player(&player, 0, -1); + prev_step = time_msec; + } + break; + + case 'd': + input_state[INP_RIGHT] = press; + if(press) { + move_player(&player, 1, 0); + prev_step = time_msec; + } + break; + + case 'q': + input_state[INP_LTURN] = press; + if(press) { + turn_player(&player, -1); + prev_turn = time_msec; + } + break; + + case 'e': + input_state[INP_RTURN] = press; + if(press) { + turn_player(&player, 1); + prev_turn = time_msec; + } + break; + } } void game_mbutton(int bn, int press, int x, int y) @@ -143,7 +243,7 @@ void game_mmotion(int x, int y) if(!(dx | dy)) return; if(bnstate[0]) { - player.theta -= cgm_deg_to_rad(dx * 0.5f); + player.theta += cgm_deg_to_rad(dx * 0.5f); player.phi -= cgm_deg_to_rad(dy * 0.5f); if(player.phi < -M_PI/2) player.phi = -M_PI/2; if(player.phi > M_PI/2) player.phi = M_PI/2;