feat: simple fps game

This commit is contained in:
Krzysztof kuhy Rudnicki 2025-08-24 13:11:24 +02:00
parent 6d02e82fe7
commit 372326f8ac
3 changed files with 400 additions and 0 deletions

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# Minimal Makefile for the simple OpenGL FPS demo
# Targets: build (default), run, clean
CC := gcc
CFLAGS := -O2 -Wall -Wextra -Wno-missing-field-initializers -std=c11
LDFLAGS := -lglut -lGLU -lGL -lm
SRC := main.c
BIN := fps_demo
all: $(BIN)
$(BIN): $(SRC)
$(CC) $(CFLAGS) -o $@ $^ $(LDFLAGS)
run: $(BIN)
./$(BIN)
clean:
rm -f $(BIN)
.PHONY: all run clean

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# Simple OpenGL FPS (C + FreeGLUT)
A tiny first-person demo using legacy OpenGL (compat) and FreeGLUT:
- Move with WASD, hold Tab or Q to sprint
- Aim with mouse (captured by default). Press M to toggle capture
- Shoot with Left Mouse or Space. Hit the red cube to score; it respawns
- Press Esc to quit
## Build
Requires development packages for OpenGL, GLU, and FreeGLUT.
On Debian/Ubuntu:
```sh
sudo apt-get update
sudo apt-get install -y build-essential freeglut3-dev
```
Then build and run:
```sh
make -C C/fps
make -C C/fps run
```
If your distro uses different package names, install the equivalents of:
- libgl1, libglu1, freeglut (dev headers)
## Notes
- This uses old-school fixed-function OpenGL for simplicity and broad compatibility.
- Mouse is confined via glutWarpPointer; press M if you need to release it.

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// Simple FPS demo using FreeGLUT + legacy OpenGL (compat profile)
// - Move: WASD, Shift to sprint, Space to shoot, Esc to quit
// - Look: mouse
// - Target: red cube; shoot to score and respawn target
#include <GL/glut.h>
#include <GL/glu.h>
#include <math.h>
#include <stdbool.h>
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
// -------- Math helpers --------
typedef struct { float x, y, z; } vec3;
static inline vec3 v3(float x, float y, float z) { vec3 v = {x,y,z}; return v; }
static inline vec3 v3_add(vec3 a, vec3 b) { return v3(a.x+b.x, a.y+b.y, a.z+b.z); }
static inline vec3 v3_sub(vec3 a, vec3 b) { return v3(a.x-b.x, a.y-b.y, a.z-b.z); }
static inline vec3 v3_scale(vec3 a, float s) { return v3(a.x*s, a.y*s, a.z*s); }
static inline float v3_dot(vec3 a, vec3 b) { return a.x*b.x + a.y*b.y + a.z*b.z; }
static inline vec3 v3_cross(vec3 a, vec3 b) {
return v3(a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x);
}
static inline float v3_len(vec3 a) { return sqrtf(v3_dot(a,a)); }
static inline vec3 v3_norm(vec3 a) {
float l = v3_len(a);
return l > 1e-6f ? v3_scale(a, 1.0f/l) : v3(0,0,0);
}
// -------- Global state --------
static int g_win_w = 1280, g_win_h = 720;
static bool g_keys[256] = {0};
static bool g_captured_mouse = true;
static int g_last_mouse_x = -1, g_last_mouse_y = -1;
static bool g_ignore_next_passive = false; // avoid warp feedback loops
static vec3 g_cam_pos = {0.0f, 1.6f, 5.0f};
static float g_yaw_deg = -90.0f; // facing -Z initially
static float g_pitch_deg = 0.0f;
static float g_move_speed = 4.0f; // m/s
static float g_sprint_mul = 1.8f;
static float g_mouse_sens = 0.12f; // deg per pixel
typedef struct { vec3 pos; float radius; } Target;
static Target g_target;
static int g_score = 0;
// Bullet visualization
static float g_bullet_t = 0.0f; // seconds left to show bullet line
static vec3 g_bullet_origin, g_bullet_dir;
// Timing
static int g_prev_ms = 0;
// -------- Utility --------
