feat: add dracula color macros

This commit is contained in:
2025-03-31 01:18:09 +02:00
parent 60f1de2f64
commit 5a7c0cc00a

View File

@@ -7,77 +7,73 @@
static SDL_Window *window = NULL;
static SDL_Renderer *renderer = NULL;
static int window_width = 640;
static int window_height = 480;
static int grid_width = 32;
static int grid_height = 24;
#define WINDOW_WIDTH 640
#define WINDOW_HEIGHT 480
#define GRID_PADDING 2
#define GRID_WIDTH 20
#define GRID_HEIGHT 20
static Uint64 last;
enum GRID_TILES { EMPTY, SNAKE, FRUIT };
enum SNAKE_PARTS { TAIL, BODY, HEAD };
enum TILES { EMPTY, SNAKE, FRUIT };
enum PARTS { TAIL, HEAD, BODY };
#define COLOR_SNAKE 80, 250, 123, SDL_ALPHA_OPAQUE
#define COLOR_FRUIT 255, 85, 85, SDL_ALPHA_OPAQUE
#define COLOR_EMPTY 40, 42, 54, SDL_ALPHA_OPAQUE
#define COLOR_BG 68, 71, 90, SDL_ALPHA_OPAQUE
typedef enum DIRECTION { LEFT, RIGHT, UP, DOWN } DIRECTION;
typedef struct Snake {
DIRECTION direction;
int length;
} Snake;
typedef struct State {
int *grid;
DIRECTION player_face;
SDL_FRect *r;
int grid[GRID_HEIGHT * GRID_WIDTH];
Snake *player;
} State;
#define SET_GRID_AT(grid, row, col, value) grid[row * GRID_WIDTH + col] = value
#define GET_GRID_AT(grid, row, col) grid[row * GRID_WIDTH + col]
void log_game_grid(int *game_grid) {
char *buf = SDL_malloc(sizeof(char) * grid_width * 2);
for (int i = 0; i < grid_height; i++) {
for (int j = 0; j < grid_width; j++) {
buf[2 * j] = '0' + game_grid[i * grid_width + j];
char buf[GRID_WIDTH * 2];
for (int i = 0; i < GRID_HEIGHT; i++) {
for (int j = 0; j < GRID_WIDTH; j++) {
buf[2 * j] = '0' + GET_GRID_AT(game_grid, i, j);
buf[2 * j + 1] = ' ';
}
buf[2 * grid_width] = '\0';
buf[2 * GRID_WIDTH - 1] = '\0';
SDL_Log("%s", buf);
}
SDL_free(buf);
}
void set_grid_at(int *grid, int row, int col, int value) { grid[row * grid_width + col] = value; }
int get_grid_at(int *grid, int row, int col) { return grid[row * grid_width + col]; }
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) {
if (!SDL_Init(SDL_INIT_VIDEO)) {
SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
if (!SDL_CreateWindowAndRenderer("examples/renderer/clear", window_width, window_height, 0,
&window, &renderer)) {
if (!SDL_CreateWindowAndRenderer("SnakeDL3", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window,
&renderer)) {
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
int *game_grid = SDL_malloc(sizeof(int) * grid_width * grid_height);
for (int i = 0; i < grid_height; i++) {
for (int j = 0; j < grid_width; j++) {
set_grid_at(game_grid, i, j, EMPTY);
}
}
set_grid_at(game_grid, 12, 16, SNAKE);
set_grid_at(game_grid, 4, 12, FRUIT);
set_grid_at(game_grid, 18, 5, FRUIT);
SDL_FRect *rect2 = SDL_malloc(sizeof(SDL_FRect));
rect2->y = 240;
rect2->x = 0;
rect2->w = 100;
rect2->h = 100;
State *state = SDL_malloc(sizeof(State));
state->grid = game_grid;
state->player_face = UP;
state->r = rect2;
*appstate = state;
if (!state) {
SDL_Log("Failed to allocate state");
return SDL_APP_FAILURE;
}
SDL_memset(state->grid, EMPTY, sizeof(state->grid));
last = SDL_GetTicksNS();
SET_GRID_AT(state->grid, GRID_WIDTH / 2, GRID_HEIGHT / 2, SNAKE);
SET_GRID_AT(state->grid, 4, 12, FRUIT);
SET_GRID_AT(state->grid, 18, 5, FRUIT);
log_game_grid(state->grid);
*appstate = state;
return SDL_APP_CONTINUE;
}
@@ -93,47 +89,40 @@ SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) {
SDL_AppResult SDL_AppIterate(void *appstate) {
State *stateptr = appstate;
int *game_grid = stateptr->grid;
Uint64 delta = SDL_GetTicksNS() - last;
double duration = (double)delta / (FPS * 1000);
SDL_SetRenderDrawColorFloat(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE_FLOAT);
SDL_SetRenderDrawColor(renderer, COLOR_BG);
SDL_RenderClear(renderer);
SDL_FRect rect;
rect.w = (float)window_width / grid_width;
rect.h = (float)window_height / grid_height;
for (int i = 0; i < grid_height; i++) {
for (int j = 0; j < grid_width; j++) {
switch (get_grid_at(game_grid, i, j)) {
rect.w = (float)(WINDOW_WIDTH - 2 * GRID_PADDING) / GRID_WIDTH;
rect.h = (float)(WINDOW_HEIGHT - 2 * GRID_PADDING) / GRID_HEIGHT;
for (int i = 0; i < GRID_HEIGHT; i++) {
for (int j = 0; j < GRID_WIDTH; j++) {
switch (GET_GRID_AT(game_grid, i, j)) {
case EMPTY:
SDL_SetRenderDrawColorFloat(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE_FLOAT);
SDL_SetRenderDrawColor(renderer, COLOR_EMPTY);
break;
case SNAKE:
SDL_SetRenderDrawColorFloat(renderer, 255, 255, 255, SDL_ALPHA_OPAQUE_FLOAT);
SDL_SetRenderDrawColor(renderer, COLOR_SNAKE);
break;
case FRUIT:
SDL_SetRenderDrawColorFloat(renderer, 255, 0, 0, SDL_ALPHA_OPAQUE_FLOAT);
SDL_SetRenderDrawColor(renderer, COLOR_FRUIT);
break;
}
rect.x = j * rect.w;
rect.y = i * rect.h;
rect.x = j * rect.w + GRID_PADDING;
rect.y = i * rect.h + GRID_PADDING;
// SDL_Log("x: %f, y: %f, w: %f, h: %f", rect.x, rect.y, rect.w, rect.h);
SDL_RenderFillRect(renderer, &rect);
}
}
SDL_FRect *rect2 = stateptr->r;
rect2->x += 5 * (double)delta / 1000000;
SDL_Log("%f %f %f %f", rect2->x, rect2->y, rect2->w, rect2->h);
SDL_SetRenderDrawColorFloat(renderer, 0, 255, 0, SDL_ALPHA_OPAQUE_FLOAT);
SDL_RenderFillRect(renderer, rect2);
// SDL_Log("---");
SDL_RenderPresent(renderer);
last = SDL_GetTicksNS();
return SDL_APP_CONTINUE;
}
void SDL_AppQuit(void *appstate, SDL_AppResult result) {
/* SDL will clean up the window/renderer for us. */
SDL_free(appstate);
}