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authorKonAki <konaki@anokonaki.org>2026-10-10 18:37:04 +0800
committerKonAki <konaki@anokonaki.org>2026-10-10 18:37:04 +0800
commit0bfbeec1abdf937e3658fe07f75de22fdb2e7bea (patch)
tree735916fff4b2884fc5d622c4cc934991e9c3c103 /examples
parent996dcc5002d1d5961d54d924ae4a44f31898024e (diff)
add mouse capture and relative mouse movement
Diffstat (limited to 'examples')
-rw-r--r--examples/corridor.c296
1 files changed, 296 insertions, 0 deletions
diff --git a/examples/corridor.c b/examples/corridor.c
new file mode 100644
index 0000000..e0bb81e
--- /dev/null
+++ b/examples/corridor.c
@@ -0,0 +1,296 @@
+/*
+ * corridor: a small first person level, walls from a tilemap, sprites that face you, and collision on the same map
+ *
+ * build: ./build.sh -d -m tile,font obj/corridor
+ * ./build.sh -d -m tile,font,assets,image obj/corridor (also loads sprites/marker.png from the assets if there is one)
+ * run: obj/corridor
+ *
+ * click to grab the mouse and look around with it, tab lets go. w and s walk, a and d strafe, the arrows turn too
+ * the walls are quads made from the tilemap every frame, the markers are billboards drawn with depth so walls hide them
+ * the markers are plain placeholders, put your own sprite in assets/sprites/marker.png to see it in their place
+ */
+
+#include <stdio.h>
+#include <math.h>
+
+#include "konprogram.h"
+#include "kontile.h"
+
+#if !defined(KON_MODULE_TILE) || !defined(KON_MODULE_FONT)
+#error "build with: ./build.sh -d -m tile,font obj/corridor"
+#endif
+
+#define COLUMNS 16
+#define ROWS 16
+#define TILE 32 /* map pixels in one world unit, the collision works in those */
+#define WALL_HEIGHT 1.2f
+#define MARKERS 5
+#define LOOK_SPEED 0.003f
+
+#define COL_SKY 0xFF1B1826u
+#define COL_DIM 0xFF9A93B3u
+
+static const char *level[ROWS] = {
+ "################",
+ "#..............#",
+ "#.####....####.#",
+ "#.#..........#.#",
+ "#.#..........#.#",
+ "#.#...####...#.#",
+ "#.....#..#.....#",
+ "#.....#..#.....#",
+ "#.#...#..#...#.#",
+ "#.#...####...#.#",
+ "#.#..........#.#",
+ "#.#..........#.#",
+ "#.####....####.#",
+ "#..............#",
+ "#..............#",
+ "################",
+};
+
+typedef struct state {
+ kon_tilemap_t map;
+ uint16_t tiles[COLUMNS * ROWS];
+ uint8_t solid[2];
+
+ kon_image *brick, *floor, *marker;
+ int ownsMarker;
+ kon_box2_t player; /* map pixels */
+ float yaw, pitch;
+ int forward, strafe, turn;
+ double time;
+ kon_vec2_t markers[MARKERS]; /* world units */
+} state_t;
+
+/*** images made in code ***/
+
+static kon_image *makeBrick(void)
+{
+ kon_image *image = kon_createFramebuffer(32, 32);
+ int row, i;
+
+ if (!image) return NULL;
+ kon_clearFramebuffer(image, 0xFF6B5F92);
+ for (row = 0; row < 4; row++) {
+ kon_fillRectangle(image, 0, row * 8, 32, 1, 0xFF3A3558);