static float clampf(float v, float lo, float hi) { return v < lo ? lo : (v > hi ? hi : v); }
static float deg2rad(float d) { return d * (float)M_PI / 180.0f; }
static vec3 cam_front()
{
float yaw = deg2rad(g_yaw_deg);
float pitch = deg2rad(g_pitch_deg);
vec3 f = { cosf(pitch)*cosf(yaw), sinf(pitch), cosf(pitch)*sinf(yaw) };
return v3_norm(f);
}
static vec3 cam_right()
{
return v3_norm(v3_cross(cam_front(), v3(0,1,0)));
}
static void respawn_target()
{
float x = ((rand()/(float)RAND_MAX) * 24.0f) - 12.0f; // [-12,12]
float z = ((rand()/(float)RAND_MAX) * 24.0f) - 12.0f; // [-12,12]
g_target.pos = v3(x, 0.5f, z);
g_target.radius = 0.6f; // fits a 1.0 cube roughly
}
// Ray-sphere intersection: returns t >= 0 for first hit, or -1 if miss
static float ray_sphere(vec3 ro, vec3 rd, vec3 c, float r)
{
vec3 oc = v3_sub(ro, c);
float b = v3_dot(oc, rd);
float cterm = v3_dot(oc, oc) - r*r;
float disc = b*b - cterm;
if (disc < 0.0f) return -1.0f;
float t = -b - sqrtf(disc);
return t >= 0.0f ? t : -1.0f;
}
static void shoot()
{
vec3 dir = cam_front();
float t = ray_sphere(g_cam_pos, dir, g_target.pos, g_target.radius);
g_bullet_origin = g_cam_pos;
g_bullet_dir = dir;
g_bullet_t = 0.08f; // show for ~80ms
if (t >= 0.0f && t < 100.0f) {
g_score++;
char title[128];
snprintf(title, sizeof(title), "FPS Demo | Score: %d", g_score);
glutSetWindowTitle(title);
respawn_target();
}
}
// -------- Rendering --------
static void draw_grid(float half, float step)
{
glColor3f(0.2f, 0.25f, 0.3f);
glBegin(GL_LINES);
for (float x = -half; x <= half + 1e-4f; x += step) {
glVertex3f(x, 0.0f, -half); glVertex3f(x, 0.0f, half);
}
for (float z = -half; z <= half + 1e-4f; z += step) {
glVertex3f(-half, 0.0f, z); glVertex3f(half, 0.0f, z);
}
glEnd();
}
static void draw_cube()
{
// Simple colored cube (size 1)
const float s = 0.5f;
glBegin(GL_QUADS);
// +X
glColor3f(1,0,0); glVertex3f( s,-s,-s); glVertex3f( s,-s, s); glVertex3f( s, s, s); glVertex3f( s, s,-s);
// -X
glColor3f(0.8f,0,0); glVertex3f(-s,-s,-s); glVertex3f(-s, s,-s); glVertex3f(-s, s, s); glVertex3f(-s,-s, s);
// +Y
glColor3f(0.9f,0.1f,0.1f); glVertex3f(-s, s,-s); glVertex3f( s, s,-s); glVertex3f( s, s, s); glVertex3f(-s, s, s);
// -Y
glColor3f(0.6f,0.05f,0.05f); glVertex3f(-s,-s,-s); glVertex3f(-s,-s, s); glVertex3f( s,-s, s); glVertex3f( s,-s,-s);
// +Z
glColor3f(1,0.2f,0.2f); glVertex3f(-s,-s, s); glVertex3f(-s, s, s); glVertex3f( s, s, s); glVertex3f( s,-s, s);
// -Z
glColor3f(0.7f,0.1f,0.1f); glVertex3f(-s,-s,-s); glVertex3f( s,-s,-s); glVertex3f( s, s,-s); glVertex3f(-s, s,-s);
glEnd();
}
static void draw_crosshair()
{
glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity();
gluOrtho2D(0, g_win_w, g_win_h, 0);
glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity();
glDisable(GL_DEPTH_TEST);
glColor3f(0.95f, 0.95f, 0.95f);
int cx = g_win_w/2, cy = g_win_h/2;
int s = 8;
glBegin(GL_LINES);
glVertex2i(cx - s, cy); glVertex2i(cx + s, cy);
glVertex2i(cx, cy - s); glVertex2i(cx, cy + s);
glEnd();
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_MODELVIEW); glPopMatrix();
glMatrixMode(GL_PROJECTION); glPopMatrix();
}
static void display()
{
glClearColor(0.05f, 0.06f, 0.08f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
vec3 front = cam_front();
vec3 at = v3_add(g_cam_pos, front);
gluLookAt(g_cam_pos.x, g_cam_pos.y, g_cam_pos.z,
at.x, at.y, at.z,
0, 1, 0);
// Ground grid
draw_grid(40.0f, 1.0f);
// Target cube
glPushMatrix();
glTranslatef(g_target.pos.x, g_target.pos.y, g_target.pos.z);
