X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=vrlugburz;a=blobdiff_plain;f=src%2Fgame.c;fp=src%2Fgame.c;h=8dc8d707028d255c29bb6556560ae8521c28c1d9;hp=2007694df12ea6cff8a73cd6c091b9198c65c659;hb=60a62013e45b8dd307494b792c48b5fde17d2fdc;hpb=8b4c81041dbf3149c3bbdac08de63524ee2d48b4 diff --git a/src/game.c b/src/game.c index 2007694..8dc8d70 100644 --- a/src/game.c +++ b/src/game.c @@ -23,6 +23,8 @@ 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) { @@ -59,48 +61,41 @@ void game_shutdown(void) 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); @@ -120,7 +115,7 @@ void game_display(void) 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); @@ -187,21 +182,56 @@ void game_keyboard(int key, int press) 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; } }