+ for (i = 0; i < 2; i++) kon_fillRectangle(image, (row % 2) * 8 + i * 16, row * 8, 1, 8, 0xFF3A3558);
+ }
+ return image;
+}
+
+static kon_image *makeFloor(void)
+{
+ kon_image *image = kon_createFramebuffer(32, 32);
+
+ if (!image) return NULL;
+ kon_clearFramebuffer(image, 0xFF2A2640);
+ kon_fillRectangle(image, 0, 0, 16, 16, 0xFF332E4E);
+ kon_fillRectangle(image, 16, 16, 16, 16, 0xFF332E4E);
+ return image;
+}
+
+static kon_image *makeMarker(void)
+{
+ kon_image *image = kon_createFramebuffer(32, 40);
+ int i;
+
+ if (!image) return NULL;
+ kon_clearFramebuffer(image, 0xFF6B5F92);
+ kon_fillRectangle(image, 2, 2, 28, 36, 0xFF332E4E);
+ for (i = 0; i < 28; i++) {
+ kon_fillRectangle(image, 2 + i, 2 + i * 36 / 28, 1, 1, 0xFF6B5F92);
+ kon_fillRectangle(image, 2 + i, 37 - i * 36 / 28, 1, 1, 0xFF6B5F92);
+ }
+ return image;
+}
+
+/*** drawing ***/
+
+static void quad(kon_framebuffer_t *fb, kon_mat4_t vp, const kon_material_t *material, const kon_light_t *light,
+ kon_vec3_t a, kon_vec3_t b, kon_vec3_t c, kon_vec3_t d, kon_vec3_t normal, kon_vec2_t uvA, kon_vec2_t uvC)
+{
+ kon_vertex_t va = { a, normal, uvA }, vb = { b, normal, KON_VEC2(uvC.x, uvA.y) };
+ kon_vertex_t vc = { c, normal, uvC }, vd = { d, normal, KON_VEC2(uvA.x, uvC.y) };
+
+ kon_drawTriangle3D(fb, vp, va, vb, vc, material, light, KON_RENDER_DEFAULT);
+ kon_drawTriangle3D(fb, vp, va, vc, vd, material, light, KON_RENDER_DEFAULT);
+}
+
+/* a wall face seen from its open side: bottom left and bottom right are as the viewer sees them */
+static void wall(kon_framebuffer_t *fb, kon_mat4_t vp, const kon_material_t *material, const kon_light_t *light,
+ kon_vec3_t left, kon_vec3_t right, kon_vec3_t normal)
+{
+ kon_vec3_t topRight = KON_VEC3(right.x, WALL_HEIGHT, right.z), topLeft = KON_VEC3(left.x, WALL_HEIGHT, left.z);
+
+ quad(fb, vp, material, light, left, right, topRight, topLeft, normal, KON_VEC2(0, WALL_HEIGHT), KON_VEC2(1, 0));
+}
+
+static int open(const state_t *state, int column, int row)
+{
+ return !state->solid[kon_tilemapAt(&state->map, column, row)];
+}
+
+static void draw(kon_program_t *program, kon_framebuffer_t *game, void *user)
+{
+ state_t *state = user;
+ kon_camera_t camera = kon_cameraDefault();
+ kon_light_t light = kon_lightDefault();
+ kon_material_t brick = kon_materialTexture(state->brick), floor = kon_materialTexture(state->floor);
+ kon_vec3_t eye = KON_VEC3((state->player.x + state->player.w * 0.5f) / TILE, 0.6f, (state->player.y + state->player.h * 0.5f) / TILE);
+ kon_mat4_t vp;
+ int row, column, i;
+ float size = (float)COLUMNS;
+
+ camera.position = eye;
+ camera.target = KON_VEC3(eye.x + sinf(state->yaw) * cosf(state->pitch), eye.y + sinf(state->pitch), eye.z - cosf(state->yaw) * cosf(state->pitch));
+ camera.nearZ = 0.05f;
+ camera.farZ = 40.0f;
+ vp = kon_cameraViewProjection(&camera, game->width, game->height);
+
+ kon_clearFramebuffer(game, COL_SKY);
