ref: 8e4e30ec8affd697702c22ac2d29d10ac7fe4133
dir: /3d01.c/
/* absolute basic: global 2d topdown map view */ #include <u.h> #include <libc.h> #include <thread.h> #include <draw.h> #include "dat.h" #include "fns.h" enum{ Hz = 30, }; char *progname = "3d01"; int tdiv = Te3 / Hz; enum{ Cbg, Cplayer, Carrow, Cwall, Cend, }; static Image *col[Cend]; typedef struct Player Player; struct Player{ Foint; double θ; }; static Player player; static Rectangle wall; static void forward(void) { player.x += cos(player.θ); player.y += sin(player.θ); } static void backward(void) { player.x -= cos(player.θ); player.y -= sin(player.θ); } static void turnleft(void) { player.θ -= 0.1; } static void turnright(void) { player.θ += 0.1; } static void transleft(void) { player.x += sin(player.θ); player.y -= cos(player.θ); } static void transright(void) { player.x -= sin(player.θ); player.y += cos(player.θ); } Key keys[] = { {'w', forward}, {'s', backward}, {'a', turnleft}, {'d', turnright}, {'q', transleft}, {'e', transright}, }; int nkeys = nelem(keys); static void stepsim(void) { Key *k; for(k=keys; k<keys+nkeys; k++) if(k->down) k->fn(); } static void render(void) { draw(fb, fb->r, col[Cbg], nil, ZP); line(fb, wall.min, wall.max, 0, 0, 1, col[Cwall], ZP); ellipse(fb, Pt(player.x, player.y), 2, 2, 0, col[Cplayer], ZP); line(fb, Pt(player.x, player.y), Pt(player.x + cos(player.θ) * 15, player.y + sin(player.θ) * 15), 0, 0, 0, col[Carrow], ZP); } static void initrender(void) { col[Cbg] = display->black; col[Cplayer] = display->white; col[Carrow] = eallocimage(Rect(0,0,1,1), screen->chan, 1, 0x777777ff); col[Cwall] = eallocimage(Rect(0,0,1,1), screen->chan, 1, DYellow); } static void initsim(void) { wall = Rect(70, 20, 70, 70); player = (Player){(Foint){50, 50}, 0}; } void threadmain(int, char**) { sysinit(initrender, initsim, render, stepsim); sim(); }