diff --git a/SDL2-Bits-And-Pieces/Experiment-18/SDL2-Experiment-17-Client.c b/SDL2-Bits-And-Pieces/Experiment-18/SDL2-Experiment-18-Client.c similarity index 72% rename from SDL2-Bits-And-Pieces/Experiment-18/SDL2-Experiment-17-Client.c rename to SDL2-Bits-And-Pieces/Experiment-18/SDL2-Experiment-18-Client.c index 03836eb..49e91b6 100644 --- a/SDL2-Bits-And-Pieces/Experiment-18/SDL2-Experiment-17-Client.c +++ b/SDL2-Bits-And-Pieces/Experiment-18/SDL2-Experiment-18-Client.c @@ -1,4 +1,4 @@ -// SDL Experiment 17, Barra Ó Catháin. +// SDL Experiment 18, Barra Ó Catháin. // =================================== #include #include @@ -21,16 +21,25 @@ typedef struct xyVector // A struct storing the needed data to draw a ship: typedef struct ship { - SDL_Rect rectangle; + int number; + xyVector engine; + xyVector gravity; xyVector position; xyVector velocity; - xyVector gravity; - int number; + SDL_Rect rectangle; } ship; +typedef struct playerController +{ + int number; + int clockwiseTurn, anticlockwiseTurn, acceleratingAmount; + bool turningClockwise, turningAnticlockwise, accelerating; +} playerController; + + // 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); @@ -78,7 +87,7 @@ void DrawCircle(SDL_Renderer * renderer, int32_t centreX, int32_t centreY, int32 int main(int argc, char ** argv) { SDL_Event event; - bool quit = false; + bool quit = false, rotatingClockwise = false, rotatingAnticlockwise = false, accelerating = false; int width = 0, height = 0; uint32_t rendererFlags = SDL_RENDERER_ACCELERATED; uint64_t thisFrameTime = SDL_GetPerformanceCounter(), lastFrameTime = 0; @@ -87,8 +96,8 @@ int main(int argc, char ** argv) 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) + int receiveSocket = socket(AF_INET, SOCK_DGRAM, 0); + if (receiveSocket < 0) { fprintf(stderr, "\tSocket Creation is:\t\033[33;40mRED.\033[0m Aborting launch.\n"); exit(0); @@ -98,8 +107,8 @@ int main(int argc, char ** argv) // 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); + read_timeout.tv_usec = 16; + setsockopt(receiveSocket, SOL_SOCKET, SO_RCVTIMEO, &read_timeout, sizeof(read_timeout)); // Create and fill the information needed to bind to the socket: struct sockaddr_in serverAddress; @@ -109,12 +118,29 @@ int main(int argc, char ** argv) serverAddress.sin_port = htons(12000); // Bind to the socket: - if (bind(socketFileDesc, (const struct sockaddr *)&serverAddress, sizeof(serverAddress)) < 0) + if (bind(receiveSocket, (const struct sockaddr *)&serverAddress, sizeof(serverAddress)) < 0) { perror("bind failed"); exit(EXIT_FAILURE); } + // Create the socket: + int sendSocket = socket(AF_INET, SOCK_DGRAM, 0); + if (sendSocket < 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 sendAddress; + memset(&sendAddress, 0, sizeof(sendAddress)); + sendAddress.sin_family = AF_INET; // IPv4 + sendAddress.sin_addr.s_addr = inet_addr("127.0.0.1"); + sendAddress.sin_port = htons(12001); + // Get the initial ship shipA; ship shipB; @@ -147,13 +173,15 @@ int main(int argc, char ** argv) // Enable resizing the window: SDL_SetWindowResizable(window, SDL_TRUE); ship Temp; + playerController playerOne; + playerOne.number = 1; bool shipAUpdated, shipBUpdated; while (!quit) { while(!(shipAUpdated && shipBUpdated)) { // Receive data from the socket: - recvfrom(socketFileDesc, &Temp, sizeof(ship), 0, NULL, NULL); + recvfrom(receiveSocket, &Temp, sizeof(ship), 0, NULL, NULL); if(Temp.number == 0) { shipA = Temp; @@ -165,24 +193,72 @@ int main(int argc, char ** argv) shipBUpdated = true; } } - + // Check if the user wants to quit: while (SDL_PollEvent(&event)) { switch (event.type) { - case SDL_QUIT: + case SDL_QUIT: + { + quit = true; + break; + } + case SDL_KEYDOWN: + { + switch (event.key.keysym.sym) { - quit = true; + case SDLK_LEFT: + { + playerOne.turningAnticlockwise = true; + break; + } + case SDLK_RIGHT: + { + playerOne.turningClockwise = true; + break; + } + case SDLK_UP: + { + playerOne.accelerating = true; break; } default: { break; } - } - } - + } + break; + } + case SDL_KEYUP: + { + switch (event.key.keysym.sym) + { + case SDLK_LEFT: + { + playerOne.turningAnticlockwise = false; + break; + } + case SDLK_RIGHT: + { + playerOne.turningClockwise = false; + break; + } + case SDLK_UP: + { + playerOne.accelerating = false; + break; + } + } + } + default: + { + break; + } + break; + } + } + sendto(sendSocket, &playerOne, sizeof(playerOne), 0, (const struct sockaddr *)&sendAddress, sizeof(sendAddress)); // Store the window's current width and height: SDL_GetWindowSize(window, &width, &height); @@ -204,9 +280,9 @@ int main(int argc, char ** argv) // Draw the ship: SDL_RenderCopyEx(renderer, currentTexture, NULL, &shipA.rectangle, - angleBetweenVectors(&shipA.velocity, &upVector) + 90, NULL, 0); + angleBetweenVectors(&shipA.engine, &upVector) + 90, NULL, 0); SDL_RenderCopyEx(renderer, currentTexture, NULL, &shipB.rectangle, - angleBetweenVectors(&shipB.velocity, &upVector) + 90, NULL, 0); + angleBetweenVectors(&shipB.engine, &upVector) + 90, NULL, 0); // Set the colour to yellow: SDL_SetRenderDrawColor(renderer, 255, 255, 0, 255); @@ -224,5 +300,5 @@ int main(int argc, char ** argv) } // ======================================================================================================== // Local Variables: -// compile-command: "gcc `sdl2-config --libs --cflags` SDL2-Experiment-17-Client.c -lSDL2_image -lm -o 'Spacewar Client!'" +// compile-command: "gcc `sdl2-config --libs --cflags` SDL2-Experiment-18-Client.c -lSDL2_image -lm -o 'Spacewar Client!'" // End: diff --git a/SDL2-Bits-And-Pieces/Experiment-18/SDL2-Experiment-17.c b/SDL2-Bits-And-Pieces/Experiment-18/SDL2-Experiment-18.c similarity index 80% rename from SDL2-Bits-And-Pieces/Experiment-18/SDL2-Experiment-17.c rename to SDL2-Bits-And-Pieces/Experiment-18/SDL2-Experiment-18.c index 4124bd7..32efa6a 100644 --- a/SDL2-Bits-And-Pieces/Experiment-18/SDL2-Experiment-17.c +++ b/SDL2-Bits-And-Pieces/Experiment-18/SDL2-Experiment-18.c @@ -1,4 +1,4 @@ -// SDL Experiment 17, Barra Ó Catháin. +// SDL Experiment 18, Barra Ó Catháin. // =================================== #include #include @@ -197,6 +197,49 @@ ship createShip(int width, int height, double positionX, double positionY, doubl return newShip; } +playerController createShipPlayerController(ship * ship) +{ + playerController newController; + newController.number = ship->number; + return newController; +} + +static inline void takeNetworkInput(playerController * controller, int descriptor) +{ + recvfrom(descriptor, controller, sizeof(playerController), 0, NULL, NULL); +} + + +void doShipInput(playerController * controller, ship * ship, xyVector starPosition, double deltaTime) +{ + if(controller->number == ship->number) + { + // Calculate the gravity for the ships: + calculateGravity(&starPosition, ship); + + // Rotate the engine vector if needed: + if (controller->turningClockwise) + { + rotateXYVector(&ship->engine, 0.25 * deltaTime); + } + if (controller->turningAnticlockwise) + { + rotateXYVector(&ship->engine, -0.25 * deltaTime); + } + + // Calculate the new current velocity: + addXYVectorDeltaScaled(&ship->velocity, &ship->gravity, deltaTime); + + if (controller->accelerating) + { + addXYVectorDeltaScaled(&ship->velocity, &ship->engine, deltaTime); + } + + // Calculate the new position: + addXYVectorDeltaScaled(&ship->position, &ship->velocity, deltaTime); + } +} + int main(int argc, char ** argv) { SDL_Event event; @@ -209,8 +252,8 @@ int main(int argc, char ** argv) 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) + int sendSocket = socket(AF_INET, SOCK_DGRAM, 0); + if (sendSocket < 0) { fprintf(stderr, "\tSocket Creation is:\t\033[33;40mRED.