synchronise with the template

- use the version of audio management which doesn't crash the
application if something goes wrong
- include colour32
- update error management to be more reflective of the one defined in
the template
- modify the renderer functions to be more reflective of the template
- modify the game functions to be more reflective of the template (& use
a more failproof method of initializing)
- add gametime
- remove set_gamestatus logic and just use a run boolean in gamedata
- remove emscripten preprocessors as those haven't really been used
This commit is contained in:
2025-03-22 15:29:42 +01:00
parent 7fb624311f
commit 60ae11de10
17 changed files with 416 additions and 265 deletions

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@@ -1,18 +1,18 @@
#include "game.h"
#include <SDL_audio.h>
#include <SDL_keyboard.h>
#include <SDL_scancode.h>
#include <SDL_timer.h>
#include <stdbool.h>
#include <stdint.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "../error.h"
#include "../window/audio.h"
#include "../window/colour8.h"
#include "../window/colour/colour8.h"
#include "./tetromino/shapes.h"
#include "SDL_audio.h"
#include "SDL_timer.h"
#include "tetromino/placing.h"
// shuffle the array using a FisherYates shuffle
@@ -25,7 +25,7 @@ static inline void shuffle(uint8_t const size, shape_id* const elmnts) {
}
}
void next_shape(game_data* const dat) {
void next_shape(gamedata* const dat) {
dat->curr_idx++; // increase the current shape index
dat->sel_x = COLUMNS / 2 - SHAPE_WIDTH / 2; // move the shape position to the centre
dat->sel_y = 0;
@@ -42,19 +42,34 @@ void next_shape(game_data* const dat) {
dat->nxt[TETROMINO_COUNT - 1] = cache;
}
void game_init(game_data* const dat) {
// zero-initialize the game data
*dat = (game_data){0};
// allocate size for each row
for (int8_t i = 0; i < ROWS; i++) {
dat->rows[i] = calloc(COLUMNS, sizeof(colour8));
// game_data->rows[i][0] = (colour8){(uint8_t)((((i + 1) ^ ((i + 1) >> 3)) * 0x27) & 0xFF)}; // for debugging rows
}
void game_init(gamedata* const dat, gametime* gt) {
// set a random seed using the system clock
srand(time(NULL));
// initialize audio device
audiodevice* ad = audio_device_init(32000, AUDIO_S16, 1, 4096);
*dat = (gamedata){
{0}, // row
gt, // time
ad, // audio_device
audio_wav_load(ad, "korobeiniki.wav"), // music
0, // timer_music
0, // timer_update
0, // timer_input
0, // score
{0}, // nxt
0, // curr_idx
0, // sel_x
0, // sel_y
true, // run
};
// initialize the rows within the game data
for (int8_t i = 0; i < ROWS; i++) {
dat->rows[i] = calloc(COLUMNS, sizeof(colour8)); // TODO: add memory safety check
}
// set the shape data in each slot to it's corrsponding ID
for (shape_id i = 0; i < TETROMINO_COUNT; i++)
dat->nxt[i] = i;
@@ -62,16 +77,14 @@ void game_init(game_data* const dat) {
dat->curr_idx = -1; // set the current index to the max so it becomes zero after increasement
next_shape(dat); // select the next shape (shuffle should not be triggered)
shuffle(TETROMINO_COUNT, dat->nxt); // manually trigger a shuffle
// initialize audio
dat->audio_device = audio_device_init(32000, AUDIO_S16, 1, 4096);
dat->music = audio_wav_load(dat->audio_device, "korobeiniki.wav");
}
// called every time the game's state is updated
void game_update(game_data* const dat, uint8_t const* const keys) {
void game_update(gamedata* const dat) {
uint8_t const* keys = SDL_GetKeyboardState(NULL);
if (keys[SDL_SCANCODE_ESCAPE])
set_gamestatus(STATUS_SUCCESS);
dat->run = false;
input_data move = MOVE_NONE; // contains the move data
uint32_t ctime = SDL_GetTicks();
@@ -107,7 +120,7 @@ void game_update(game_data* const dat, uint8_t const* const keys) {
place_update(dat, move);
}
void game_free(game_data* const dat) {
void game_free(gamedata* const dat) {
audio_wav_unload(&dat->music);
audio_device_free(dat->audio_device);
@@ -116,4 +129,7 @@ void game_free(game_data* const dat) {
free(dat->rows[i]);
dat->rows[i] = NULL;
}
// zero-out the rest of the data
*dat = (gamedata){0};
}

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@@ -1,10 +1,19 @@
#pragma once
#include <SDL_scancode.h>
#include <math.h>
#include <stdbool.h>
#include <stdint.h>
#include "../window/audio.h"
#include "../window/colour8.h"
#include "tetromino/shapes.h"
#include "../window/colour/colour8.h"
#include "./tetromino/shapes.h"
#include "gametime.h"
// constants for pi(π) and tau(τ)
#define PI (M_PI) // π constant
#define TAU (M_PI * 2.0) // τ constant
#define PIf (M_PIf) // π constant as a 32-bit floating point
#define TAUf (M_PIf * 2.0F) // τ constant as a 32-bit floating point
// stores the data used in the game
#define COLUMNS ((int8_t)10)
@@ -15,8 +24,9 @@ typedef colour8* row;
typedef struct {
row rows[ROWS];
audio_device* audio_device;
audio_data music;
gametime* time;
audiodevice* audio_device;
audiodata music;
uint32_t timer_music;
uint32_t timer_update;
uint32_t timer_input;
@@ -25,9 +35,10 @@ typedef struct {
uint8_t curr_idx; // current shape index
int8_t sel_x; // selected shape x position
int8_t sel_y; // selected shape y position
} game_data;
bool run;
} gamedata;
void next_shape(game_data* dat);
void game_init(game_data* dat); // initializes the game
void game_update(game_data* dat, uint8_t const* keys); // updates the game's state
void game_free(game_data* dat); // free all data stored with the game
void next_shape(gamedata*); // initializes everything needed to start the game; outputs to gamedata
void game_init(gamedata*, gametime*); // initializes the game
void game_update(gamedata*); // causes an update to occur within the game
void game_free(gamedata*); // frees the resources associated with the game

39
src/game/gametime.h Normal file
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@@ -0,0 +1,39 @@
#pragma once
#include <time.h>
#include "../util/attributes.h"
typedef struct {
struct timespec ts; // stores the time at the current update
double sec; // stores the current time in seconds
float scale; // multiplier for the time calculation, default value is 1.0
float delta; // the time that it took between updates
} gametime;
// initializes the gametime struct
atrb_const static inline gametime gametime_new(void) {
struct timespec ts;
timespec_get(&ts, TIME_UTC);
return (gametime){
ts,
0.0,
1.0F,
0.0F,
};
}
// updates the internal variables
static inline void gametime_update(gametime* gt) {
struct timespec ts;
timespec_get(&ts, TIME_UTC);
gt->sec = (double)ts.tv_nsec * 1e-9; // calculate the current time in seconds
gt->delta = ((double)(ts.tv_nsec - gt->ts.tv_nsec) * 1e-9) * gt->scale; // calculate how much time has passed between this and last frame
gt->ts = ts; // update the game's timespec
}
// gets how many times the game updates per second
atrb_const static inline float gametime_get_ups(gametime* gt) {
return 1.0F / gt->delta;
}

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@@ -2,8 +2,7 @@
#include <stdint.h>
#include "../../error.h"
#include "../../window/colour8.h"
#include "../../window/colour/colour8.h"
#include "../game.h"
#include "shapes.h"
@@ -101,7 +100,7 @@ static inline shape_id rotate_id(shape_id const id, int const dir) {
return (id + dir) & 31;
}
void place_update(game_data* const game_data, input_data const move) {
void place_update(gamedata* const game_data, input_data const move) {
// store the current index and ID, only changes when placed (which yields no movement) and rotation (which occurs last)
uint8_t const curr_idx = game_data->curr_idx;
shape_id const curr_id = game_data->nxt[curr_idx];
@@ -116,7 +115,7 @@ void place_update(game_data* const game_data, input_data const move) {
next_shape(game_data);
if (shape_intersects(game_data->rows, game_data->curr_idx, game_data->sel_x, game_data->sel_y))
set_gamestatus(STATUS_SUCCESS);
game_data->run = false;
return;
}

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@@ -15,8 +15,8 @@ enum {
MOVE_ROTRIGHT = 16,
};
void place_update(game_data* game_data, input_data move);
void place_update(gamedata* game_data, input_data move);
#ifdef DEBUG
void dbg_set_all(game_data* game_data);
void dbg_set_all(gamedata* game_data);
#endif

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@@ -1,6 +1,6 @@
#include "shapes.h"
#include "../../window/colour8.h"
#include "../../window/colour/colour8.h"
/* 0 1 2 3 */
#define SHAPE_O ((shape)0x0660) // 0000 0110 0110 0000 the O tetromino with no rotation
@@ -55,13 +55,13 @@ shape shape_from_id(shape_id const id) {
colour8 colour_from_id(shape_id const id) {
switch (id & 7) {
case TETROMINO_O: return COLOUR_YELLOW;
case TETROMINO_I: return COLOUR_CYAN;
case TETROMINO_S: return COLOUR_RED;
case TETROMINO_Z: return COLOUR_GREEN;
case TETROMINO_T: return COLOUR_MAGENTA;
case TETROMINO_L: return COLOUR_ORANGE;
case TETROMINO_J: return COLOUR_BLUE;
default: return COLOUR_BLACK;
case TETROMINO_O: return COLOUR8_YELLOW;
case TETROMINO_I: return COLOUR8_CYAN;
case TETROMINO_S: return COLOUR8_RED;
case TETROMINO_Z: return COLOUR8_GREEN;
case TETROMINO_T: return COLOUR8_MAGENTA;
case TETROMINO_L: return COLOUR8_ORANGE;
case TETROMINO_J: return COLOUR8_BLUE;
default: return COLOUR8_BLACK;
}
}

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@@ -2,7 +2,7 @@
#include <stdbool.h>
#include <stdint.h>
#include "../../window/colour8.h"
#include "../../window/colour/colour8.h"
typedef uint16_t shape;
typedef uint8_t shape_row;