Renamed files, fully completed experiment 18

This commit is contained in:
Barra Ó Catháin 2023-03-06 22:01:22 +00:00
parent 004c6e9893
commit 14ba1a0524
2 changed files with 197 additions and 82 deletions

View File

@ -1,4 +1,4 @@
// SDL Experiment 17, Barra Ó Catháin.
// SDL Experiment 18, Barra Ó Catháin.
// ===================================
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
@ -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:

View File

@ -1,4 +1,4 @@
// SDL Experiment 17, Barra Ó Catháin.
// SDL Experiment 18, Barra Ó Catháin.
// ===================================
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
@ -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: