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#include "pong.h"
#include "sounds.h"



int Difficulty = 1;
SDL_atomic_t Ticks;
bool GameGoing = true;
char VersionString[256];

SDL_mutex *AudioQueueBeingModified;

int AudioQueue[20];

int internal_clock() {
	const struct timespec Delay = {
		0, 20000000
	};
	struct timespec Remaining;
	while(GameGoing == true) {
		SDL_AtomicAdd(&Ticks, 1);
		nanosleep(&Delay, &Remaining);
	}
	return(0);
}

int audio() {
	int i;
	Mix_Init(0);
	Mix_OpenAudio(48000, MIX_DEFAULT_FORMAT, 2, 1024);
	Mix_AllocateChannels(64);
	Mix_Volume(-1, 128);
	Mix_Chunk *Bounce = Mix_LoadWAV("resources/bounce.wav");
	Mix_Chunk *TitleScreen = Mix_LoadWAV("resources/title.wav");
	Mix_Chunk *Victory = Mix_LoadWAV("resources/victory.wav");
	Mix_Chunk *Defeat = Mix_LoadWAV("resources/defeat.wav");
	Mix_Chunk *PlayerScore = Mix_LoadWAV("resources/score_player.wav");
	Mix_Chunk *EnemyScore = Mix_LoadWAV("resources/score_enemy.wav");
	const struct timespec Delay = {
		0, 20000000
	};
	struct timespec Remaining;
	while(GameGoing == true) {
		for(i = 0; i < 20; i++) {
			if(AudioQueue[i] != -1){
				switch(AudioQueue[i]) {
					case 0: //Play bounce sound.
						Mix_PlayChannel(-1, Bounce, 0);
						break;
					case 1: //Play game over
						Mix_PlayChannel(-1, Defeat, 0);
						break;
					case 2: //Play win
						Mix_PlayChannel(-1, Victory, 0);
						break;
					case 3: //Title Screen
						Mix_PlayChannel(-1, TitleScreen, 0);
						break;
					case 4: //Player Score
						Mix_PlayChannel(-1, PlayerScore, 0);
						break;
					case 5: //Enemy Score
						Mix_PlayChannel(-1, EnemyScore, 0);
						break;
					case 99: //Stop All Sounds
						Mix_HaltChannel(-1);
						break;
					default:
						break;
				}
				SDL_LockMutex(AudioQueueBeingModified);
				AudioQueue[i] = -1;
				SDL_UnlockMutex(AudioQueueBeingModified);
			}
		}
		nanosleep(&Delay, &Remaining);
	}
	return(0);
}

bool play_audio(int SoundEffect) {
	unsigned int i;
	SDL_LockMutex(AudioQueueBeingModified);
	for(i = 1; i != 20; i++) {
		if (AudioQueue[i-1] == -1) {
			AudioQueue[i-1] = AudioQueue[i];
		}
	}
	for(i = 0; AudioQueue[i] != -1; i++) {
		if(i > sizeof(AudioQueue)) {
			SDL_UnlockMutex(AudioQueueBeingModified);
			return false;
		}
	}
	AudioQueue[i] = SoundEffect;
	SDL_UnlockMutex(AudioQueueBeingModified);
	return true;
}

int main(int argc, char *argv[]) {
	//Raylib Init
	InitWindow(1280, 720, "Pong");
	SetTargetFPS(60);
	SetExitKey(KEY_NULL);
	Image Icon = LoadImage("resources/ball.png");
	SetWindowIcon(Icon);
	SetWindowState(FLAG_VSYNC_HINT);
	SetWindowState(FLAG_WINDOW_RESIZABLE);
	SetWindowMinSize(1280, 720);

	//SDL Init
	SDL_Init(SDL_INIT_AUDIO);

	//Init Variables
	strncpy(VersionString, "Version 0.2 - AEOLUS", sizeof(VersionString));
	
	//Populate Audio Queue
	for(unsigned int i = 0; i < 20; i++) {
		AudioQueue[i] = -1;
	}
	AudioQueueBeingModified = SDL_CreateMutex();

	// Init Threads
	SDL_AtomicSet(&Ticks, 0);
	SDL_Thread *InternalClock = SDL_CreateThread(internal_clock, "Internal Clock", NULL);
	SDL_Thread *AudioThread = SDL_CreateThread(audio, "Audio", NULL);
	
	// Launch Game
	while (GameGoing == true) {
		switch(title_screen()) {
			case 0: //Versus
				play_audio(STOP_ALL_SOUNDS);
				versus_main();
				break;
			case 1: //Marathon
				play_audio(STOP_ALL_SOUNDS);
				marathon_main();
				break;
			default:
				break;
		}
	}
	
	GameGoing = false; // Make sure the game is going to end.
	SDL_WaitThread(InternalClock, NULL);
	SDL_WaitThread(AudioThread, NULL);
	SDL_Quit();
	CloseWindow();
	return(0);
}