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synced 2024-11-21 16:35:08 -05:00
Refactor a bit
This commit is contained in:
parent
dd7f764bea
commit
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@ -11,6 +11,8 @@ These are some ideas about what you can do with this game:
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- Add OpenGL (or other accelerated) rendering, with true 3D, true color,
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antialiasing, texture filtering etc.
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- Improve SW rendering on PC, e.g. use full z-buffer, particle effects etc.
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- Try to add screen space filters, like screen space antialiasing or pixel art
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upscaling algorithms.
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- Add procedurally generated levels, maybe also procedural textures etc.
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By taking this to the extreme you could fit this game into just a few kb.
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- Add demo recording support.
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18
README.md
18
README.md
@ -57,15 +57,17 @@ SDL:
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## Stats and comparisons (for version 1.0)
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lines of code (80 column wrapping, a lot of empty lines):
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source code stats (80 column wrapping, a lot of empty lines):
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| file | LOC |
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| --------------------------------------| -------|
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| game.h (main game logic) | TODO |
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| raycastlib.h (ray casting library) | TODO |
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| images.h, levels.h, sounds.h (assets) | TODO |
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| settings.h, constants.h | TODO |
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| **total** | TODO |
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| file | LOC | file size |
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| --------------------------------------| ------- | --------- |
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| game.h (main game logic) | TODO | TODO |
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| raycastlib.h (ray casting library) | TODO | TODO |
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| images.h, levels.h, sounds.h (assets) | TODO | TODO |
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| settings.h, constants.h | TODO | TODO |
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| **total** | TODO | TODO |
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| Doom | TODO | TODO |
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| Wolf 3D | TODO | TODO |
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compiled:
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128
game.h
128
game.h
@ -28,6 +28,8 @@
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/*
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The following keys are mandatory to be implemented on any platform in order
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for the game to be playable.
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Enums are bloat :)
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*/
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#define SFG_KEY_UP 0
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#define SFG_KEY_RIGHT 1
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@ -55,15 +57,14 @@
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/* ============================= PORTING =================================== */
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/* When porting, do the following:
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- Include this file (and possibly other optionaly files) in your main_*
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frontend source.
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- Include this file (and possibly other optionaly files, like sounds.h) in
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your main_*.c frontend source.
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- Implement the following functions in your frontend source.
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- Call SFG_init() from your frontend initialization code.
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- Call SFG_mainLoopBody() from within your frontend main loop.
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*/
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- Call SFG_mainLoopBody() from within your frontend main loop. */
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#ifndef SFG_LOG
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#define SFG_LOG(str) ; ///< Can be redefined to log messages for better debug.
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#define SFG_LOG(str) {} ///< Can be redefined to log game messages.
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#endif
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#ifndef SFG_CPU_LOAD
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@ -73,16 +74,16 @@
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/**
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Returns 1 (0) if given key is pressed (not pressed). At least the mandatory
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keys have to be implemented, the optional keys don't have to ever return 1.
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See the key contant definitions to see which ones are mandatory.
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See the key constant definitions to see which ones are mandatory.
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*/
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int8_t SFG_keyPressed(uint8_t key);
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/**
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Optinal function for mouse/analog controls, gets mouse x and y offset in
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pixels from the game screen center (to achieve classic FPS mouse controls the
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platform should center the mouse at the end). If the platform isn't using a
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mouse, this function can simply return [0,0] offets at each call, or even
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do nothing (leave the variables as are).
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Optinal function for mouse/joystick/analog controls, gets mouse x and y offset
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in pixels from the game screen center (to achieve classic FPS mouse controls
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the platform should center the mouse after the call). If the platform isn't
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using a mouse, this function can simply return [0,0] offets at each call, or
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even do nothing at all (leave the variables as are).
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*/
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void SFG_getMouseOffset(int16_t *x, int16_t *y);
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@ -99,8 +100,9 @@ uint32_t SFG_getTimeMs();
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void SFG_sleepMs(uint16_t timeMs);
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/**
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Set specified screen pixel. The function doesn't have to check whether
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the coordinates are within screen.
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Set specified screen pixel. ColorIndex is the index of the game's palette.
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The function doesn't have to (and shouldn't, for the sake of performance)
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check whether the coordinates are within screen.
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*/
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static inline void SFG_setPixel(uint16_t x, uint16_t y, uint8_t colorIndex);
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@ -117,8 +119,8 @@ void SFG_playSound(uint8_t soundIndex, uint8_t volume);
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/**
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Informs the frontend whether music should get enabled/disabled. Playing music
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is optional and the frontend can ignore it. If a frontend wants to implement
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music, it can use the one provided in sounds.h or use its own.
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is optional and the frontend can ignore this. If a frontend wants to implement
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music, it can use the bytebeat provided in sounds.h or use its own.
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*/
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void SFG_enableMusic(uint8_t enable);
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@ -135,18 +137,19 @@ void SFG_enableMusic(uint8_t enable);
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/**
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This is an optional function that informs the frontend about special events
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which may trigger something special, such as a controller vibration, logging
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something etc. This function can do nothing.
