unsigned int sdr_foo;
+static long prev_step, prev_turn;
+
int game_init(void)
{
if(init_opengl() == -1) {
free_program(sdr_foo);
}
-#define STEP_INTERVAL 128
+#define STEP_INTERVAL 250
+#define TURN_INTERVAL 500
void update(float dt)
{
- static long prev_step;
- int dir;
- int step[][2] = {{1, 0}, {0, -1}, {-1, 0}, {0, 1}};
+ int fwd = 0, right = 0, turn = 0;
+ /*
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(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(input_state[INP_RIGHT]) {
- dir = (player.dir + 1) & 3;
- player.cx += step[dir][0];
- player.cy += step[dir][1];
+ }
+
+ 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;
- printf("step[%d] %d,%d\n", player.dir, player.cx, player.cy);
}
- memset(input_state, 0, sizeof input_state);
}
upd_player_xform(&player);
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);
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;
+ player.dir = (player.dir + 3) & 3;
+ }
+ break;
+
+ case 'e':
+ input_state[INP_RTURN] = press;
+ if(press) {
+ turn_player(&player, 1);
+ prev_turn = time_msec;
+ player.dir = (player.dir + 1) & 3;
+ }
break;
}
}