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mirror of https://github.com/fredrikr79/SnakeDL3.git synced 2025-05-28 01:44:25 +02:00

style: format in 2 spaces instead

This commit is contained in:
Fredrik Robertsen 2025-03-01 18:12:58 +01:00
parent b0e5dc8cb0
commit f11b8a4a60
2 changed files with 91 additions and 98 deletions

@ -1,6 +1,6 @@
# Common settings
BasedOnStyle: llvm # WebKit
TabWidth: 4
IndentWidth: 4
TabWidth: 2
IndentWidth: 2
UseTab: Never
ColumnLimit: 80
ColumnLimit: 100

@ -7,140 +7,133 @@
static SDL_Window *window = NULL;
static SDL_Renderer *renderer = NULL;
static int width = 640;
static int height = 480;
static int window_width = 640;
static int window_height = 480;
static int grid_width = 32;
static int grid_height = 24;
static Uint64 last;
enum TILES { EMPTY, SNAKE, FRUIT };
enum PARTS { TAIL, HEAD, BODY };
typedef enum DIRECTION { LEFT, RIGHT, UP, DOWN } DIRECTION;
typedef struct State {
int *grid;
DIRECTION player_face;
SDL_FRect *r;
int *grid;
DIRECTION player_face;
SDL_FRect *r;
} State;
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];
buf[2 * j + 1] = ' ';
}
buf[2 * grid_width] = '\0';
SDL_Log("%s", buf);
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];
buf[2 * j + 1] = ' ';
}
SDL_free(buf);
buf[2 * grid_width] = '\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;
}
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];
}
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_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)) {
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);
}
}
if (!SDL_CreateWindowAndRenderer("examples/renderer/clear", width, height,
0, &window, &renderer)) {
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
set_grid_at(game_grid, 12, 16, SNAKE);
set_grid_at(game_grid, 4, 12, FRUIT);
set_grid_at(game_grid, 18, 5, FRUIT);
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);
}
}
SDL_FRect *rect2 = SDL_malloc(sizeof(SDL_FRect));
rect2->y = 240;
rect2->x = 0;
rect2->w = 100;
rect2->h = 100;
set_grid_at(game_grid, 12, 16, SNAKE);
set_grid_at(game_grid, 4, 12, FRUIT);
set_grid_at(game_grid, 18, 5, FRUIT);
State *state = SDL_malloc(sizeof(State));
state->grid = game_grid;
state->player_face = UP;
state->r = rect2;
*appstate = state;
SDL_FRect *rect2 = SDL_malloc(sizeof(SDL_FRect));
rect2->y = 240;
rect2->x = 0;
rect2->w = 100;
rect2->h = 100;
last = SDL_GetTicksNS();
State *state = SDL_malloc(sizeof(State));
state->grid = game_grid;
state->player_face = UP;
state->r = rect2;
*appstate = state;
last = SDL_GetTicksNS();
return SDL_APP_CONTINUE;
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) {
if ((event->type == SDL_EVENT_KEY_UP &&
event->key.scancode == SDL_SCANCODE_ESCAPE) ||
event->type == SDL_EVENT_QUIT) {
return SDL_APP_SUCCESS;
}
return SDL_APP_CONTINUE;
if ((event->type == SDL_EVENT_KEY_UP && event->key.scancode == SDL_SCANCODE_ESCAPE) ||
event->type == SDL_EVENT_QUIT) {
return SDL_APP_SUCCESS;
}
return SDL_APP_CONTINUE;
}
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);
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_RenderClear(renderer);
SDL_SetRenderDrawColorFloat(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE_FLOAT);
SDL_RenderClear(renderer);
SDL_FRect rect;
rect.w = (float)width / grid_width;
rect.h = (float)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)) {
case EMPTY:
SDL_SetRenderDrawColorFloat(renderer, 0, 0, 0,
SDL_ALPHA_OPAQUE_FLOAT);
break;
case SNAKE:
SDL_SetRenderDrawColorFloat(renderer, 255, 255, 255,
SDL_ALPHA_OPAQUE_FLOAT);
break;
case FRUIT:
SDL_SetRenderDrawColorFloat(renderer, 255, 0, 0,
SDL_ALPHA_OPAQUE_FLOAT);
break;
}
rect.x = j * rect.w;
rect.y = i * rect.h;
SDL_RenderFillRect(renderer, &rect);
}
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)) {
case EMPTY:
SDL_SetRenderDrawColorFloat(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE_FLOAT);
break;
case SNAKE:
SDL_SetRenderDrawColorFloat(renderer, 255, 255, 255, SDL_ALPHA_OPAQUE_FLOAT);
break;
case FRUIT:
SDL_SetRenderDrawColorFloat(renderer, 255, 0, 0, SDL_ALPHA_OPAQUE_FLOAT);
break;
}
rect.x = j * rect.w;
rect.y = i * 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_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_RenderPresent(renderer);
SDL_RenderPresent(renderer);
last = SDL_GetTicksNS();
last = SDL_GetTicksNS();
return SDL_APP_CONTINUE;
return SDL_APP_CONTINUE;
}
void SDL_AppQuit(void *appstate, SDL_AppResult result) {
/* SDL will clean up the window/renderer for us. */
/* SDL will clean up the window/renderer for us. */
}