#include <time.h>
#include <assert.h>
#include <imago2.h>
+#ifdef BUILD_VR
+#include <goatvr.h>
+#endif
+#include <drawtext.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"
+
+#define FONTSZ 75
int init_starfield(void);
void draw_starfield(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 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)
next_block = rand() % NUM_BLOCKS;
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)
{
}
+#define JTHRES 0.6
+
+#define CHECK_BUTTON(idx, gbn) \
+ if(joy_bnstate & (1 << idx)) { \
+ ginp_bnstate |= gbn; \
+ }
+
+static void update_input(float dtsec)
+{
+#ifdef BUILD_VR
+ 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];
+ }
+
+ 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 */
+
+ 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);
+ }
+
+#ifdef BUILD_VR
+ memset(joy_axis, 0, sizeof joy_axis);
+#endif
+}
+
static void update(float dtsec)
{
static long prev_tick;
long dt;
+ update_input(dtsec);
+
if(pause) {
prev_tick = time_msec;
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);
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();
+
+ 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();
}
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);