added neko states, I will need to add animations
This commit is contained in:
2
build.sh
2
build.sh
@@ -2,7 +2,7 @@
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echo Building with ...
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echo Building with ...
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echo gcc src/main.c -o res/main $(pkg-config --cflags --libs sdl3 x11 xfixes sdl3-image)
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echo gcc src/main.c -o res/main $(pkg-config --cflags --libs sdl3 x11 xfixes sdl3-image)
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gcc src/main.c src/neko.c -I src/ -o res/main $(pkg-config --cflags --libs sdl3 x11 xfixes sdl3-image)
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gcc src/main.c src/neko.c -I src/ -o res/main $(pkg-config --cflags --libs sdl3 x11 xfixes sdl3-image) -lm
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echo Running...
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echo Running...
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DISPLAY=:1 ./res/main
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DISPLAY=:1 ./res/main
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@@ -98,7 +98,7 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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make_window_clickthrough();
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make_window_clickthrough();
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set_override_redirect();
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set_override_redirect();
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neko_init(renderer);
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neko_init(renderer, window);
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/* Open the image file */
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/* Open the image file */
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SDL_asprintf(&gif_path, "%ssample.gif", SDL_GetBasePath());
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SDL_asprintf(&gif_path, "%ssample.gif", SDL_GetBasePath());
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77
src/neko.c
77
src/neko.c
@@ -1,5 +1,6 @@
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#include "neko.h"
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#include "neko.h"
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#include "common.h"
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#include "common.h"
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#include <math.h>
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static SDL_Texture *texture = NULL;
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static SDL_Texture *texture = NULL;
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static int texture_width = 0;
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static int texture_width = 0;
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@@ -7,8 +8,21 @@ static int texture_height = 0;
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static float catx = 200;
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static float catx = 200;
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static float caty = 200;
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static float caty = 200;
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static float speed = 5.0;
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int neko_init(SDL_Renderer *renderer){
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#define TIME_BEFORE_SPLEEP 3000
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#define TIME_BEFORE_RUNNING 1000
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enum CatState {
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SLEEPING,
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RUNNING,
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WAKING_UP,
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STAND_BY,
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} cat_state = RUNNING;
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static int state_timer;
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int neko_init(SDL_Renderer *renderer, SDL_Window *window){
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SDL_Surface *surface = NULL;
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SDL_Surface *surface = NULL;
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char *neko_bmp_path = NULL;
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char *neko_bmp_path = NULL;
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@@ -38,22 +52,14 @@ int neko_init(SDL_Renderer *renderer){
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SDL_DestroySurface(surface); /* done with this, the texture has a copy of the pixels now. */
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SDL_DestroySurface(surface); /* done with this, the texture has a copy of the pixels now. */
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SDL_AddTimer(50, move_cat, window);
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}
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}
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void neko_render(SDL_Renderer *renderer, SDL_Window *window){
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void neko_render(SDL_Renderer *renderer, SDL_Window *window){
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float mousex, mousey;
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int windowx, windowy;
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float diffx, diffy;
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SDL_FRect dst_rect;
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SDL_FRect dst_rect;
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SDL_GetGlobalMouseState(&mousex, &mousey);
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dst_rect.x = catx;
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SDL_GetWindowPosition(window, &windowx, &windowy);
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dst_rect.y = caty;
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diffx = catx-(mousex-(float)windowx);
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diffy = caty-(mousey-(float)windowy);
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SDL_Log("(%f, %f)", diffx, diffy);
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dst_rect.x = catx+(diffx/diffy);
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dst_rect.y = caty+(diffy/diffx);
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dst_rect.h = WINDOW_HEIGHT/10;
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dst_rect.h = WINDOW_HEIGHT/10;
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dst_rect.w = WINDOW_HEIGHT/10;
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dst_rect.w = WINDOW_HEIGHT/10;
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SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
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SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
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@@ -61,4 +67,51 @@ void neko_render(SDL_Renderer *renderer, SDL_Window *window){
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void neko_quit(){
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void neko_quit(){
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SDL_DestroyTexture(texture);
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SDL_DestroyTexture(texture);
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}
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Uint32 move_cat(void *window, SDL_TimerID timerID, Uint32 interval){
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float mousex, mousey;
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float diffx, diffy, hypo;
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int windowx, windowy;
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SDL_GetGlobalMouseState(&mousex, &mousey);
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SDL_GetWindowPosition(window, &windowx, &windowy);
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diffx = catx-(mousex-(float)windowx);
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diffy = caty-(mousey-(float)windowy);
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hypo = sqrt(diffx*diffx + diffy*diffy);
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switch (cat_state)
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{
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case RUNNING:
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if (hypo>50){
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catx -= (diffx*speed/hypo);
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caty -= (diffy*speed/hypo);
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}else{
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cat_state = STAND_BY;
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state_timer = SDL_GetTicks();
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}
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break;
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case STAND_BY:
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if (hypo>50){
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cat_state = RUNNING;
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}else if (SDL_GetTicks()-TIME_BEFORE_SPLEEP > state_timer){
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cat_state = SLEEPING;
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}
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break;
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case SLEEPING:
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if (hypo>50){
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cat_state = WAKING_UP;
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state_timer = SDL_GetTicks();
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}
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break;
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case WAKING_UP:
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if (SDL_GetTicks()-TIME_BEFORE_RUNNING > state_timer){
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cat_state = RUNNING;
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}
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break;
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default:
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break;
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}
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return(interval);
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}
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}
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@@ -7,8 +7,9 @@
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#include <stdio.h>
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#include <stdio.h>
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int neko_init(SDL_Renderer *renderer);
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int neko_init(SDL_Renderer *renderer, SDL_Window *window);
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void neko_render(SDL_Renderer *renderer, SDL_Window *window);
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void neko_render(SDL_Renderer *renderer, SDL_Window *window);
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void neko_quit();
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void neko_quit();
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Uint32 move_cat(void *window, SDL_TimerID timerID, Uint32 interval);
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#endif
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#endif
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