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which may trigger something special on the platform, such as a controller
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vibration, logging etc. This implementation of this function can be left
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empty.
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*/
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void SFG_processEvent(uint8_t event, uint8_t data);
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#define SFG_SAVE_SIZE 12
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/**
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Optional function for permanently saving game state. Platform that don't have
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permanent storage may let this function do nothing. If implemented, the
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function should save the passed data into its permanent storage, e.g. a file,
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a cookie etc.
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Optional function for permanently saving the game state. Platforms that don't
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have permanent storage (HDD, EEPROM etc.) may let this function simply do
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nothing. If implemented, the function should save the passed data into its
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permanent storage, e.g. a file, a cookie etc.
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*/
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void SFG_save(uint8_t data[SFG_SAVE_SIZE]);
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@ -161,20 +164,22 @@ void SFG_save(uint8_t data[SFG_SAVE_SIZE]);
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array as is).
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This function should return 1 if saving/loading is possible and 0 if not (this
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will be used by the game to detect this capability).
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will be used by the game to detect saving/loading capability).
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*/
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uint8_t SFG_load(uint8_t data[SFG_SAVE_SIZE]);
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/* ========================================================================= */
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/**
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Game main loop body, call this inside the platform's specific main loop.
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Returns 1 if the game continues, 0 if the game was exited.
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Game main loop body, call this inside your platform's specific main loop.
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Returns 1 if the game continues, 0 if the game was exited and program should
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halt. This functions handles reaching the target FPS and sleeping for
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relieving CPU, so don't do this.
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*/
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uint8_t SFG_mainLoopBody();
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/**
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Initializes the whole program, call this in the platform initialization.
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Initializes the game, call this in the platform's initialization code.
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*/
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void SFG_init();
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@ -190,7 +195,7 @@ void SFG_init();
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#define SFG_PROGRAM_MEMORY_U8(addr) ((uint8_t) (*(addr)))
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#endif
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#include "images.h"
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#include "images.h" // don't change the order of these includes
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#include "levels.h"
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#include "texts.h"
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#include "palette.h"
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@ -212,15 +217,14 @@ void SFG_init();
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typedef struct
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{
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uint8_t coords[2];
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uint8_t state; /**< door state in format:
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uint8_t state; /**< door state in format:
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MSB ccbaaaaa LSB
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MSB ccbaaaaa LSB
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aaaaa: current door height (how much they're open)
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b: whether currently going up (0) or down (1)
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cc: by which card (key) the door is unlocked, 00
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means no card (unlocked), 1 means card 0 etc.
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*/
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aaaaa: current door height (how much they're open)
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b: whether currently going up (0) or down (1)
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cc: by which card (key) the door is unlocked, 00
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means no card (unlocked), 1 means card 0 etc. */
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} SFG_DoorRecord;
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#define SFG_SPRITE_SIZE(size0to3) \
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@ -252,9 +256,9 @@ typedef uint8_t SFG_ItemRecord;
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typedef struct
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{
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uint8_t stateType; /**< Holds state (lower 4 bits) and type of monster
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(upper 4 bits). */
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uint8_t coords[2]; /**< monster position, in 1/4s of a square */
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uint8_t stateType; /**< Holds state (lower 4 bits) and type of monster (upper
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4 bits). */
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uint8_t coords[2]; /**< monster position, in 1/4s of a square */
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uint8_t health;
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} SFG_MonsterRecord;
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@ -289,7 +293,7 @@ typedef struct
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typedef struct
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{
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uint8_t type;
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uint8_t doubleFramesToLive; /**< This number times two (because 256 could be
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uint8_t doubleFramesToLive; /**< This number times two (because 255 could be
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too little at high FPS) says after how many
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frames the projectile is destroyed. */
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uint16_t position[3]; /**< Current position, stored as u16 to save space, as
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@ -328,37 +332,32 @@ typedef struct
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*/
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struct
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{
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uint8_t state;
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uint8_t state; ///< Current game state.
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uint32_t stateChangeTime; ///< Time in ms at which the state was changed.
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uint8_t currentRandom; ///< for RNG
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uint8_t spriteAnimationFrame;
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uint8_t soundsPlayedThisFrame; /**< Each bit says whether given sound was
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played this frame, prevents playing too many
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sounds at once. */
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RCL_RayConstraints rayConstraints;
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uint8_t keyStates[SFG_KEY_COUNT]; /**< Pressed states of keys, each value
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stores the number of frames for which the
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key has been held. */
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uint8_t zBuffer[SFG_Z_BUFFER_SIZE];
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uint8_t textureAverageColors[SFG_WALL_TEXTURE_COUNT]; /**< Contains average
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color for each wall texture. */
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int8_t backgroundScaleMap[SFG_GAME_RESOLUTION_Y];
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uint16_t backgroundScroll;
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uint8_t spriteSamplingPoints[SFG_MAX_SPRITE_SIZE]; /**< Helper for
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precomputing sprite
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sampling positions for
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drawing. */
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uint32_t frameTime; ///< Keeps a constant time (in ms) during a frame
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uint32_t frame;
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uint32_t frameTime; ///< time (in ms) of the current frame start
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uint32_t frame; ///< frame number
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uint8_t selectedMenuItem;
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uint8_t selectedLevel; ///< Level to play selected in the main menu.