\033[0m Aborting launch.\n"); exit(0); @@ -218,10 +261,38 @@ int main(int argc, char ** argv) 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); + struct sockaddr_in sendAddress; + sendAddress.sin_family = AF_INET; // IPv4 + sendAddress.sin_addr.s_addr = inet_addr("127.0.0.1"); + sendAddress.sin_port = htons(12000); + + int receiveSocket = socket(AF_INET, SOCK_DGRAM, 0); + if (receiveSocket < 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 readTimeout; + readTimeout.tv_sec = 0; + readTimeout.tv_usec = 800; + setsockopt(receiveSocket, SOL_SOCKET, SO_RCVTIMEO, &readTimeout, sizeof(readTimeout)); + + // Create and fill the information needed to bind to the socket: + struct sockaddr_in receiveAddress; + memset(&receiveAddress, 0, sizeof(receiveAddress)); + receiveAddress.sin_family = AF_INET; // IPv4 + receiveAddress.sin_addr.s_addr = INADDR_ANY; + receiveAddress.sin_port = htons(12001); + + // Bind to the socket: + if (bind(receiveSocket, (const struct sockaddr *)&receiveAddress, sizeof(receiveAddress)) < 0) + { + perror("bind failed"); + exit(EXIT_FAILURE); + } ship shipA = createShip(32, 32, 512, 512, 1, 0, 0); ship shipB = createShip(32, 32, -512, -512, 0, 1, 1); @@ -270,15 +341,22 @@ int main(int argc, char ** argv) 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"); - + currentTexture = acceleratingTexture; // Enable resizing the window: SDL_SetWindowResizable(window, SDL_TRUE); + playerController playerOne = createShipPlayerController(&shipA); + playerController playerTwo = createShipPlayerController(&shipB); while (!quit) { lastFrameTime = thisFrameTime; thisFrameTime = SDL_GetPerformanceCounter(); deltaTime = (double)(((thisFrameTime - lastFrameTime) * 1000) / (double)SDL_GetPerformanceFrequency()); + + sendto(sendSocket, &shipA, sizeof(ship), 0, (const struct sockaddr *)&sendAddress, sizeof(sendAddress)); + sendto(sendSocket, &shipB, sizeof(ship), 0, (const struct sockaddr *)&sendAddress, sizeof(sendAddress)); + // Store the window's current width and height: + SDL_GetWindowSize(window, &width, &height); // Check input: while (SDL_PollEvent(&event)) @@ -296,17 +374,17 @@ int main(int argc, char ** argv) { case SDLK_LEFT: { - shipA.turningAnticlockwise = true; + playerOne.turningAnticlockwise = true; break; } case SDLK_RIGHT: { - shipA.turningClockwise = true; + playerOne.turningClockwise = true; break; } case SDLK_UP: { - shipA.accelerating = true; + playerOne.accelerating = true; break; } default: @@ -322,17 +400,17 @@ int main(int argc, char ** argv) { case SDLK_LEFT: { - shipA.turningAnticlockwise = false; + playerOne.turningAnticlockwise = false; break; } case SDLK_RIGHT: { - shipA.turningClockwise = false; + playerOne.turningClockwise = false; break; } case SDLK_UP: { - shipA.accelerating = false; + playerOne.accelerating = false; frameAccumulator = 0; break; } @@ -388,55 +466,19 @@ int main(int argc, char ** argv) 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: + // + doShipInput(&playerOne, &shipA, starPosition, deltaTime); + takeNetworkInput(&playerTwo, receiveSocket); + doShipInput(&playerTwo, &shipB, starPosition, deltaTime); 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); @@ -447,7 +489,7 @@ int main(int argc, char ** argv) 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); + angleBetweenVectors(&shipB.engine, &upVector) + 90, NULL, 0); // Set the colour to yellow: SDL_SetRenderDrawColor(renderer, 255, 255, 0, 255); @@ -476,13 +518,10 @@ int main(int argc, char ** argv) // 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!'" +// compile-command: "gcc `sdl2-config --libs --cflags` SDL2-Experiment-18.c -lSDL2_image -lm -o 'Spacewar!'" // End: