feat: make the game have any sense at al

This commit is contained in:
Krzysztof kuhy Rudnicki 2025-08-24 13:14:47 +02:00
parent 372326f8ac
commit 74120f2cde

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@ -1,7 +1,8 @@
// 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
// - Targets: red cubes move toward you; shoot them before they reach you
// - Game over when a target reaches you; final score shown; press R to restart
#include <GL/glut.h>
#include <GL/glu.h>
@ -10,6 +11,7 @@
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <string.h>
#ifndef M_PI
#define M_PI 3.14159265358979323846
@ -47,10 +49,17 @@ 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;
typedef struct { vec3 pos; float radius; float speed; } Target;
static const int MAX_TARGETS = 128;
static Target g_targets[128];
static int g_target_count = 0;
static float g_spawn_timer = 0.0f;
static float g_spawn_interval = 1.2f; // seconds
static int g_score = 0;
typedef enum { GAME_RUNNING = 0, GAME_OVER = 1 } GameState;
static GameState g_state = GAME_RUNNING;
// Bullet visualization
static float g_bullet_t = 0.0f; // seconds left to show bullet line
static vec3 g_bullet_origin, g_bullet_dir;
@ -75,12 +84,36 @@ static vec3 cam_right()
return v3_norm(v3_cross(cam_front(), v3(0,1,0)));
}
static void respawn_target()
static float frand(float a, float b) { return a + (b-a) * (rand()/(float)RAND_MAX); }
static void clear_targets() { g_target_count = 0; }
static void spawn_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
if (g_target_count >= MAX_TARGETS) return;
float radius_spawn = frand(22.0f, 34.0f);
float ang = frand(0.0f, 2.0f*(float)M_PI);
vec3 p = v3(cosf(ang)*radius_spawn, 0.5f, sinf(ang)*radius_spawn);
Target t;
t.pos = p;
t.radius = 0.6f;
t.speed = frand(1.4f, 3.2f);
g_targets[g_target_count++] = t;
}
static void reset_game()
{
g_score = 0;
g_spawn_timer = 0.0f;
g_spawn_interval = 1.2f;
clear_targets();
// spawn a few to start
for (int i = 0; i < 4; ++i) spawn_target();
g_state = GAME_RUNNING;
if (g_captured_mouse) {
g_ignore_next_passive = true;
glutWarpPointer(g_win_w/2, g_win_h/2);
}
}
// Ray-sphere intersection: returns t >= 0 for first hit, or -1 if miss
@ -97,18 +130,23 @@ static float ray_sphere(vec3 ro, vec3 rd, vec3 c, float r)
static void shoot()
{
if (g_state != GAME_RUNNING) return;
vec3 dir = cam_front();
float t = ray_sphere(g_cam_pos, dir, g_target.pos, g_target.radius);
float best_t = 1e9f;
int best_i = -1;
for (int i = 0; i < g_target_count; ++i) {
float t = ray_sphere(g_cam_pos, dir, g_targets[i].pos, g_targets[i].radius);
if (t >= 0.0f && t < best_t) { best_t = t; best_i = i; }
}
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) {
if (best_i >= 0) {
// remove hit target (swap remove)
g_targets[best_i] = g_targets[g_target_count-1];
g_target_count--;
g_score++;
char title[128];
snprintf(title, sizeof(title), "FPS Demo | Score: %d", g_score);
glutSetWindowTitle(title);
respawn_target();
}
}
@ -183,11 +221,13 @@ static void display()
// 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();
// Target cubes
for (int i = 0; i < g_target_count; ++i) {
glPushMatrix();
glTranslatef(g_targets[i].pos.x, g_targets[i].pos.y, g_targets[i].pos.z);
draw_cube();
glPopMatrix();
}
// Bullet line
if (g_bullet_t > 0.0f) {
@ -200,8 +240,42 @@ static void display()
glEnd();
}
// Crosshair overlay
draw_crosshair();
// Crosshair overlay (only during gameplay)
if (g_state == GAME_RUNNING) {
draw_crosshair();
}
// Game over overlay text
