add movement key aliases to wasd and hjkl

This commit is contained in:
2025-04-06 18:04:08 +02:00
parent e09b52c9ed
commit ea2095b34f

View File

@@ -4,7 +4,6 @@
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
// #define FPS 60
#define STEP_RATE_MS 500
static SDL_Window *window = NULL;
@@ -19,7 +18,6 @@ static SDL_Renderer *renderer = NULL;
#define TILE_HEIGHT 24
enum GRID_TILES { EMPTY, SNAKE, FRUIT };
// enum SNAKE_PARTS { TAIL, BODY, HEAD };
#define COLOR_SNAKE 80, 250, 123, SDL_ALPHA_OPAQUE
#define COLOR_FRUIT 255, 85, 85, SDL_ALPHA_OPAQUE
@@ -43,7 +41,7 @@ typedef struct State {
static Arena arena;
#define INDEX_AT(row, col) ((row) * GRID_WIDTH + (col))
#define ROW_AT(index) ((index) / GRID_WIDTH)
#define ROW_AT(index) ((int)((index) / GRID_WIDTH))
#define COL_AT(index) ((index) % GRID_WIDTH)
#define SET_GRID_AT(grid, row, col, value) (grid)[INDEX_AT((row), (col))] = (value)
#define GET_GRID_AT(grid, row, col) (grid)[INDEX_AT((row), (col))]
@@ -98,27 +96,48 @@ SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) {
case SDL_EVENT_QUIT:
return SDL_APP_SUCCESS;
case SDL_EVENT_KEY_UP:
// VIRTUAL LAYOUT KEYS
switch (event->key.key) {
case SDLK_Q:
return SDL_APP_SUCCESS;
case SDLK_L:
stateptr->player.direction = RIGHT;
break;
case SDLK_K:
stateptr->player.direction = UP;
break;
case SDLK_H:
stateptr->player.direction = LEFT;
break;
case SDLK_J:
stateptr->player.direction = DOWN;
break;
}
// PHYSICAL LAYOUT KEYS
switch (event->key.scancode) {
case SDL_SCANCODE_ESCAPE:
return SDL_APP_SUCCESS;
case SDL_SCANCODE_RIGHT:
case SDL_SCANCODE_D:
stateptr->player.direction = RIGHT;
break;
case SDL_SCANCODE_UP:
case SDL_SCANCODE_W:
stateptr->player.direction = UP;
break;
case SDL_SCANCODE_LEFT:
case SDL_SCANCODE_A:
stateptr->player.direction = LEFT;
break;
case SDL_SCANCODE_DOWN:
case SDL_SCANCODE_S:
stateptr->player.direction = DOWN;
break;
default:
break;
}
default:
return SDL_APP_CONTINUE;
}
return SDL_APP_CONTINUE;
}
void game_step(State *stateptr) {
@@ -181,7 +200,6 @@ void game_step(State *stateptr) {
SDL_AppResult SDL_AppIterate(void *appstate) {
State *stateptr = appstate;
Snake player = stateptr->player;
const Uint64 now = SDL_GetTicks();
@@ -191,11 +209,12 @@ SDL_AppResult SDL_AppIterate(void *appstate) {
stateptr->last_frame += STEP_RATE_MS;
}
const int startx = (WINDOW_WIDTH - GRID_WIDTH * (TILE_WIDTH + GRID_PADDING)) / 2;
const int starty = (WINDOW_HEIGHT - GRID_HEIGHT * (TILE_HEIGHT + GRID_PADDING)) / 2;
SDL_FRect rect;
rect.w = TILE_WIDTH;
rect.h = TILE_HEIGHT;
const int startx = (WINDOW_WIDTH - GRID_WIDTH * (TILE_WIDTH + GRID_PADDING)) / 2;
const int starty = (WINDOW_HEIGHT - GRID_HEIGHT * (TILE_HEIGHT + GRID_PADDING)) / 2;
SDL_SetRenderDrawColor(renderer, COLOR_BG);
SDL_RenderClear(renderer);
@@ -205,14 +224,13 @@ SDL_AppResult SDL_AppIterate(void *appstate) {
for (int j = 0; j < GRID_WIDTH; j++) {
rect.x = startx + j * (rect.w + GRID_PADDING);
rect.y = starty + 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_SetRenderDrawColor(renderer, COLOR_SNAKE);
for (int i = 0; i < player.length; i++) {
int b = player.body.data[i];
for (int i = 0; i < stateptr->player.length; i++) {
int b = stateptr->player.body.data[i];
rect.x = startx + COL_AT(b) * (rect.w + GRID_PADDING);
rect.y = starty + ROW_AT(b) * (rect.h + GRID_PADDING);
SDL_RenderFillRect(renderer, &rect);