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uint8_t antiSpam; ///< Prevents log message spamming.
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uint8_t settings; /**< Dynamic game settings (can be changed at runtime),
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uint8_t selectedLevel; ///< level to play selected in the main menu
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uint8_t antiSpam; ///< Prevents log message spamming.
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uint8_t settings; /**< dynamic game settings (can be changed at runtime),
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bit meaning:
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MSB -------- LSB
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@ -367,7 +366,6 @@ struct
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||\__ music
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|\___ shearing
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\____ freelook (shearing not sliding back) */
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uint8_t blink; ///< Says whether blinkg is currently on or off.
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uint8_t saved; /**< Helper variable to know if game was saved. Can be
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0 (not saved), 1 (just saved) or 255 (can't save).*/
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@ -407,19 +405,15 @@ struct
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air. */
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uint16_t headBobFrame;
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uint8_t weapon; ///< currently selected weapon
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uint8_t health;
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uint32_t weaponCooldownFrames; ///< frames left for weapon cooldow
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uint32_t weaponCooldownFrames; ///< frames left for weapon cooldow
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uint32_t lastHurtFrame;
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uint32_t lastItemTakenFrame;
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uint8_t ammo[SFG_AMMO_TOTAL];
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uint8_t cards; /**< Lowest 3 bits say which access cards have
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been taken., the next 3 bits say which cards
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should be blinking in the HUD, the last
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2 bits are a blink reset counter. */
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uint8_t cards; /**< Lowest 3 bits say which access cards
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have been taken., the next 3 bits say
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which cards should be blinking in the HUD,
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the last 2 bits are a blink reset counter. */
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uint8_t justTeleported;
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} SFG_player;
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@ -430,12 +424,10 @@ struct
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{
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const SFG_Level *levelPointer;
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uint8_t levelNumber;
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const uint8_t* textures[7];
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const uint8_t* textures[7]; ///< textures the level is using
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uint32_t timeStart;
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uint32_t frameStart;
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uint32_t completionTime10sOfS; ///< Completion time in 10th of second.
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uint32_t completionTime10sOfS; ///< completion time in 10th of second
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uint8_t floorColor;
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uint8_t ceilingColor;
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@ -459,7 +451,6 @@ struct
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uint8_t teleportCount;
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uint16_t mapRevealMask; /**< Bits say which parts of the map have been
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revealed. */
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uint8_t itemCollisionMap[(SFG_MAP_SIZE * SFG_MAP_SIZE) / 8];
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/**< Bit array, for each map square says whether there
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is a colliding item or not. */
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@ -468,7 +459,8 @@ struct
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#if SFG_ARDUINO
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/**
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Copy of the current level that is stored in RAM. This is only done on Arduino
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because accessing it in program memory directly would be difficult.
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because accessing it in program memory (PROGMEM) directly would be a pain.
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Because of this Arduino needs more RAM.
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*/
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SFG_Level SFG_ramLevel;
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#endif
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@ -703,7 +695,7 @@ const uint8_t *SFG_getMonsterSprite(
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{
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uint8_t index =
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state == SFG_MONSTER_STATE_DEAD ? 18 : 17;
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// ^ makes the code smaller compared to returning pointers
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// ^ makes the compiled binary smaller compared to returning pointers directly
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if ((state != SFG_MONSTER_STATE_DYING) && (state != SFG_MONSTER_STATE_DEAD))
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switch (monsterType)
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@ -862,9 +854,7 @@ static inline uint8_t
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textureIndex != 255 ?
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SFG_currentLevel.textures[textureIndex] :
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(SFG_wallTextures + SFG_currentLevel.levelPointer->doorTextureIndex
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* SFG_TEXTURE_STORE_SIZE),
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u / 32,
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v / 32);
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* SFG_TEXTURE_STORE_SIZE), u / 32, v / 32);
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}
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static inline uint8_t SFG_getTexelAverage(uint8_t textureIndex)
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@ -4499,7 +4489,7 @@ void SFG_draw()
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return;
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}
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if (SFG_keyPressed(SFG_KEY_MAP) || (SFG_game.state == SFG_GAME_STATE_MAP))
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if (SFG_keyIsDown(SFG_KEY_MAP) || (SFG_game.state == SFG_GAME_STATE_MAP))
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{
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SFG_drawMap();
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}
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@ -26,7 +26,9 @@
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the game may actually become slowed down if FPS is set too high. Too high or
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too low FPS can also negatively affect game speeds which are computed as
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integers and rounding errors can occur soon, so don't set this to extreme
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values (try to keep from 20 to 100).
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values (try to keep between 20 to 100). FPS also determines the game
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simulation step length, so different FPS values may result in very slight
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differences in game behavior (not noticeable but affecting demos etc.).
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*/
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#ifndef SFG_FPS
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#define SFG_FPS 60
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Loading…
Reference in New Issue
Block a user