idk anymore

This commit is contained in:
Masashi 2025-12-17 18:32:29 +05:30
commit 3257bb449e
19 changed files with 537 additions and 77 deletions

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# ===== GAME SETTINGS =====
let GAME_NAME = "Soup"
let GAME_VERSION = "0.1.0"
# ===== WINDOW/GRAPHICS =====
let WINDOW_WIDTH = 1280
let WINDOW_HEIGHT = 720
let WINDOW_TITLE = "Soup - Voxel Battle Royale"
let TARGET_FPS = 60
let USE_MSAA_4X = 1
# ===== WORLD SETTINGS =====
# Island generation
let ISLAND_SIZE_X = 512
let ISLAND_SIZE_Z = 512
let ISLAND_MAX_HEIGHT = 128
let ISLAND_VOXEL_SIZE = 1.0 # Size of each voxel in world units
# Island generation seed (0 = random)
let ISLAND_SCALE = 50.0 # Noise scale for generation
let ISLAND_PERSISTENCE = 0.5
let ISLAND_LACUNARITY = 2.0
let ISLAND_OCTAVES = 6
# ===== PLAYER SETTINGS =====
let PLAYER_MOVE_SPEED = 5.0
let PLAYER_SPRINT_SPEED = 8.0
let PLAYER_JUMP_FORCE = 8.0
let PLAYER_HEIGHT = 1.6
let PLAYER_WIDTH = 0.8
let PLAYER_MASS = 1.0
let PLAYER_MOUSE_SENSITIVITY = 0.003
# ===== NETWORKING SETTINGS =====
let SERVER_HOST = "127.0.0.1"
let SERVER_PORT = 8888
let MAX_PLAYERS = 100
let MAX_CONNECTIONS = 128
let NETWORK_TICK_RATE = 20 # Updates per second
let NETWORK_TIMEOUT_MS = 30000 # 30 seconds
# Message buffer sizes
let MAX_MESSAGE_SIZE = 4096
let RECV_BUFFER_SIZE = 65536
# ===== BATTLE ROYALE SETTINGS =====
let MATCH_DURATION_SECONDS = 600 # 10 minutes
let ZONE_SHRINK_START = 120 # Seconds before first zone shrink
let ZONE_SHRINK_INTERVAL = 60 # Seconds between zone shrinks
let INITIAL_SAFE_ZONE_RADIUS = 200.0
let FINAL_SAFE_ZONE_RADIUS = 20.0
# ===== PHYSICS SETTINGS =====
let GRAVITY = -9.81
let GROUND_FRICTION = 0.5
# ===== DEBUG SETTINGS =====
let DEBUG_MODE = 1
let SHOW_FPS_METER = 1
let SHOW_PHYSICS_DEBUG = 0
let SHOW_NETWORK_DEBUG = 0

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#include "libsuicmez/libsuicmez.h"
#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include <string.h>
void* gc_alloc(const TypeInfo* type, size_t size);
void gc_init(void);
void gc_shutdown(void);
// Helper for allocating arrays
static void* suic_alloc_array(const TypeInfo* type, size_t elem_size, size_t len, void* init_data) {
void* ptr = gc_alloc(type, elem_size * len);
if (init_data) memcpy(ptr, init_data, elem_size * len);
return ptr;
}
// Helper for allocating structs
static void* suic_alloc_struct(const TypeInfo* type, size_t size, void* init_data) {
void* ptr = gc_alloc(type, size);
if (init_data) memcpy(ptr, init_data, size);
return ptr;
}
int suic_main(void);
int suic_main(void) {
suic_enable_msaa_4x();
suic_init_window(1280, 720, suic_alloc_array(NULL, sizeof(char), 112, "Sui FPS Game - WASD to move, Mouse to look, SPACE to jump, SHIFT to sprint, F1 cursor, F2 hide FPS, F3 show FPS"));
suic_show_fps_meter((suic_vec2){ .x = 10.000000, .y = 10.000000 });
suic_disable_cursor();
suic_ode_init();
void* world = suic_ode_world_create();
void* null_space = NULL;
void* space = suic_ode_simple_space_create(null_space);
suic_ode_world_set_gravity(world, 0.000000, -9.810000, 0.000000);
void* contactgroup = suic_ode_joint_group_create(0);
void* ground_geom = suic_ode_create_plane_geom(space, 0.000000, 1.000000, 0.000000, 0.000000);
void* player_body = suic_ode_body_create(world);
suic_ode_body_set_position(player_body, 0.000000, 2.000000, 0.000000);
void* player_geom = suic_ode_create_box_geom(space, 0.800000, 1.600000, 0.800000);
suic_ode_geom_set_body(player_geom, player_body);
suic_ode_body_set_box_mass(player_body, 1.000000, 0.800000, 1.600000, 0.800000);
void* cube1_body = suic_ode_body_create(world);
suic_ode_body_set_position(cube1_body, 0.000000, 1.000000, -5.000000);
suic_ode_body_set_box_mass(cube1_body, 1.000000, 1.000000, 1.000000, 1.000000);
void* cube1_geom = suic_ode_create_box_geom(space, 1.000000, 1.000000, 1.000000);
suic_ode_geom_set_body(cube1_geom, cube1_body);
void* cube2_body = suic_ode_body_create(world);
suic_ode_body_set_position(cube2_body, 5.000000, 1.000000, -3.000000);
suic_ode_body_set_box_mass(cube2_body, 1.000000, 1.000000, 1.000000, 1.000000);
void* cube2_geom = suic_ode_create_box_geom(space, 1.000000, 1.000000, 1.000000);
suic_ode_geom_set_body(cube2_geom, cube2_body);
void* cube3_body = suic_ode_body_create(world);
suic_ode_body_set_position(cube3_body, -5.000000, 1.000000, -3.000000);
suic_ode_body_set_box_mass(cube3_body, 1.000000, 1.000000, 1.000000, 1.000000);
void* cube3_geom = suic_ode_create_box_geom(space, 1.000000, 1.000000, 1.000000);
suic_ode_geom_set_body(cube3_geom, cube3_body);
float forward_x = 0.000000;
float forward_y = 0.000000;
float forward_z = -1.000000;
float right_x = 1.000000;
float right_y = 0.000000;
float right_z = 0.000000;
float camera_x = 0.000000;
float camera_y = 2.000000;
float camera_z = 0.000000;
float target_x = 0.000000;
float target_y = 2.000000;
float target_z = -5.000000;
float yaw = 0.000000;
float pitch = 0.000000;
float mouse_sensitivity = 0.003000;
int fps_meter_visible = 1;
float cube1_x = 0.000000;
float cube1_y = 0.000000;
float cube1_z = 0.000000;
float cube2_x = 0.000000;
float cube2_y = 0.000000;
float cube2_z = 0.000000;
float cube3_x = 0.000000;
float cube3_y = 0.000000;
float cube3_z = 0.000000;
float player_x = 0.000000;
float player_y = 2.000000;
float player_z = 0.000000;
while ((suic_window_should_close() == false)) {
float delta_time = suic_get_frame_time();
float mouse_delta_x = suic_get_mouse_delta_x();
float mouse_delta_y = suic_get_mouse_delta_y();
yaw = (yaw + (mouse_delta_x * mouse_sensitivity));
pitch = (pitch - (mouse_delta_y * mouse_sensitivity));
if ((pitch > 1.500000)) {
pitch = 1.500000;
}
if ((pitch < -1.500000)) {
pitch = -1.500000;
}
float cos_yaw = cos(yaw);
float sin_yaw = sin(yaw);
float cos_pitch = cos(pitch);
float sin_pitch = sin(pitch);
forward_x = sin_yaw;
forward_y = sin_pitch;
forward_z = -cos_yaw;
right_x = cos_yaw;
right_y = 0.000000;
right_z = sin_yaw;
float move_speed = 5.000000;
float target_vx = 0.000000;
float target_vz = 0.000000;
if ((suic_is_key_down(KEY_W) != 0)) {
target_vx = (target_vx + (forward_x * move_speed));
target_vz = (target_vz + (forward_z * move_speed));
}
if ((suic_is_key_down(KEY_S) != 0)) {
target_vx = (target_vx - (forward_x * move_speed));
target_vz = (target_vz - (forward_z * move_speed));
}
if ((suic_is_key_down(KEY_D) != 0)) {
target_vx = (target_vx + (right_x * move_speed));
target_vz = (target_vz + (right_z * move_speed));
}
if ((suic_is_key_down(KEY_A) != 0)) {
target_vx = (target_vx - (right_x * move_speed));
target_vz = (target_vz - (right_z * move_speed));
}
float current_vx = 0.000000;
float current_vy = 0.000000;
float current_vz = 0.000000;
suic_ode_body_get_linear_vel(player_body, &current_vx, &current_vy, &current_vz);
if ((suic_is_jump_pressed() != 0)) {
float dummy_x = 0.000000;
float current_y = 0.000000;
float dummy_z = 0.000000;
suic_ode_body_get_position(player_body, &dummy_x, &current_y, &dummy_z);
if ((current_y <= 1.300000)) {
current_vy = 8.000000;
}
}
suic_ode_body_set_linear_vel(player_body, target_vx, current_vy, target_vz);
suic_ode_space_collide(world, space, contactgroup);
if ((delta_time > 0.000000)) {
suic_ode_world_step(world, delta_time);
}
suic_ode_joint_group_empty(contactgroup);
suic_ode_body_get_position(player_body, &player_x, &player_y, &player_z);
if (((suic_is_key_pressed(KEY_EQUAL) != 0) || (suic_is_key_pressed(KEY_KP_ADD) != 0))) {
mouse_sensitivity = (mouse_sensitivity + 0.001000);
}
if (((suic_is_key_pressed(KEY_MINUS) != 0) || (suic_is_key_pressed(KEY_KP_SUBTRACT) != 0))) {
mouse_sensitivity = (mouse_sensitivity - 0.001000);
if ((mouse_sensitivity < 0.001000)) {
mouse_sensitivity = 0.001000;
}
}
if ((suic_is_key_pressed(KEY_F1) != 0)) {
suic_enable_cursor();
}
if ((suic_is_key_pressed(KEY_F2) != 0)) {
suic_hide_fps_meter();
fps_meter_visible = 0;
}
if ((suic_is_key_pressed(KEY_F3) != 0)) {
suic_show_fps_meter((suic_vec2){ .x = 10.000000, .y = 10.000000 });
fps_meter_visible = 1;
}
camera_x = (player_x + (forward_x * 0.500000));
camera_y = (player_y + 0.900000);
camera_z = (player_z + (forward_z * 0.500000));
target_x = (player_x + (forward_x * 5.000000));
target_y = (player_y + (forward_y * 5.000000));
target_z = (player_z + (forward_z * 5.000000));
suic_ode_body_get_position(cube1_body, &cube1_x, &cube1_y, &cube1_z);
suic_ode_body_get_position(cube2_body, &cube2_x, &cube2_y, &cube2_z);
suic_ode_body_get_position(cube3_body, &cube3_x, &cube3_y, &cube3_z);
suic_begin_drawing();
suic_clear_background(135, 206, 235, 255);
suic_begin_mode3d(camera_x, camera_y, camera_z, target_x, target_y, target_z, 0.000000, 1.000000, 0.000000, 45.000000, 0);
suic_draw_cube(cube1_x, cube1_y, cube1_z, 1.000000, 1.000000, 1.000000, 255, 0, 0, 255);
suic_draw_cube_wires(cube1_x, cube1_y, cube1_z, 1.000000, 1.000000, 1.000000, 0, 0, 0, 255);
suic_draw_cube(cube2_x, cube2_y, cube2_z, 1.000000, 1.000000, 1.000000, 0, 255, 0, 255);
suic_draw_cube_wires(cube2_x, cube2_y, cube2_z, 1.000000, 1.000000, 1.000000, 0, 0, 0, 255);
suic_draw_cube(cube3_x, cube3_y, cube3_z, 1.000000, 1.000000, 1.000000, 0, 0, 255, 255);
suic_draw_cube_wires(cube3_x, cube3_y, cube3_z, 1.000000, 1.000000, 1.000000, 0, 0, 0, 255);
suic_rl_push_matrix();
suic_rl_translate_f(player_x, player_y, player_z);
suic_rl_rotate_f(((-yaw * 180.000000) / 3.141590), 0.000000, 1.000000, 0.000000);
suic_draw_cube(0.000000, 0.000000, 0.000000, 0.800000, 1.600000, 0.800000, 255, 255, 0, 255);
suic_draw_cube_wires(0.000000, 0.000000, 0.000000, 0.800000, 1.600000, 0.800000, 0, 0, 0, 255);
suic_rl_pop_matrix();
suic_end_mode3d();
suic_end_drawing();
}
suic_ode_geom_destroy(cube3_geom);
suic_ode_body_destroy(cube3_body);
suic_ode_geom_destroy(cube2_geom);
suic_ode_body_destroy(cube2_body);
suic_ode_geom_destroy(cube1_geom);
suic_ode_body_destroy(cube1_body);
suic_ode_geom_destroy(player_geom);
suic_ode_body_destroy(player_body);
suic_ode_geom_destroy(ground_geom);
suic_ode_joint_group_destroy(contactgroup);
suic_ode_space_destroy(space);
suic_ode_world_destroy(world);
suic_ode_close();
suic_close_window();
return 0;
}
int main(int argc, char* argv[]) {
// Initialize GC
gc_init();
// init globals
// init event loop
int result = suic_main();
// Shutdown GC
gc_shutdown();
return result;
}

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# FPS-Style 3D Game with Sui Language
# Demonstrates WASD movement, mouse look, jumping, sprinting, physics-based gameplay,
# and procedurally generated voxel terrain
fn main() -> int do
# Enable antialiasing
enable_msaa_4x()
# Initialize graphics
init_window(1280, 720, "Sui FPS Game - WASD to move, Mouse to look, SPACE to jump, SHIFT to sprint, F1 cursor, F2 hide FPS, F3 show FPS")
defer close_window()
# set_target_fps(60)
# Show FPS meter
show_fps_meter(Vec2 { x: 10.0, y: 10.0 })
# Hide cursor and capture mouse for FPS controls
disable_cursor()
# Initialize physics
ode_init()
defer ode_close()
# Create physics world
let world = ode_world_create()
defer ode_world_destroy(world)
let null_space = 0 as *()
let space = ode_simple_space_create(null_space)
defer ode_space_destroy(space)
# Set gravity
ode_world_set_gravity(world, 0.0, -9.81, 0.0)
# Create contact joint group
let contactgroup = ode_joint_group_create(0)
defer ode_joint_group_destroy(contactgroup)
# Create ground plane
let ground_geom = ode_create_plane_geom(space, 0.0, 1.0, 0.0, 0.0)
defer ode_geom_destroy(ground_geom)
# Create player physics body (capsule shape)
let player_body = ode_body_create(world)
defer ode_body_destroy(player_body)
ode_body_set_position(player_body, 0.0, 2.0, 0.0)
# Create box geometry for player (0.8 x 1.6 x 0.8)
let player_geom = ode_create_box_geom(space, 0.8, 1.6, 0.8)
defer ode_geom_destroy(player_geom)
ode_geom_set_body(player_geom, player_body)
# Set player mass (box with density 1.0)
ode_body_set_box_mass(player_body, 1.0, 0.8, 1.6, 0.8)
# Create cube physics bodies
let cube1_body = ode_body_create(world)
defer ode_body_destroy(cube1_body)
ode_body_set_position(cube1_body, 0.0, 1.0, -5.0)
ode_body_set_box_mass(cube1_body, 1.0, 1.0, 1.0, 1.0)
let cube1_geom = ode_create_box_geom(space, 1.0, 1.0, 1.0)
defer ode_geom_destroy(cube1_geom)
ode_geom_set_body(cube1_geom, cube1_body)
let cube2_body = ode_body_create(world)
defer ode_body_destroy(cube2_body)
ode_body_set_position(cube2_body, 5.0, 1.0, -3.0)
ode_body_set_box_mass(cube2_body, 1.0, 1.0, 1.0, 1.0)
let cube2_geom = ode_create_box_geom(space, 1.0, 1.0, 1.0)
defer ode_geom_destroy(cube2_geom)
ode_geom_set_body(cube2_geom, cube2_body)
let cube3_body = ode_body_create(world)
defer ode_body_destroy(cube3_body)
ode_body_set_position(cube3_body, -5.0, 1.0, -3.0)
ode_body_set_box_mass(cube3_body, 1.0, 1.0, 1.0, 1.0)
let cube3_geom = ode_create_box_geom(space, 1.0, 1.0, 1.0)
defer ode_geom_destroy(cube3_geom)
ode_geom_set_body(cube3_geom, cube3_body)
# Set player movement direction (looking down -Z axis)
let mut forward_x = 0.0
let mut forward_y = 0.0
let mut forward_z = -1.0
let mut right_x = 1.0
let mut right_y = 0.0
let mut right_z = 0.0
# ==== CAMERA AND PLAYER STATE ====
let mut camera_x = 0.0
let mut camera_y = 2.0
let mut camera_z = 0.0
let mut target_x = 0.0
let mut target_y = 2.0
let mut target_z = -5.0
# Mouse look state
let mut yaw = 0.0
let mut pitch = 0.0
let mut mouse_sensitivity = 0.003
# FPS meter toggle
let mut fps_meter_visible = 1
# Cube position variables
let mut cube1_x = 0.0
let mut cube1_y = 0.0
let mut cube1_z = 0.0
let mut cube2_x = 0.0
let mut cube2_y = 0.0
let mut cube2_z = 0.0
let mut cube3_x = 0.0
let mut cube3_y = 0.0
let mut cube3_z = 0.0
# Player position (initial values)
let mut player_x = 0.0
let mut player_y = 2.0
let mut player_z = 0.0
# Main game loop
while window_should_close() == false do
# Get actual frame delta time
let delta_time = get_frame_time()
# Mouse look
let mouse_delta_x = get_mouse_delta_x()
let mouse_delta_y = get_mouse_delta_y()
yaw = yaw + (mouse_delta_x * mouse_sensitivity)
pitch = pitch - (mouse_delta_y * mouse_sensitivity) # Negate Y for natural FPS controls
# Clamp pitch to prevent flipping
if pitch > 1.5 do
pitch = 1.5
end
if pitch < -1.5 do
pitch = -1.5
end
# Calculate camera direction from yaw and pitch
let cos_yaw = cos(yaw)
let sin_yaw = sin(yaw)
let cos_pitch = cos(pitch)
let sin_pitch = sin(pitch)
# Update forward and right vectors FIRST (before movement)
forward_x = sin_yaw
forward_y = sin_pitch
forward_z = -cos_yaw
right_x = cos_yaw
right_y = 0.0
right_z = sin_yaw
# WASD movement - set velocities on physics body
let move_speed = 5.0 # Units per second
let mut target_vx = 0.0
let mut target_vz = 0.0
if is_key_down(KEY_W) != 0 do
target_vx = target_vx + forward_x * move_speed
target_vz = target_vz + forward_z * move_speed
end
if is_key_down(KEY_S) != 0 do
target_vx = target_vx - forward_x * move_speed
target_vz = target_vz - forward_z * move_speed
end
if is_key_down(KEY_D) != 0 do
target_vx = target_vx + right_x * move_speed
target_vz = target_vz + right_z * move_speed
end
if is_key_down(KEY_A) != 0 do
target_vx = target_vx - right_x * move_speed
target_vz = target_vz - right_z * move_speed
end
# Get current velocity for Y (preserve gravity)
let mut current_vx = 0.0
let mut current_vy = 0.0
let mut current_vz = 0.0
ode_body_get_linear_vel(player_body, &current_vx, &current_vy, &current_vz)
# Jump - set upward velocity
if is_jump_pressed() != 0 do
# Get current position to check if on ground
let mut dummy_x = 0.0
let mut current_y = 0.0
let mut dummy_z = 0.0
ode_body_get_position(player_body, &dummy_x, &current_y, &dummy_z)
if current_y <= 1.3 do # On ground (box bottom is at y - 0.8 from center)
current_vy = 8.0 # Jump velocity
end
end
# Set new velocity (keep Y velocity for gravity/jumping)
ode_body_set_linear_vel(player_body, target_vx, current_vy, target_vz)
# Update physics (just for cubes)
ode_space_collide(world, space, contactgroup)
# Only step physics if delta_time is valid (guard against first frame which is 0)
if delta_time > 0.0 do
ode_world_step(world, delta_time)
end
ode_joint_group_empty(contactgroup)
# Get player position from physics body
ode_body_get_position(player_body, &player_x, &player_y, &player_z)
# Adjust mouse sensitivity
if is_key_pressed(KEY_EQUAL) != 0 or is_key_pressed(KEY_KP_ADD) != 0 do # + key
mouse_sensitivity = mouse_sensitivity + 0.001
end
if is_key_pressed(KEY_MINUS) != 0 or is_key_pressed(KEY_KP_SUBTRACT) != 0 do # - key
mouse_sensitivity = mouse_sensitivity - 0.001
if mouse_sensitivity < 0.001 do
mouse_sensitivity = 0.001 # Minimum sensitivity
end
end
# Show cursor with F1 (useful for debugging)
if is_key_pressed(KEY_F1) != 0 do
enable_cursor()
end
# Toggle FPS meter with F2 (hide) and F3 (show)
if is_key_pressed(KEY_F2) != 0 do
hide_fps_meter()
fps_meter_visible = 0
end
if is_key_pressed(KEY_F3) != 0 do
show_fps_meter(Vec2 { x: 10.0, y: 10.0 })
fps_meter_visible = 1
end
# Direction vectors are updated above
# Camera follows player (at eye position, slightly in front)
camera_x = player_x + forward_x * 0.5 # Offset forward
camera_y = player_y + 0.9 # Eye height
camera_z = player_z + forward_z * 0.5 # Offset forward
# Camera looks where player is looking
target_x = player_x + forward_x * 5.0
target_y = player_y + forward_y * 5.0
target_z = player_z + forward_z * 5.0
# Player rotation is handled visually during rendering
# Get cube positions from physics bodies
ode_body_get_position(cube1_body, &cube1_x, &cube1_y, &cube1_z)
ode_body_get_position(cube2_body, &cube2_x, &cube2_y, &cube2_z)
ode_body_get_position(cube3_body, &cube3_x, &cube3_y, &cube3_z)
# ==== RENDERING ====
begin_drawing()
clear_background(135, 206, 235, 255) # Sky blue
# 3D mode with calculated camera
begin_mode3d(camera_x, camera_y, camera_z, target_x, target_y, target_z, 0.0, 1.0, 0.0, 45.0, 0)
# Draw cubes
draw_cube(cube1_x, cube1_y, cube1_z, 1.0, 1.0, 1.0, 255, 0, 0, 255) # Red
draw_cube_wires(cube1_x, cube1_y, cube1_z, 1.0, 1.0, 1.0, 0, 0, 0, 255)
draw_cube(cube2_x, cube2_y, cube2_z, 1.0, 1.0, 1.0, 0, 255, 0, 255) # Green
draw_cube_wires(cube2_x, cube2_y, cube2_z, 1.0, 1.0, 1.0, 0, 0, 0, 255)
draw_cube(cube3_x, cube3_y, cube3_z, 1.0, 1.0, 1.0, 0, 0, 255, 255) # Blue
draw_cube_wires(cube3_x, cube3_y, cube3_z, 1.0, 1.0, 1.0, 0, 0, 0, 255)
# Draw player model with rotation (yellow cube to represent the player)
rl_push_matrix()
rl_translate_f(player_x, player_y, player_z)
rl_rotate_f(-yaw * 180.0 / 3.14159, 0.0, 1.0, 0.0) # Convert radians to degrees for Y-axis rotation, negate for correct direction
draw_cube(0.0, 0.0, 0.0, 0.8, 1.6, 0.8, 255, 255, 0, 255) # Yellow player
draw_cube_wires(0.0, 0.0, 0.0, 0.8, 1.6, 0.8, 0, 0, 0, 255)
rl_pop_matrix()
end_mode3d()
end_drawing()
end
0
end