+ light.direction = KON_VEC3(-0.3f, -1.0f, -0.5f);
+ light.ambient = 0.55f;
+
+ quad(game, vp, &floor, &light, KON_VEC3(0, 0, 0), KON_VEC3(0, 0, size), KON_VEC3(size, 0, size), KON_VEC3(size, 0, 0),
+ KON_VEC3(0, 1, 0), KON_VEC2(0, 0), KON_VEC2(size, size));
+ quad(game, vp, &floor, &light, KON_VEC3(0, WALL_HEIGHT, 0), KON_VEC3(size, WALL_HEIGHT, 0), KON_VEC3(size, WALL_HEIGHT, size), KON_VEC3(0, WALL_HEIGHT, size),
+ KON_VEC3(0, -1, 0), KON_VEC2(0, 0), KON_VEC2(size, size));
+
+ for (row = 0; row < ROWS; row++) {
+ for (column = 0; column < COLUMNS; column++) {
+ float x = (float)column, z = (float)row;
+
+ if (open(state, column, row)) continue;
+ if (open(state, column, row - 1)) wall(game, vp, &brick, &light, KON_VEC3(x + 1, 0, z), KON_VEC3(x, 0, z), KON_VEC3(0, 0, -1));
+ if (open(state, column, row + 1)) wall(game, vp, &brick, &light, KON_VEC3(x, 0, z + 1), KON_VEC3(x + 1, 0, z + 1), KON_VEC3(0, 0, 1));
+ if (open(state, column - 1, row)) wall(game, vp, &brick, &light, KON_VEC3(x, 0, z), KON_VEC3(x, 0, z + 1), KON_VEC3(-1, 0, 0));
+ if (open(state, column + 1, row)) wall(game, vp, &brick, &light, KON_VEC3(x + 1, 0, z + 1), KON_VEC3(x + 1, 0, z), KON_VEC3(1, 0, 0));
+ }
+ }
+
+ for (i = 0; i < MARKERS; i++) {
+ float dx = state->markers[i].x - eye.x, dz = state->markers[i].y - eye.z;
+ float bob = 0.08f * sinf((float)state->time * 2.0f + (float)i);
+ float brightness = 1.0f / (1.0f + sqrtf(dx * dx + dz * dz) * 0.18f);
+
+ kon_drawBillboard(game, vp, KON_VEC3(state->markers[i].x, 0.1f + bob, state->markers[i].y), 0.6f, 0.75f, state->marker, KON_RECT(0, 0, 0, 0), brightness, KON_RENDER_DEPTH);
+ }
+
+ if (program->font) kon_drawText(game, program->font, 8, 16, "click to look with the mouse, tab lets go", COL_DIM);
+}
+
+/*** program ***/
+
+static int event(kon_program_t *program, const kon_event_t *ev, void *user)
+{
+ state_t *state = user;
+ int down;
+
+ if (ev->type == KON_EVENT_MOUSE_MOVE && kon_isMouseCaptured(program->window)) {
+ state->yaw += (float)ev->mouseDX * LOOK_SPEED;
+ state->pitch -= (float)ev->mouseDY * LOOK_SPEED;
+ if (state->pitch > 1.2f) state->pitch = 1.2f;
+ if (state->pitch < -1.2f) state->pitch = -1.2f;
+ return 1;
+ }
+ if (ev->type == KON_EVENT_MOUSE_DOWN && !kon_isMouseCaptured(program->window)) {
+ kon_setMouseCapture(program->window, true);
+ return 1;
+ }
+ if (ev->type == KON_EVENT_KEY_DOWN && ev->key == KON_KEY_TAB) {
+ kon_setMouseCapture(program->window, !kon_isMouseCaptured(program->window));
+ return 1;
+ }
+ if (ev->type != KON_EVENT_KEY_DOWN && ev->type != KON_EVENT_KEY_UP) return 0;
+ down = ev->type == KON_EVENT_KEY_DOWN;
+
+ switch (ev->key) {
+ case KON_KEY_W: case KON_KEY_UP: state->forward = down ? 1 : (state->forward > 0 ? 0 : state->forward); break;
+ case KON_KEY_S: case KON_KEY_DOWN: state->forward = down ? -1 : (state->forward < 0 ? 0 : state->forward); break;
+ case KON_KEY_D: state->strafe = down ? 1 : (state->strafe > 0 ? 0 : state->strafe); break;
+ case KON_KEY_A: state->strafe = down ? -1 : (state->strafe < 0 ? 0 : state->strafe); break;
+ case KON_KEY_RIGHT: state->turn = down ? 1 : (state->turn > 0 ? 0 : state->turn); break;
+ case KON_KEY_LEFT: state->turn = down ? -1 : (state->turn < 0 ? 0 : state->turn); break;
+ default: return 0;
+ }
+ return 1;
+}
+
+static void update(kon_program_t *program, double dt, void *user)
+{
+ state_t *state = user;
+ float speed = 2.5f * (float)dt * TILE;
+ float fx = sinf(state->yaw), fz = -cosf(state->yaw);
+ float dx = (fx * (float)state->forward - fz * (float)state->strafe) * speed;
+ float dz = (fz * (float)state->forward + fx * (float)state->strafe) * speed;
+
+ /* the console needs the cursor back */
+ if (kon_debugConsoleOpen(program->debug) && kon_isMouseCaptured(program->window)) kon_setMouseCapture(program->window, false);
+
+ state->time += dt;
+ state->yaw += (float)state->turn * 2.0f * (float)dt;
+ kon_tilemapMove(&state->map, &state->player, dx, dz, state->solid, 2);
+}
+
+static int init(kon_program_t *program, void *user)
+{
+ state_t *state = user;
+ static const kon_vec2_t spots[MARKERS] = { { 3.5f, 6.5f }, { 12.5f, 3.5f }, { 8.0f, 13.0f }, { 5.5f, 11.5f }, { 11.5f, 7.5f } };
+ int row, column, i;
+
+ (void)program;
+ state->map.columns = COLUMNS;
+ state->map.rows = ROWS;
+ state->map.tileWidth = TILE;
+ state->map.tileHeight = TILE;
+ state->map.tiles = state->tiles;
+ state->solid[1] = 1;
+ for (row = 0; row < ROWS; row++) {
+ for (column = 0; column < COLUMNS; column++) state->tiles[row * COLUMNS + column] = level[row][column] == '#';
+ }
+
+ state->brick = makeBrick();
+ state->floor = makeFloor();
+#if defined(KON_MODULE_ASSETS) && defined(KON_MODULE_IMAGE)
+ if (program->assets) state->marker = kon_assetImage(program->assets, "sprites/marker.png");
+#endif
+ if (!state->marker) {
+ state->marker = makeMarker();
+ state->ownsMarker = 1;
+ }
+ if (!state->brick || !state->floor || !state->marker) return 0;
+
+ state->player = KON_BOX2(1.5f * TILE, 13.5f * TILE, 12, 12);
+ for (i = 0; i < MARKERS; i++) state->markers[i] = spots[i];
+ return 1;
+}
+
+static void shutdown(kon_program_t *program, void *user)
+{
+ state_t *state = user;
+
+ (void)program;
+ kon_freeFramebuffer(state->brick);
+ kon_freeFramebuffer(state->floor);
+ if (state->ownsMarker) kon_freeFramebuffer(state->marker);
+}
+
+int main(void)
+{
+ state_t state = {0};
+ kon_programConfig_t config = {0};
+
+ config.title = "corridor";
+ config.gameWidth = 480;
+ config.gameHeight = 270;
+ config.windowWidth = 960;
+ config.windowHeight = 540;
+ config.user = &state;
+ config.init = init;
+ config.event = event;
+ config.update = update;
+ config.draw = draw;
+ config.shutdown = shutdown;
+ return kon_programRun(&config);
+}