1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
|
#include "pong.h"
int Difficulty = 1;
SDL_atomic_t Ticks;
bool GameGoing = true;
char VersionString[256];
struct Settings GlobalSettings;
SDL_mutex *AudioQueueBeingModified;
SDL_atomic_t AudioInitializing;
int AudioQueue[20];
void set_screen_mode() {
ClearWindowState(FLAG_VSYNC_HINT);
ClearWindowState(FLAG_WINDOW_TOPMOST);
ClearWindowState(FLAG_WINDOW_UNDECORATED);
ClearWindowState(FLAG_FULLSCREEN_MODE);
switch(GlobalSettings.Fullscreen) {
case 1: /* Real Fullscreen is fickle as fuck. So it needs a timeout. */
SetWindowSize(GetMonitorWidth(GetCurrentMonitor()), GetMonitorHeight(GetCurrentMonitor()));
int Timeout = SDL_AtomicGet(&Ticks)+300; /* Set the timeout for 5 seconds. */
while(GetScreenHeight() != GetMonitorHeight(GetCurrentMonitor())) {
BeginDrawing();
EndDrawing();
if(SDL_AtomicGet(&Ticks) >= Timeout) { /* Default to windowed if fullscreen fails for whatever reason. */
goto FullScreenFailed;
}
}
SetWindowPosition(0, 0);
SetWindowState(FLAG_VSYNC_HINT);
SetWindowState(FLAG_FULLSCREEN_MODE);
break;
case 2:
SetWindowState(FLAG_WINDOW_TOPMOST);
SetWindowState(FLAG_WINDOW_UNDECORATED);
SetWindowPosition(0, 0);
SetWindowSize(GetMonitorWidth(GetCurrentMonitor()), GetMonitorHeight(GetCurrentMonitor()));
break;
default:
FullScreenFailed:
SetWindowSize(1280, 720);
SetWindowPosition(GetMonitorHeight(GetCurrentMonitor())/5, GetMonitorHeight(GetCurrentMonitor())/5);
break;
}
return;
}
double Started;
static int internal_clock() {
static const double Framerate = 1.0/60.0f;
double OldTime = GetTime();
double DeltaTime = 0;
double NewTime = 0;
Started = GetTime();
struct timespec SleepFor = {
0, 99999
};
while(GameGoing == true) {
nanosleep(&SleepFor, NULL); /* Reduces CPU usage */
NewTime = GetTime();
DeltaTime += (NewTime - OldTime)/Framerate;
OldTime = NewTime;
while(DeltaTime >= 1.0) {
SDL_AtomicAdd(&Ticks, 1);
DeltaTime--;
}
/* This will make sure no matter where you are in the game, it will close when it should. */
if (WindowShouldClose()) {
GameGoing = false;
}
}
return(0);
}
static int audio() {
int i;
Mix_Init(0);
Mix_OpenAudio(48000, MIX_DEFAULT_FORMAT, 2, 1024);
Mix_AllocateChannels(64);
Mix_Chunk *Bounce = Mix_LoadWAV("resources/bounce.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;
SDL_AtomicSet(&AudioInitializing, 1);
while(GameGoing == true) {
for(i = 0; i < 20; i++) {
if(AudioQueue[i] != -1){
Mix_Volume(-1, GlobalSettings.SoundVolume);
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 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[]) {
/* Credits acknowledgements */
fprintf(stdout, "Game Icon (resources/icon.svg) by 2xYz is licensed under Creative Commons. Check docs/credits.html for more info.\n\n");
/* Raylib Init */
SDL_Init(SDL_INIT_AUDIO);
InitWindow(1280, 720, "Pong");
SDL_AtomicSet(&Ticks, 0);
SDL_Thread *InternalClock = SDL_CreateThread(internal_clock, "Internal Clock", NULL);
SetTargetFPS(60);
SetExitKey(KEY_NULL);
Image Icon = LoadImage("resources/ball.png");
SetWindowIcon(Icon);
SetWindowState(FLAG_VSYNC_HINT);
SetWindowState(FLAG_WINDOW_RESIZABLE);
SetWindowMinSize(1280, 720);
/* Settings declaration to prevent undefined behavior. */
GlobalSettings.Fullscreen = 0;
GlobalSettings.SoundVolume = 0;
GlobalSettings.MusicVolume = 0;
/* Init Variables */
strncpy(VersionString, "Version 0.4 - APOLLO", sizeof(VersionString));
/* Populate Audio Queue */
unsigned int i = 0;
for(i = 0; i < 20; i++) {
AudioQueue[i] = -1;
}
/* Threading */
AudioQueueBeingModified = SDL_CreateMutex();
SDL_Thread *AudioThread = SDL_CreateThread(audio, "Audio", NULL);
SDL_AtomicSet(&AudioInitializing, 0);
/* Load Settings */
char *SettingsDirectory = SDL_GetPrefPath("iotib", "Pong");
char SettingsFilePath[8192];
snprintf(SettingsFilePath, sizeof(SettingsFilePath), "%s/settings.txt", SettingsDirectory);
FILE *SettingsFile;
reopen:
/* Create settings file if it doesn't exist. */
if ((SettingsFile = fopen(SettingsFilePath, "r")) == NULL) {
if(SettingsFile != NULL) {
fclose(SettingsFile);
}
if ((SettingsFile = fopen(SettingsFilePath, "w")) == NULL) {
fprintf(stderr, "Unable to create settings file.\n");
exit(1);
}
fprintf(SettingsFile, "sound_volume 100\n");
fprintf(SettingsFile, "music_volume 100\n");
fprintf(SettingsFile, "fullscreen 0");
fclose(SettingsFile);
goto reopen; /* Try opening again. */
}
/* Parse the settings file. */
char Option[2048];
int Value;
while(!feof(SettingsFile)) {
fscanf(SettingsFile, "%s %i", Option, &Value);
if(strcmp(Option, "sound_volume") == 0) {
GlobalSettings.SoundVolume = Value;
} else if(strcmp(Option, "music_volume") == 0) {
GlobalSettings.MusicVolume = Value;
} else if(strcmp(Option, "fullscreen") == 0) {
GlobalSettings.Fullscreen = Value;
}
}
fclose(SettingsFile);
set_screen_mode();
/* Wait for audio to finish initializing. */
struct timespec a = {
0, 5000000
};
struct timespec b;
while(SDL_AtomicGet(&AudioInitializing) == 0) {
nanosleep(&a, &b); /* Prevent heavy cpu usage */
}
/* 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);
}
|