if (g_state == GAME_OVER) {
// Switch to 2D for text
glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity();
gluOrtho2D(0, g_win_w, g_win_h, 0);
glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity();
glDisable(GL_DEPTH_TEST);
const char* line1 = "GAME OVER";
char line2[64]; snprintf(line2, sizeof(line2), "Score: %d", g_score);
const char* line3 = "Press R to restart or Esc to quit";
void* font = GLUT_BITMAP_HELVETICA_18;
int cx = g_win_w/2; int cy = g_win_h/2;
glColor3f(1,1,1);
// naive center: estimate width by char count * 9 px
int w1 = (int)(9 * strlen(line1));
int w2 = (int)(9 * strlen(line2));
int w3 = (int)(9 * strlen(line3));
glRasterPos2i(cx - w1/2, cy - 30);
for (const char* p=line1; *p; ++p) glutBitmapCharacter(font, *p);
glRasterPos2i(cx - w2/2, cy - 8);
for (const char* p=line2; *p; ++p) glutBitmapCharacter(font, *p);
glRasterPos2i(cx - w3/2, cy + 18);
for (const char* p=line3; *p; ++p) glutBitmapCharacter(font, *p);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_MODELVIEW); glPopMatrix();
glMatrixMode(GL_PROJECTION); glPopMatrix();
}
glutSwapBuffers();
}
@ -209,17 +283,44 @@ static void display()
// -------- 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_state == GAME_RUNNING) {
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));
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;
// Keep feet on ground
g_cam_pos.y = 1.6f;
// Move targets toward player and check collision
for (int i = 0; i < g_target_count; ++i) {
vec3 to_player = v3_sub(g_cam_pos, g_targets[i].pos);
to_player.y = 0.0f;
vec3 dir = v3_norm(to_player);
g_targets[i].pos = v3_add(g_targets[i].pos, v3_scale(dir, g_targets[i].speed * dt));
g_targets[i].pos.y = 0.5f;
float dist2 = to_player.x*to_player.x + to_player.z*to_player.z;
float reach = (0.6f + g_targets[i].radius);
if (dist2 <= reach*reach) {
g_state = GAME_OVER;
glutSetCursor(GLUT_CURSOR_LEFT_ARROW);
break;
}
}
// Spawn new targets over time (slightly accelerate spawn rate)
g_spawn_timer += dt;
if (g_spawn_timer >= g_spawn_interval) {
g_spawn_timer = 0.0f;
spawn_target();
g_spawn_interval = fmaxf(0.4f, g_spawn_interval * 0.98f);
}
}
if (g_bullet_t > 0.0f) {
g_bullet_t -= dt;
@ -248,7 +349,7 @@ static void reshape(int w, int h)
gluPerspective(75.0, (double)g_win_w/(double)g_win_h, 0.05, 500.0);
glMatrixMode(GL_MODELVIEW);
if (g_captured_mouse) {
if (g_captured_mouse && g_state == GAME_RUNNING) {
g_ignore_next_passive = true;
glutWarpPointer(g_win_w/2, g_win_h/2);
}
@ -265,10 +366,15 @@ static void keyboard_down(unsigned char key, int x, int y)
} 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) {
if (g_captured_mouse && g_state == GAME_RUNNING) {
g_ignore_next_passive = true;
glutWarpPointer(g_win_w/2, g_win_h/2);
}
} else if (key == 'r' || key == 'R') {
if (g_state == GAME_OVER) {
glutSetCursor(g_captured_mouse ? GLUT_CURSOR_NONE : GLUT_CURSOR_LEFT_ARROW);
reset_game();
}
}
}
@ -288,7 +394,7 @@ static void mouse_button(int button, int state, int x, int y)
static void passive_motion(int x, int y)
{
if (!g_captured_mouse) return;
if (!g_captured_mouse || g_state != GAME_RUNNING) return;
if (g_ignore_next_passive) { // ignore event caused by warp
g_ignore_next_passive = false;
@ -320,12 +426,11 @@ 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");
glutCreateWindow("FPS Demo");
init_gl();
@ -342,6 +447,8 @@ int main(int argc, char** argv)
g_ignore_next_passive = true;
glutWarpPointer(g_win_w/2, g_win_h/2);
reset_game();
glutMainLoop();
return 0;
}