draw_cube();
glPopMatrix();
// Bullet line
if (g_bullet_t > 0.0f) {
glColor3f(1.0f, 1.0f, 0.3f);
glBegin(GL_LINES);
vec3 p0 = g_bullet_origin;
vec3 p1 = v3_add(p0, v3_scale(g_bullet_dir, 100.0f));
glVertex3f(p0.x, p0.y, p0.z);
glVertex3f(p1.x, p1.y, p1.z);
glEnd();
}
// Crosshair overlay
draw_crosshair();
glutSwapBuffers();
}
// -------- Update/Input --------
static void update(float dt)
{
float speed = g_move_speed * ((g_keys['\t'] || g_keys['Q'] || g_keys['q']) ? g_sprint_mul : 1.0f); // Tab/Q to sprint
vec3 f = cam_front(); f.y = 0.0f; f = v3_norm(f);
vec3 r = cam_right(); r.y = 0.0f; r = v3_norm(r);
if (g_keys['W'] || g_keys['w']) g_cam_pos = v3_add(g_cam_pos, v3_scale(f, speed*dt));
if (g_keys['S'] || g_keys['s']) g_cam_pos = v3_sub(g_cam_pos, v3_scale(f, speed*dt));
if (g_keys['A'] || g_keys['a']) g_cam_pos = v3_sub(g_cam_pos, v3_scale(r, speed*dt));
if (g_keys['D'] || g_keys['d']) g_cam_pos = v3_add(g_cam_pos, v3_scale(r, speed*dt));
// Keep feet on ground
g_cam_pos.y = 1.6f;
if (g_bullet_t > 0.0f) {
g_bullet_t -= dt;
if (g_bullet_t < 0.0f) g_bullet_t = 0.0f;
}
}
static void idle()
{
int now = glutGet(GLUT_ELAPSED_TIME);
if (g_prev_ms == 0) g_prev_ms = now;
float dt = (now - g_prev_ms) / 1000.0f;
g_prev_ms = now;
update(dt);
glutPostRedisplay();
}
static void reshape(int w, int h)
{
g_win_w = w > 1 ? w : 1;
g_win_h = h > 1 ? h : 1;
glViewport(0, 0, g_win_w, g_win_h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(75.0, (double)g_win_w/(double)g_win_h, 0.05, 500.0);
glMatrixMode(GL_MODELVIEW);
if (g_captured_mouse) {
g_ignore_next_passive = true;
glutWarpPointer(g_win_w/2, g_win_h/2);
}
}
static void keyboard_down(unsigned char key, int x, int y)
{
(void)x; (void)y;
g_keys[key] = true;
if (key == 27) { // Esc
exit(0);
} else if (key == ' ') {
shoot();
} else if (key == 'm' || key == 'M') {
g_captured_mouse = !g_captured_mouse;
glutSetCursor(g_captured_mouse ? GLUT_CURSOR_NONE : GLUT_CURSOR_LEFT_ARROW);
if (g_captured_mouse) {
g_ignore_next_passive = true;
glutWarpPointer(g_win_w/2, g_win_h/2);
}
}
}
static void keyboard_up(unsigned char key, int x, int y)
{
(void)x; (void)y;
g_keys[key] = false;
}
static void mouse_button(int button, int state, int x, int y)
{
(void)x; (void)y;
if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) {
shoot();
}
}
static void passive_motion(int x, int y)
{
if (!g_captured_mouse) return;
if (g_ignore_next_passive) { // ignore event caused by warp
g_ignore_next_passive = false;
return;
}
if (g_last_mouse_x < 0) { g_last_mouse_x = x; g_last_mouse_y = y; }
int dx = x - g_win_w/2;
int dy = y - g_win_h/2;
g_yaw_deg += dx * g_mouse_sens;
g_pitch_deg -= dy * g_mouse_sens;
g_pitch_deg = clampf(g_pitch_deg, -89.0f, 89.0f);
g_ignore_next_passive = true;
glutWarpPointer(g_win_w/2, g_win_h/2);
}
// -------- Init --------
static void init_gl()
{
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glLineWidth(1.0f);
}
int main(int argc, char** argv)
{
(void)argv;
srand((unsigned)time(NULL));
respawn_target();
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(g_win_w, g_win_h);
glutCreateWindow("FPS Demo | Score: 0");
init_gl();
glutDisplayFunc(display);
glutIdleFunc(idle);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard_down);
glutKeyboardUpFunc(keyboard_up);
glutPassiveMotionFunc(passive_motion);
glutMouseFunc(mouse_button);
// Start with mouse captured
glutSetCursor(GLUT_CURSOR_NONE);
g_ignore_next_passive = true;
glutWarpPointer(g_win_w/2, g_win_h/2);
glutMainLoop();
return 0;
}