#ifdef BUILD_VR
#include <goatvr.h>
#endif
+#include <drawtext.h>
#include "opengl.h"
#include "game.h"
#include "screen.h"
#include "gameinp.h"
#include "color.h"
+#define FONTSZ 75
+
int init_starfield(void);
void draw_starfield(void);
static struct cmesh *blkmesh, *wellmesh;
static unsigned int tex_well;
-static float cam_theta, cam_phi, cam_dist = 30;
+static struct dtx_font *scorefont;
+
+static float cam_theta, cam_phi = -15, cam_dist = 30;
static int bnstate[16];
static int prev_mx, prev_my;
static int score, level, lines;
static int just_spawned;
+#ifdef BUILD_VR
+static int vrbn_a = 0, vrbn_x = 4;
+#endif
+
#define NUM_LEVELS 21
static const long level_speed[NUM_LEVELS] = {
887, 820, 753, 686, 619, 552, 469, 368, 285, 184,
static int init(void)
{
+ if(!(scorefont = dtx_open_font("data/score.font", 0))) {
+ error_log("failed to open score font\n");
+ return -1;
+ }
+ dtx_prepare_range(scorefont, FONTSZ, 32, 127);
+ dtx_save_glyphmap("foo.ppm", dtx_get_glyphmap(scorefont, 0));
+
if(init_starfield() == -1) {
return -1;
}
cmesh_free(blkmesh);
cmesh_free(wellmesh);
glDeleteTextures(1, &tex_well);
+ dtx_close_font(scorefont);
}
static void start(void)
memset(pfield, 0, PF_COLS * PF_ROWS * sizeof *pfield);
ginp_repeat(500, 75, GINP_LEFT | GINP_RIGHT | GINP_DOWN);
+
+ dtx_use_font(scorefont, FONTSZ);
+
+#ifdef BUILD_VR
+ if(goatvr_invr()) {
+ int bn = goatvr_lookup_button("A");
+ if(bn >= 0) vrbn_a = bn;
+ debug_log("lookup button A: %d\n", bn);
+
+ bn = goatvr_lookup_button("X");
+ if(bn >= 0) vrbn_x = bn;
+ debug_log("lookup button X: %d\n", bn);
+ }
+#endif
}
static void stop(void)
joy_axis[GPAD_LSTICK_X] = p[0];
}
if(fabs(p[1]) > fabs(joy_axis[GPAD_LSTICK_Y])) {
- joy_axis[GPAD_LSTICK_Y] = p[1];
+ joy_axis[GPAD_LSTICK_Y] = -p[1];
+ }
+
+ if(goatvr_button_state(vrbn_a)) {
+ joy_bnstate |= GPAD_A;
+ }
+ if(goatvr_button_state(vrbn_x)) {
+ joy_bnstate |= GPAD_START;
+ }
+ if(goatvr_action(0, GOATVR_ACTION_TRIGGER) || goatvr_action(1, GOATVR_ACTION_TRIGGER)) {
+ joy_bnstate |= GPAD_UP;
}
}
#endif /* BUILD_VR */
if(GINP_PRESS(GINP_PAUSE)) {
game_keyboard('p', 1);
}
+
+#ifdef BUILD_VR
+ memset(joy_axis, 0, sizeof joy_axis);
+#endif
}
static void update(float dtsec)
glTranslatef(-1.5, 1, 0);
draw_block(next_block, nextblk_pos, 0, 0.25f, 0.75f);
glPopMatrix();
+ glPopAttrib();
+
+ glPushAttrib(GL_ENABLE_BIT);
+ glDisable(GL_LIGHTING);
+
+ glPushMatrix();
+ glTranslatef(-11, 6, 0);
+ glScalef(0.05, 0.05, 0.05);
+
+ glColor3f(1, 1, 1);
+ dtx_string("Score");
+ glTranslatef(0, -dtx_line_height() * 1.5, 0);
+ glPushMatrix();
+ glScalef(1.5, 1.5, 1.5);
+ dtx_printf("%d", score);
+ glPopMatrix();
+
+ glTranslatef(0, -dtx_line_height() * 2, 0);
+ dtx_string("Level");
+ glTranslatef(0, -dtx_line_height() * 1.5, 0);
+ glPushMatrix();
+ glScalef(1.5, 1.5, 1.5);
+ dtx_printf("%d", level);
+ glPopMatrix();
+ glTranslatef(0, -dtx_line_height() * 2, 0);
+ dtx_string("Lines");
+ glTranslatef(0, -dtx_line_height() * 1.5, 0);
+ glPushMatrix();
+ glScalef(1.5, 1.5, 1.5);
+ dtx_printf("%d", lines);
+ glPopMatrix();
+
+ glPopMatrix();
glPopAttrib();
}