Experiment 18 in progress
- Multiplayer controls in progress
This commit is contained in:
parent
0179459ac5
commit
004c6e9893
Binary file not shown.
After Width: | Height: | Size: 6.5 KiB |
Binary file not shown.
After Width: | Height: | Size: 1023 B |
Binary file not shown.
After Width: | Height: | Size: 992 B |
Binary file not shown.
After Width: | Height: | Size: 1004 B |
Binary file not shown.
After Width: | Height: | Size: 981 B |
|
@ -0,0 +1,228 @@
|
|||
// SDL Experiment 17, Barra Ó Catháin.
|
||||
// ===================================
|
||||
#include <SDL2/SDL.h>
|
||||
#include <SDL2/SDL_image.h>
|
||||
#include <SDL2/SDL_timer.h>
|
||||
#include <math.h>
|
||||
#include <stdbool.h>
|
||||
#include <stdint.h>
|
||||
#include <sys/types.h>
|
||||
#include <arpa/inet.h>
|
||||
#include <sys/socket.h>
|
||||
#include <netinet/in.h>
|
||||
|
||||
// A 2D vector:
|
||||
typedef struct xyVector
|
||||
{
|
||||
double xComponent;
|
||||
double yComponent;
|
||||
} xyVector;
|
||||
|
||||
// A struct storing the needed data to draw a ship:
|
||||
typedef struct ship
|
||||
{
|
||||
SDL_Rect rectangle;
|
||||
xyVector position;
|
||||
xyVector velocity;
|
||||
xyVector gravity;
|
||||
int number;
|
||||
} ship;
|
||||
|
||||
// Get the angle between vectors:
|
||||
static inline double angleBetweenVectors(xyVector * vectorA, xyVector * vectorB)
|
||||
{
|
||||
double dotProduct = (vectorA->xComponent * vectorB->xComponent) + (vectorA->yComponent * vectorB->yComponent);
|
||||
double determinant = (vectorA->xComponent * vectorB->yComponent) - (vectorA->yComponent * vectorB->xComponent);
|
||||
|
||||
return atan2(dotProduct, determinant) / 0.01745329;
|
||||
}
|
||||
|
||||
void DrawCircle(SDL_Renderer * renderer, int32_t centreX, int32_t centreY, int32_t radius)
|
||||
{
|
||||
const int32_t diameter = (radius * 2);
|
||||
|
||||
int32_t x = (radius - 1);
|
||||
int32_t y = 0;
|
||||
int32_t tx = 1;
|
||||
int32_t ty = 1;
|
||||
int32_t error = (tx - diameter);
|
||||
|
||||
while (x >= y)
|
||||
{
|
||||
// Each of the following renders an octant of the circle
|
||||
SDL_RenderDrawPoint(renderer, centreX + x, centreY - y);
|
||||
SDL_RenderDrawPoint(renderer, centreX + x, centreY + y);
|
||||
SDL_RenderDrawPoint(renderer, centreX - x, centreY - y);
|
||||
SDL_RenderDrawPoint(renderer, centreX - x, centreY + y);
|
||||
SDL_RenderDrawPoint(renderer, centreX + y, centreY - x);
|
||||
SDL_RenderDrawPoint(renderer, centreX + y, centreY + x);
|
||||
SDL_RenderDrawPoint(renderer, centreX - y, centreY - x);
|
||||
SDL_RenderDrawPoint(renderer, centreX - y, centreY + x);
|
||||
|
||||
if (error <= 0)
|
||||
{
|
||||
++y;
|
||||
error += ty;
|
||||
ty += 2;
|
||||
}
|
||||
|
||||
if (error > 0)
|
||||
{
|
||||
--x;
|
||||
tx += 2;
|
||||
error += (tx - diameter);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int main(int argc, char ** argv)
|
||||
{
|
||||
SDL_Event event;
|
||||
bool quit = false;
|
||||
int width = 0, height = 0;
|
||||
uint32_t rendererFlags = SDL_RENDERER_ACCELERATED;
|
||||
uint64_t thisFrameTime = SDL_GetPerformanceCounter(), lastFrameTime = 0;
|
||||
long positionX = 512, positionY = 512, starPositionX = 0, starPositionY = 0;
|
||||
xyVector positionVector = {512, 512}, velocityVector = {1, 0}, gravityVector = {0, 0},
|
||||
engineVector = {0.04, 0}, upVector = {0, 0.1}, starPosition = {0, 0};
|
||||
|
||||
// Create the socket:
|
||||
int socketFileDesc = socket(AF_INET, SOCK_DGRAM, 0);
|
||||
if (socketFileDesc < 0)
|
||||
{
|
||||
fprintf(stderr, "\tSocket Creation is:\t\033[33;40mRED.\033[0m Aborting launch.\n");
|
||||
exit(0);
|
||||
}
|
||||
printf("\tSocket Creation is:\t\033[32;40mGREEN.\033[0m\n");
|
||||
|
||||
// Make the socket timeout:
|
||||
struct timeval read_timeout;
|
||||
read_timeout.tv_sec = 0;
|
||||
read_timeout.tv_usec = 10;
|
||||
setsockopt(socketFileDesc, SOL_SOCKET, SO_RCVTIMEO, &read_timeout, sizeof read_timeout);
|
||||
|
||||
// Create and fill the information needed to bind to the socket:
|
||||
struct sockaddr_in serverAddress;
|
||||
memset(&serverAddress, 0, sizeof(serverAddress));
|
||||
serverAddress.sin_family = AF_INET; // IPv4
|
||||
serverAddress.sin_addr.s_addr = INADDR_ANY;
|
||||
serverAddress.sin_port = htons(12000);
|
||||
|
||||
// Bind to the socket:
|
||||
if (bind(socketFileDesc, (const struct sockaddr *)&serverAddress, sizeof(serverAddress)) < 0)
|
||||
{
|
||||
perror("bind failed");
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
// Get the initial
|
||||
ship shipA;
|
||||
ship shipB;
|
||||
|
||||
// Initialize the SDL library, video, sound, and input:
|
||||
if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
|
||||
{
|
||||
printf("SDL Initialization Error: %s\n", SDL_GetError());
|
||||
}
|
||||
|
||||
// Initialize image loading:
|
||||
IMG_Init(IMG_INIT_PNG);
|
||||
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "2");
|
||||
|
||||
// Create an SDL window and rendering context in that window:
|
||||
SDL_Window * window = SDL_CreateWindow("SDL_TEST", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 700, 700, 0);
|
||||
SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, rendererFlags);
|
||||
SDL_SetWindowTitle(window, "Spacewar!");
|
||||
|
||||
// Load in all of our textures:
|
||||
SDL_Texture * idleTexture, * acceleratingTexture, * clockwiseTexture, * anticlockwiseTexture, * currentTexture,
|
||||
* acceleratingTexture2;
|
||||
|
||||
idleTexture = IMG_LoadTexture(renderer, "./Images/Ship-Idle.png");
|
||||
clockwiseTexture = IMG_LoadTexture(renderer, "./Images/Ship-Clockwise.png");
|
||||
acceleratingTexture = IMG_LoadTexture(renderer, "./Images/Ship-Accelerating.png");
|
||||
anticlockwiseTexture = IMG_LoadTexture(renderer, "./Images/Ship-Anticlockwise.png");
|
||||
acceleratingTexture2 = IMG_LoadTexture(renderer, "./Images/Ship-Accelerating-Frame-2.png");
|
||||
|
||||
// Enable resizing the window:
|
||||
SDL_SetWindowResizable(window, SDL_TRUE);
|
||||
ship Temp;
|
||||
bool shipAUpdated, shipBUpdated;
|
||||
while (!quit)
|
||||
{
|
||||
while(!(shipAUpdated && shipBUpdated))
|
||||
{
|
||||
// Receive data from the socket:
|
||||
recvfrom(socketFileDesc, &Temp, sizeof(ship), 0, NULL, NULL);
|
||||
if(Temp.number == 0)
|
||||
{
|
||||
shipA = Temp;
|
||||
shipAUpdated = true;
|
||||
}
|
||||
if(Temp.number == 1)
|
||||
{
|
||||
shipB = Temp;
|
||||
shipBUpdated = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Check if the user wants to quit:
|
||||
while (SDL_PollEvent(&event))
|
||||
{
|
||||
switch (event.type)
|
||||
{
|
||||
case SDL_QUIT:
|
||||
{
|
||||
quit = true;
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Store the window's current width and height:
|
||||
SDL_GetWindowSize(window, &width, &height);
|
||||
|
||||
// Set the texture to idle:
|
||||
currentTexture = idleTexture;
|
||||
|
||||
// Calculate the position of the sprites:
|
||||
shipB.rectangle.x = (width/2) - 16 - (shipB.velocity.xComponent * 15);
|
||||
shipB.rectangle.y = (height/2) - 16 - (shipB.velocity.yComponent * 15);
|
||||
|
||||
shipA.rectangle.x = (long)((((shipA.position.xComponent - shipB.position.xComponent) - 32) + width/2) - (shipB.velocity.xComponent * 15));
|
||||
shipA.rectangle.y = (long)((((shipA.position.yComponent - shipB.position.yComponent) - 32) + height/2) - (shipB.velocity.yComponent * 15));
|
||||
|
||||
// Set the colour to black:
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
|
||||
|
||||
// Clear the screen, filling it with black:
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
// Draw the ship:
|
||||
SDL_RenderCopyEx(renderer, currentTexture, NULL, &shipA.rectangle,
|
||||
angleBetweenVectors(&shipA.velocity, &upVector) + 90, NULL, 0);
|
||||
SDL_RenderCopyEx(renderer, currentTexture, NULL, &shipB.rectangle,
|
||||
angleBetweenVectors(&shipB.velocity, &upVector) + 90, NULL, 0);
|
||||
|
||||
// Set the colour to yellow:
|
||||
SDL_SetRenderDrawColor(renderer, 255, 255, 0, 255);
|
||||
|
||||
// Draw a circle as the star:
|
||||
DrawCircle(renderer, (long)(starPositionX - shipB.position.xComponent) + width/2 - (shipB.velocity.xComponent * 15),
|
||||
(long)(starPositionY - shipB.position.yComponent) + height/2 - (shipB.velocity.yComponent * 15), 50);
|
||||
|
||||
// Present the rendered graphics:
|
||||
SDL_RenderPresent(renderer);
|
||||
shipAUpdated = false;
|
||||
shipBUpdated = false;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
// ========================================================================================================
|
||||
// Local Variables:
|
||||
// compile-command: "gcc `sdl2-config --libs --cflags` SDL2-Experiment-17-Client.c -lSDL2_image -lm -o 'Spacewar Client!'"
|
||||
// End:
|
|
@ -0,0 +1,488 @@
|
|||
// SDL Experiment 17, Barra Ó Catháin.
|
||||
// ===================================
|
||||
#include <SDL2/SDL.h>
|
||||
#include <SDL2/SDL_image.h>
|
||||
#include <SDL2/SDL_timer.h>
|
||||
#include <math.h>
|
||||
#include <stdbool.h>
|
||||
#include <stdint.h>
|
||||
#include <sys/types.h>
|
||||
#include <arpa/inet.h>
|
||||
#include <sys/socket.h>
|
||||
#include <netinet/in.h>
|
||||
|
||||
// A 2D vector:
|
||||
typedef struct xyVector
|
||||
{
|
||||
double xComponent;
|
||||
double yComponent;
|
||||
} xyVector;
|
||||
|
||||
// A struct storing the needed data to draw a ship:
|
||||
typedef struct ship
|
||||
{
|
||||
int number;
|
||||
xyVector engine;
|
||||
xyVector gravity;
|
||||
xyVector position;
|
||||
xyVector velocity;
|
||||
SDL_Rect rectangle;
|
||||
} ship;
|
||||
|
||||
typedef struct playerController
|
||||
{
|
||||
int number;
|
||||
int clockwiseTurn, anticlockwiseTurn, acceleratingAmount;
|
||||
bool turningClockwise, turningAnticlockwise, accelerating;
|
||||
} playerController;
|
||||
|
||||
// Calculate the vector from point A to point B:
|
||||
static inline void xyVectorBetweenPoints(long ax, long ay, long bx, long by, xyVector * vector)
|
||||
{
|
||||
vector->xComponent = bx - ax;
|
||||
vector->yComponent = by - ay;
|
||||
}
|
||||
|
||||
// Normalize a vector, returning the magnitude:
|
||||
static inline double normalizeXYVector(xyVector * vector)
|
||||
{
|
||||
double magnitude = sqrt(pow(vector->xComponent, 2) + pow(vector->yComponent, 2));
|
||||
if(magnitude != 0)
|
||||
{
|
||||
vector->xComponent /= magnitude;
|
||||
vector->yComponent /= magnitude;
|
||||
}
|
||||
return magnitude;
|
||||
}
|
||||
|
||||
// Get the angle between vectors:
|
||||
static inline double angleBetweenVectors(xyVector * vectorA, xyVector * vectorB)
|
||||
{
|
||||
double dotProduct = (vectorA->xComponent * vectorB->xComponent) + (vectorA->yComponent * vectorB->yComponent);
|
||||
double determinant = (vectorA->xComponent * vectorB->yComponent) - (vectorA->yComponent * vectorB->xComponent);
|
||||
|
||||
return atan2(dotProduct, determinant) / 0.01745329;
|
||||
}
|
||||
|
||||
// Rotate XY vector by a given number of degrees:
|
||||
static inline void rotateXYVector(xyVector * vector, double degrees)
|
||||
{
|
||||
double xComponent = vector->xComponent, yComponent = vector->yComponent;
|
||||
vector->xComponent = (cos(degrees * 0.01745329) * xComponent) - (sin(degrees * 0.01745329) * yComponent);
|
||||
vector->yComponent = (sin(degrees * 0.01745329) * xComponent) + (cos(degrees * 0.01745329) * yComponent);
|
||||
}
|
||||
|
||||
// Add vector B to vector A:
|
||||
static inline void addXYVector(xyVector * vectorA, xyVector * vectorB)
|
||||
{
|
||||
vectorA->xComponent += vectorB->xComponent;
|
||||
vectorA->yComponent += vectorB->yComponent;
|
||||
}
|
||||
|
||||
// Add vector B to vector A, scaled for units per frame:
|
||||
static inline void addXYVectorDeltaScaled(xyVector * vectorA, xyVector * vectorB, double deltaTime)
|
||||
{
|
||||
vectorA->xComponent += vectorB->xComponent * (0.001 * deltaTime) * 60;
|
||||
vectorA->yComponent += vectorB->yComponent * (0.001 * deltaTime) * 60;
|
||||
}
|
||||
|
||||
// Multiply a vector by a scalar constant:
|
||||
static inline void multiplyXYVector(xyVector * vector, double scalar)
|
||||
{
|
||||
vector->xComponent *= scalar;
|
||||
vector->yComponent *= scalar;
|
||||
}
|
||||
|
||||
void DrawCircle(SDL_Renderer * renderer, int32_t centreX, int32_t centreY, int32_t radius)
|
||||
{
|
||||
const int32_t diameter = (radius * 2);
|
||||
|
||||
int32_t x = (radius - 1);
|
||||
int32_t y = 0;
|
||||
int32_t tx = 1;
|
||||
int32_t ty = 1;
|
||||
int32_t error = (tx - diameter);
|
||||
|
||||
while (x >= y)
|
||||
{
|
||||
// Each of the following renders an octant of the circle
|
||||
SDL_RenderDrawPoint(renderer, centreX + x, centreY - y);
|
||||
SDL_RenderDrawPoint(renderer, centreX + x, centreY + y);
|
||||
SDL_RenderDrawPoint(renderer, centreX - x, centreY - y);
|
||||
SDL_RenderDrawPoint(renderer, centreX - x, centreY + y);
|
||||
SDL_RenderDrawPoint(renderer, centreX + y, centreY - x);
|
||||
SDL_RenderDrawPoint(renderer, centreX + y, centreY + x);
|
||||
SDL_RenderDrawPoint(renderer, centreX - y, centreY - x);
|
||||
SDL_RenderDrawPoint(renderer, centreX - y, centreY + x);
|
||||
|
||||
if (error <= 0)
|
||||
{
|
||||
++y;
|
||||
error += ty;
|
||||
ty += 2;
|
||||
}
|
||||
|
||||
if (error > 0)
|
||||
{
|
||||
--x;
|
||||
tx += 2;
|
||||
error += (tx - diameter);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void calculateGravity(xyVector * starPosition, ship * shipUnderGravity)
|
||||
{
|
||||
// Calculate the vector between the star and ship:
|
||||
xyVectorBetweenPoints(shipUnderGravity->position.xComponent, shipUnderGravity->position.yComponent,
|
||||
starPosition->xComponent, starPosition->yComponent, &shipUnderGravity->gravity);
|
||||
|
||||
// Make it into a unit vector:
|
||||
double gravityMagnitude = normalizeXYVector(&shipUnderGravity->gravity);
|
||||
double gravityAcceleration = 0;
|
||||
|
||||
// Calculate the gravity between the star and ship:
|
||||
if(gravityMagnitude != 0)
|
||||
{
|
||||
if(gravityMagnitude >= 116)
|
||||
{
|
||||
gravityAcceleration = pow(2, (3000 / (pow(gravityMagnitude, 2)))) / 8;
|
||||
}
|
||||
else
|
||||
{
|
||||
gravityAcceleration = 1;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
gravityAcceleration = 1;
|
||||
}
|
||||
|
||||
if(gravityAcceleration < 0.01)
|
||||
{
|
||||
gravityAcceleration = 0.01;
|
||||
}
|
||||
|
||||
// Scale the vector:
|
||||
multiplyXYVector(&shipUnderGravity->gravity, gravityAcceleration);
|
||||
}
|
||||
|
||||
// Create a ship with the given parameters:
|
||||
ship createShip(int width, int height, double positionX, double positionY, double velocityX, double velocityY, int number)
|
||||
{
|
||||
ship newShip;
|
||||
|
||||
// Player number:
|
||||
newShip.number = number;
|
||||
|
||||
// Rectangle to show the ship in:
|
||||
newShip.rectangle.w = width;
|
||||
newShip.rectangle.h = height;
|
||||
|
||||
// Position:
|
||||
newShip.position.xComponent = positionX;
|
||||
newShip.position.yComponent = positionY;
|
||||
|
||||
// Velocity:
|
||||
newShip.velocity.xComponent = velocityX;
|
||||
newShip.velocity.yComponent = velocityY;
|
||||
|
||||
// Gravity:
|
||||
newShip.gravity.xComponent = 0;
|
||||
newShip.gravity.yComponent = 0;
|
||||
|
||||
// Engine:
|
||||
newShip.engine.yComponent = 0;
|
||||
newShip.engine.xComponent = 0.1;
|
||||
return newShip;
|
||||
}
|
||||
|
||||
int main(int argc, char ** argv)
|
||||
{
|
||||
SDL_Event event;
|
||||
int width = 0, height = 0;
|
||||
uint32_t rendererFlags = SDL_RENDERER_ACCELERATED;
|
||||
uint64_t thisFrameTime = SDL_GetPerformanceCounter(), lastFrameTime = 0;
|
||||
long starPositionX = 0, starPositionY = 0;
|
||||
double deltaTime = 0, frameAccumulator = 0;
|
||||
bool quit = false, rotatingClockwise = false, rotatingAnticlockwise = false, accelerating = false;
|
||||
xyVector engineVector = {0.85, 0}, upVector = {0, 0.1}, starPosition = {0, 0};
|
||||
|
||||
// Create the socket:
|
||||
int socketFileDesc = socket(AF_INET, SOCK_DGRAM, 0);
|
||||
if (socketFileDesc < 0)
|
||||
{
|
||||
fprintf(stderr, "\tSocket Creation is:\t\033[33;40mRED.\033[0m Aborting launch.\n");
|
||||
exit(0);
|
||||
}
|
||||
printf("\tSocket Creation is:\t\033[32;40mGREEN.\033[0m\n");
|
||||
|
||||
// Create and fill the information needed to bind to the socket:
|
||||
struct sockaddr_in serverAddress;
|
||||
serverAddress.sin_family = AF_INET; // IPv4
|
||||
serverAddress.sin_addr.s_addr = inet_addr("127.0.0.1");
|
||||
serverAddress.sin_port = htons(12000);
|
||||
|
||||
ship shipA = createShip(32, 32, 512, 512, 1, 0, 0);
|
||||
ship shipB = createShip(32, 32, -512, -512, 0, 1, 1);
|
||||
|
||||
// Initialize the SDL library, video, sound, and input:
|
||||
if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
|
||||
{
|
||||
printf("SDL Initialization Error: %s\n", SDL_GetError());
|
||||
}
|
||||
|
||||
// Check for joysticks:
|
||||
SDL_Joystick * controller = NULL;
|
||||
SDL_Haptic * haptic = NULL;
|
||||
if (SDL_NumJoysticks() < 1 )
|
||||
{
|
||||
printf( "Warning: No joysticks connected!\n" );
|
||||
}
|
||||
else
|
||||
{
|
||||
// Load joystick
|
||||
controller = SDL_JoystickOpen(0);
|
||||
if (controller == NULL )
|
||||
{
|
||||
printf( "Warning: Unable to open game controller! SDL Error: %s\n", SDL_GetError() );
|
||||
}
|
||||
haptic = SDL_HapticOpenFromJoystick(controller);
|
||||
SDL_HapticRumbleInit(haptic);
|
||||
}
|
||||
|
||||
// Initialize image loading:
|
||||
IMG_Init(IMG_INIT_PNG);
|
||||
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "2");
|
||||
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
|
||||
|
||||
// Create an SDL window and rendering context in that window:
|
||||
SDL_Window * window = SDL_CreateWindow("SDL_TEST", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 700, 700, 0);
|
||||
SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, rendererFlags);
|
||||
SDL_SetWindowTitle(window, "Spacewar!");
|
||||
|
||||
// Load in all of our textures:
|
||||
SDL_Texture * idleTexture, * acceleratingTexture, * clockwiseTexture, * anticlockwiseTexture, * currentTexture,
|
||||
* acceleratingTexture2;
|
||||
|
||||
idleTexture = IMG_LoadTexture(renderer, "./Images/Ship-Idle.png");
|
||||
clockwiseTexture = IMG_LoadTexture(renderer, "./Images/Ship-Clockwise.png");
|
||||
acceleratingTexture = IMG_LoadTexture(renderer, "./Images/Ship-Accelerating.png");
|
||||
anticlockwiseTexture = IMG_LoadTexture(renderer, "./Images/Ship-Anticlockwise.png");
|
||||
acceleratingTexture2 = IMG_LoadTexture(renderer, "./Images/Ship-Accelerating-Frame-2.png");
|
||||
|
||||
// Enable resizing the window:
|
||||
SDL_SetWindowResizable(window, SDL_TRUE);
|
||||
|
||||
while (!quit)
|
||||
{
|
||||
lastFrameTime = thisFrameTime;
|
||||
thisFrameTime = SDL_GetPerformanceCounter();
|
||||
deltaTime = (double)(((thisFrameTime - lastFrameTime) * 1000) / (double)SDL_GetPerformanceFrequency());
|
||||
|
||||
// Check input:
|
||||
while (SDL_PollEvent(&event))
|
||||
{
|
||||
switch (event.type)
|
||||
{
|
||||
case SDL_QUIT:
|
||||
{
|
||||
quit = true;
|
||||
break;
|
||||
}
|
||||
case SDL_KEYDOWN:
|
||||
{
|
||||
switch (event.key.keysym.sym)
|
||||
{
|
||||
case SDLK_LEFT:
|
||||
{
|
||||
shipA.turningAnticlockwise = true;
|
||||
break;
|
||||
}
|
||||
case SDLK_RIGHT:
|
||||
{
|
||||
shipA.turningClockwise = true;
|
||||
break;
|
||||
}
|
||||
case SDLK_UP:
|
||||
{
|
||||
shipA.accelerating = true;
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
case SDL_KEYUP:
|
||||
{
|
||||
switch (event.key.keysym.sym)
|
||||
{
|
||||
case SDLK_LEFT:
|
||||
{
|
||||
shipA.turningAnticlockwise = false;
|
||||
break;
|
||||
}
|
||||
case SDLK_RIGHT:
|
||||
{
|
||||
shipA.turningClockwise = false;
|
||||
break;
|
||||
}
|
||||
case SDLK_UP:
|
||||
{
|
||||
shipA.accelerating = false;
|
||||
frameAccumulator = 0;
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Wrap the positions if the ship goes interstellar:
|
||||
if(shipA.position.xComponent > 4096)
|
||||
{
|
||||
shipA.position.xComponent = -2000;
|
||||
}
|
||||
else if(shipA.position.xComponent < -4096)
|
||||
{
|
||||
shipA.position.xComponent = 2000;
|
||||
}
|
||||
if(shipA.position.yComponent > 4096)
|
||||
{
|
||||
shipA.position.yComponent = -2000;
|
||||
}
|
||||
else if(shipA.position.yComponent < -4096)
|
||||
{
|
||||
shipA.position.yComponent = 2000;
|
||||
}
|
||||
|
||||
if(shipB.position.xComponent > 4096)
|
||||
{
|
||||
shipB.position.xComponent = -2000;
|
||||
shipB.velocity.xComponent *= 0.9;
|
||||
}
|
||||
else if(shipB.position.xComponent < -4096)
|
||||
{
|
||||
shipB.position.xComponent = 2000;
|
||||
shipB.velocity.xComponent *= 0.9;
|
||||
}
|
||||
if(shipB.position.yComponent > 4096)
|
||||
{
|
||||
shipB.position.yComponent = -2000;
|
||||
shipB.velocity.yComponent *= 0.9;
|
||||
}
|
||||
else if(shipB.position.yComponent < -4096)
|
||||
{
|
||||
shipB.position.yComponent = 2000;
|
||||
shipB.velocity.yComponent *= 0.9;
|
||||
}
|
||||
|
||||
// Store the window's current width and height:
|
||||
SDL_GetWindowSize(window, &width, &height);
|
||||
|
||||
// Calculate the gravity for the ships:
|
||||
calculateGravity(&starPosition, &shipA);
|
||||
calculateGravity(&starPosition, &shipB);
|
||||
|
||||
// Set the texture to idle:
|
||||
currentTexture = idleTexture;
|
||||
|
||||
// Rotate the engine vector if needed:
|
||||
if (shipA.turningClockwise)
|
||||
{
|
||||
rotateXYVector(&shipA.engine, 0.25 * deltaTime);
|
||||
currentTexture = clockwiseTexture;
|
||||
}
|
||||
if (shipA.turningAnticlockwise)
|
||||
{
|
||||
rotateXYVector(&shipA.engine, -0.25 * deltaTime);
|
||||
currentTexture = anticlockwiseTexture;
|
||||
}
|
||||
|
||||
// Calculate the new current velocity:
|
||||
addXYVectorDeltaScaled(&shipA.velocity, &shipA.gravity, deltaTime);
|
||||
addXYVectorDeltaScaled(&shipB.velocity, &shipB.gravity, deltaTime);
|
||||
|
||||
if (shipA.accelerating)
|
||||
{
|
||||
addXYVectorDeltaScaled(&shipA.velocity, &shipA.engine, deltaTime);
|
||||
frameAccumulator += deltaTime;
|
||||
currentTexture = acceleratingTexture;
|
||||
if((long)frameAccumulator % 4)
|
||||
{
|
||||
currentTexture = acceleratingTexture2;
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate the new position:
|
||||
addXYVectorDeltaScaled(&shipA.position, &shipA.velocity, deltaTime);
|
||||
addXYVectorDeltaScaled(&shipB.position, &shipB.velocity, deltaTime);
|
||||
|
||||
// Calculate the position of the sprites:
|
||||
shipA.rectangle.x = (width/2) - 16 - (shipA.velocity.xComponent * 15);
|
||||
shipA.rectangle.y = (height/2) - 16 - (shipA.velocity.yComponent * 15);
|
||||
|
||||
shipB.rectangle.x = (long)((((shipB.position.xComponent - shipA.position.xComponent) - 32) + width/2) - (shipA.velocity.xComponent * 15));
|
||||
shipB.rectangle.y = (long)((((shipB.position.yComponent - shipA.position.yComponent) - 32) + height/2) - (shipA.velocity.yComponent * 15));
|
||||
|
||||
// Set the colour to black:
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
|
||||
|
||||
// Clear the screen, filling it with black:
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
// Draw the ship:
|
||||
SDL_RenderCopyEx(renderer, currentTexture, NULL, &shipA.rectangle,
|
||||
angleBetweenVectors(&shipA.engine, &upVector) + 90, NULL, 0);
|
||||
SDL_RenderCopyEx(renderer, currentTexture, NULL, &shipB.rectangle,
|
||||
angleBetweenVectors(&shipB.velocity, &upVector) + 90, NULL, 0);
|
||||
|
||||
// Set the colour to yellow:
|
||||
SDL_SetRenderDrawColor(renderer, 255, 255, 0, 255);
|
||||
|
||||
// Draw a circle as the star:
|
||||
DrawCircle(renderer, (long)(starPositionX - shipA.position.xComponent) + width/2 - (shipA.velocity.xComponent * 15),
|
||||
(long)(starPositionY - shipA.position.yComponent) + height/2 - (shipA.velocity.yComponent * 15), 50);
|
||||
|
||||
// Draw a line representing the velocity:
|
||||
SDL_RenderDrawLine(renderer, width/2 - (shipA.velocity.xComponent * 15),
|
||||
height/2 - (shipA.velocity.yComponent * 15),
|
||||
(long)((width/2) + shipA.velocity.xComponent * 15) - (shipA.velocity.xComponent * 15),
|
||||
(long)((height/2) + shipA.velocity.yComponent * 15) - (shipA.velocity.yComponent * 15));
|
||||
|
||||
// Set the colour to blue:
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 255, 255);
|
||||
|
||||
// Draw a line representing the direction of the star:
|
||||
normalizeXYVector(&shipA.gravity);
|
||||
multiplyXYVector(&shipA.gravity, 100);
|
||||
SDL_RenderDrawLine(renderer,
|
||||
width/2 - (shipA.velocity.xComponent * 15),
|
||||
height/2 - (shipA.velocity.yComponent * 15),
|
||||
(width/2 - (shipA.velocity.xComponent * 15)) + shipA.gravity.xComponent,
|
||||
((height/2) - (shipA.velocity.yComponent * 15)) + shipA.gravity.yComponent);
|
||||
|
||||
// Present the rendered graphics:
|
||||
SDL_RenderPresent(renderer);
|
||||
|
||||
sendto(socketFileDesc, &shipA, sizeof(ship), 0, (const struct sockaddr *)&serverAddress, sizeof(serverAddress));
|
||||
sendto(socketFileDesc, &shipB, sizeof(ship), 0, (const struct sockaddr *)&serverAddress, sizeof(serverAddress));
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
// ========================================================================================================
|
||||
// Local Variables:
|
||||
// compile-command: "gcc `sdl2-config --libs --cflags` SDL2-Experiment-17.c -lSDL2_image -lm -o 'Spacewar!'"
|
||||
// End:
|
Loading…
Reference in New Issue