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#ifdef PLATFORM_WEB
#include <stdio.h>
#else
#include <libdragon.h>
#include <GL/gl.h>
#include <GL/glu.h>
#endif
#include <raylib.h>
#include <rlgl.h>
#ifdef PLATFORM_WEB
#include <math.h>
#else
#include <fmath.h>
#endif
#define ATTR_NINTENDO64_WIDTH 320
#define ATTR_NINTENDO64_HEIGHT 240
bool flag=true;
bool xflag=false;
#include "player.h"
#include "input.h"
#include "render.h"
#include "world.h"
#include "bullet.h"
Camera camera = { 0 };
Camera camera2 = { 0 };
#ifdef PLATFORM_WEB
#else
bool initApp()
{
return true;
}
void finishApp()
{
}
Rectangle src={0.0f,0.0f,5.0f,10.0f};
Rectangle dst={0.0f,0.0f,32.0f,32.0f};
#endif
World world = {
.players = {
{
.position = { 0 },
.direction = { 1, 0, 0 },
.speed = 1.0f/25.0f,
.color = DARKBLUE,
.camera_mode = 1,
},
{
.position = { 2, 0, 0 },
.direction = { -1, 0, 0 },
.speed = 1.0f/30.0f,
.color = DARKPURPLE,
.camera_mode = 1,
}
}
};
char *sprite_paths[] =
{
"rom:/1_32px.sprite",
"rom:/2_32px.sprite",
"rom:/3_32px.sprite",
"rom:/4_32px.sprite",
"rom:/5_32px.sprite",
"rom:/6_32px.sprite",
};
int main(void)
{
const int screenWidth = ATTR_NINTENDO64_WIDTH;
const int screenHeight = ATTR_NINTENDO64_HEIGHT;
InitWindow(screenWidth, screenHeight, "CubeSpace64");
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f };
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 45.0f;
camera.projection = CAMERA_PERSPECTIVE;
camera2.position = (Vector3){ 1.0f, -10.0f, 5.0f };
camera2.target = (Vector3){ 0.0f, 0.0f, 0.0f };
camera2.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera2.fovy = 35.0f;
camera2.projection = CAMERA_PERSPECTIVE;
Camera camerax = { 0 };
camerax.position = (Vector3){ 0.0f, 0.0f, 15.0f };
camerax.target = (Vector3){ 0.0f, 0.0f, 0.0f };
camerax.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camerax.fovy = 45.0f;
camerax.projection = CAMERA_PERSPECTIVE;
sprite_t *sprites[6];
GLuint textures[6];
glGenTextures(6, textures);
for (int i = 0; i < 6; i++)
{
textures[i] = customLoadTextureN64(sprite_paths[i]);
}
SetTargetFPS(60);
GLuint dl_skybox = glGenLists(1);
glNewList(dl_skybox, GL_COMPILE);
renderSkybox(textures, 2, 3, camera);
glEndList();
while (!WindowShouldClose())
{
updateController();
char p1_cam = pressed_p1.r;
char p2_cam = pressed_p2.r;
char p1_shoot = pressed_p1.z;
char p2_shoot = pressed_p2.z;
if(p1_cam)
{
if(world.players[0].camera_mode == 0)
{
world.players[0].camera_mode = 1;
}
else
{
world.players[0].camera_mode = 0;
}
}
if(p2_cam)
{
if(world.players[1].camera_mode == 0)
{
world.players[1].camera_mode = 1;
}
else
{
world.players[1].camera_mode = 0;
}
}
if(p1_shoot)
{
spawn_bullet(1, world.players[0].position, world.players[0].direction);
}
if(p2_shoot)
{
spawn_bullet(2, world.players[1].position, world.players[1].direction);
}
bullet_collision_check();
movePlayers();
camera = lookThroughPlayer(camera, world.players[0]);
camera2 = lookThroughPlayer(camera2, world.players[1]);
BeginDrawing();
ClearBackground(BLACK);
BeginMode3D(camerax);
glCallList(dl_skybox);
EndMode3D();
BeginScissorMode(0, 0, 320/2, 240);
rlViewport(0, 0, 320/2, 240);
renderWorld(&world, camera);
EndScissorMode();
BeginScissorMode(320/2, 0, 320/2, 240);
rlViewport(320/2, 0, 320/2, 240);
renderWorld(&world, camera2);
EndScissorMode();
rlViewport(0, 0, 320, 240);
DrawRectangle((320/2)-4, 0, 2, 240, DARKGRAY); // split screen line
char text[50];
sprintf(text, "Player1: %d", world.players[0].points);
DrawText(text, 50, 30, 12, BLUE);
sprintf(text, "Player2: %d", world.players[1].points);
DrawText(text, 210, 30, 12, VIOLET);
DrawFPS(10, 10);
EndDrawing();
}
CloseWindow();
#ifdef PLATFORM_WEB
#else
finishApp();
#endif
return 0;
}
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