/** @file game.c This is a quick V4K implementation of the game front end, with a couple of fixes for MSVC. by r-lyeh Released under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/) plus a waiver of all other intellectual property. The goal of this work is be and remain completely in the public domain forever, available for any use whatsoever. */ #include "v4k.h" #ifdef _MSC_VER #define __builtin_expect(expr,val) (expr) #endif #define SFG_FPS 60 #define SFG_LOG(str) ;// puts(str); #define SFG_DITHERED_SHADOW 1 #define SFG_DIMINISH_SPRITES 1 #define SFG_HEADBOB_SHEAR (-1 * SFG_SCREEN_RESOLUTION_Y / 80) #define SFG_BACKGROUND_BLUR 1 #define SFG_SCREEN_RESOLUTION_X 700 #define SFG_SCREEN_RESOLUTION_Y 512 #define SFG_CAN_EXIT 1 #include "game.h" #include "sounds.h" // now implement the Anarch API functions (SFG_*) void SFG_processEvent(uint8_t event, uint8_t data) {} void SFG_sleepMs(uint16_t timeMs) {} uint32_t SFG_getTimeMs() { return time_ms(); } void SFG_getMouseOffset(int16_t *x, int16_t *y) {} int8_t SFG_keyPressed(uint8_t key) { switch (key) { default: return 0; case SFG_KEY_UP: return !!input(KEY_UP); case SFG_KEY_DOWN: return !!input(KEY_DOWN); case SFG_KEY_RIGHT: return !!input(KEY_RIGHT); case SFG_KEY_LEFT: return !!input(KEY_LEFT); case SFG_KEY_A: return !!input(KEY_Z) | !!input(KEY_SPACE); case SFG_KEY_C: return !!input(KEY_X) | !!input(KEY_LALT); case SFG_KEY_B: return !!input(KEY_C) | !!input(KEY_LCTRL); } } void SFG_save(uint8_t data[SFG_SAVE_SIZE]) { if( !file_write("anarch.sav",data,SFG_SAVE_SIZE) ) { puts("V4K: could not save the file!"); return; } } uint8_t SFG_load(uint8_t data[SFG_SAVE_SIZE]) { int len = file_size("anarch.sav"); for( char *blob = file_read("anarch.sav"); blob && len == SFG_SAVE_SIZE; ) { return !!memcpy(data, blob, len); } puts("V4K: no save file to open"); return 0; } uint32_t screen[SFG_SCREEN_RESOLUTION_X * SFG_SCREEN_RESOLUTION_Y]; void SFG_setPixel(uint16_t x, uint16_t y, uint8_t colorIndex) { static unsigned palette32[256]; do_once for (int i = 0; i < 256; ++i) { // precompute RGB palette uint16_t col565 = paletteRGB565[i]; palette32[i] = 0xff000000 | ((col565 << 19) & 0xf80000) | ((col565 << 5) & 0xfc00) | ((col565 >> 8) & 0xf8); } screen[y * SFG_SCREEN_RESOLUTION_X + x] = palette32[colorIndex]; } uint8_t musicOn = 1; //< this has to be init to 0 (not 1), else a few samples get played at start void SFG_setMusic(uint8_t value) { if( value == SFG_MUSIC_TURN_ON ) musicOn = 1; if( value == SFG_MUSIC_TURN_OFF ) musicOn = 0; if( value == SFG_MUSIC_NEXT ) SFG_nextMusicTrack(); } #define MUSIC_VOLUME 16.f uint16_t audioBuff[SFG_SFX_SAMPLE_COUNT] = {0}; uint16_t audioPos = 0; // audio position for the next audio buffer fill uint32_t audioUpdateFrame = 0; // game frame at which audio buffer fill happened static inline int16_t mixSamples(int16_t sample1, int16_t sample2) { return sample1 + sample2; } void audioFillCallback(void *userdata, uint8_t *s, int l) { uint16_t *s16 = (uint16_t *) s; for (int i = 0; i < l / 2; ++i) { s16[i] = musicOn ? mixSamples(audioBuff[audioPos], MUSIC_VOLUME * (SFG_getNextMusicSample() - SFG_musicTrackAverages[SFG_MusicState.track])) : audioBuff[audioPos]; audioBuff[audioPos] = 0; audioPos = (audioPos < SFG_SFX_SAMPLE_COUNT - 1) ? (audioPos + 1) : 0; } audioUpdateFrame = SFG_game.frame; } void SFG_playSound(uint8_t soundIndex, uint8_t volume) { uint16_t pos = (audioPos + ((SFG_game.frame - audioUpdateFrame) * SFG_MS_PER_FRAME * 8)) % SFG_SFX_SAMPLE_COUNT; uint16_t volumeScale = 1 << (volume / 37); for (int i = 0; i < SFG_SFX_SAMPLE_COUNT; ++i) { audioBuff[pos] = mixSamples(audioBuff[pos], (128 - SFG_GET_SFX_SAMPLE(soundIndex,i)) * volumeScale); pos = (pos < SFG_SFX_SAMPLE_COUNT - 1) ? (pos + 1) : 0; } } int main() { // install signal handlers signal_hooks(); SFG_init(); window_create(0.45, WINDOW_SQUARE); texture_t t = texture_checker(); while( window_swap() && SFG_mainLoopBody() ) { texture_update(&t, SFG_SCREEN_RESOLUTION_X, SFG_SCREEN_RESOLUTION_Y, 4, screen, TEXTURE_RGB|TEXTURE_NEAREST); fullscreen_quad_rgb(t, 1.0f); uint16_t samples[128]; // 8 KHz 16-bit mono = 8000/60 = 133 samples/frame -> 256 samples/frame audioFillCallback(NULL, (uint8_t*)samples, sizeof(samples)); audio_queue(samples, countof(samples), AUDIO_8KHZ|AUDIO_16|AUDIO_1CH ); } }