Added SDL2 Experiment 8
A mouse-based gravity program where the mouse is now the star from the previous experiments.
This commit is contained in:
parent
1fd254bc36
commit
96b221f804
|
@ -0,0 +1,227 @@
|
||||||
|
// SDL Experiment 08, Barra Ó Catháin.
|
||||||
|
// ===================================
|
||||||
|
#include <SDL2/SDL.h>
|
||||||
|
#include <SDL2/SDL_timer.h>
|
||||||
|
#include <math.h>
|
||||||
|
#include <stdbool.h>
|
||||||
|
#include <stdint.h>
|
||||||
|
|
||||||
|
typedef struct xyVector
|
||||||
|
{
|
||||||
|
double xComponent;
|
||||||
|
double yComponent;
|
||||||
|
} xyVector;
|
||||||
|
|
||||||
|
// 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));
|
||||||
|
vector->xComponent /= magnitude;
|
||||||
|
vector->yComponent /= magnitude;
|
||||||
|
return magnitude;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
int main(int argc, char ** argv)
|
||||||
|
{
|
||||||
|
SDL_Event event;
|
||||||
|
bool quit = false;
|
||||||
|
long positionX = 0, positionY = 0;
|
||||||
|
int width = 0, height = 0, mouseX = 0, mouseY = 0;
|
||||||
|
uint32_t rendererFlags = SDL_RENDERER_ACCELERATED;
|
||||||
|
double deltaTime = 0, gravityMagnitude = 0, gravityAcceleration = 0;
|
||||||
|
uint64_t thisFrameTime = SDL_GetPerformanceCounter(), lastFrameTime = 0;
|
||||||
|
xyVector positionVector = {100, 100}, velocityVector = {20, 0}, gravityVector = {0, 0};
|
||||||
|
|
||||||
|
// Initialize the SDL library, video, sound, and input:
|
||||||
|
if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
|
||||||
|
{
|
||||||
|
printf("SDL Initialization Error: %s\n", SDL_GetError());
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create an SDL window and rendering context in that window:
|
||||||
|
SDL_Window * window = SDL_CreateWindow("SDL_TEST", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 640, 0);
|
||||||
|
SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, rendererFlags);
|
||||||
|
|
||||||
|
// 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 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);
|
||||||
|
|
||||||
|
// Store the mouse pointer's current position in the window:
|
||||||
|
SDL_GetMouseState(&mouseX, &mouseY);
|
||||||
|
|
||||||
|
// Calculate the vector between the star and ship:
|
||||||
|
xyVectorBetweenPoints(positionVector.xComponent, positionVector.yComponent, mouseX, mouseY, &gravityVector);
|
||||||
|
|
||||||
|
// Make it into a unit vector:
|
||||||
|
gravityMagnitude = normalizeXYVector(&gravityVector);
|
||||||
|
|
||||||
|
// Calculate the gravity between the star and ship:
|
||||||
|
if(gravityMagnitude > 45)
|
||||||
|
{
|
||||||
|
gravityAcceleration = 2 * (2500 / pow(gravityMagnitude, 2));
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
gravityAcceleration = 0;
|
||||||
|
multiplyXYVector(&velocityVector, -0.98);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Scale the vector:
|
||||||
|
multiplyXYVector(&gravityVector, gravityAcceleration);
|
||||||
|
|
||||||
|
// Wrap the position if the ship goes off-screen:
|
||||||
|
if(positionVector.xComponent > width + 15)
|
||||||
|
{
|
||||||
|
positionVector.xComponent = 0;
|
||||||
|
velocityVector.xComponent *= 0.6;
|
||||||
|
}
|
||||||
|
if(positionVector.yComponent > height + 15)
|
||||||
|
{
|
||||||
|
positionVector.yComponent = 0;
|
||||||
|
velocityVector.yComponent *= 0.6;
|
||||||
|
}
|
||||||
|
if(positionVector.xComponent < -15)
|
||||||
|
{
|
||||||
|
positionVector.xComponent = width;
|
||||||
|
velocityVector.xComponent *= 0.6;
|
||||||
|
}
|
||||||
|
if(positionVector.yComponent < -15)
|
||||||
|
{
|
||||||
|
positionVector.yComponent = height;
|
||||||
|
velocityVector.yComponent *= 0.6;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Calculate the new current velocity:
|
||||||
|
addXYVectorDeltaScaled(&velocityVector, &gravityVector, deltaTime);
|
||||||
|
|
||||||
|
// Calculate the new position:
|
||||||
|
addXYVectorDeltaScaled(&positionVector, &velocityVector, deltaTime);
|
||||||
|
|
||||||
|
positionX = (long)positionVector.xComponent;
|
||||||
|
positionY = (long)positionVector.yComponent;
|
||||||
|
|
||||||
|
// Set the colour to black:
|
||||||
|
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
|
||||||
|
|
||||||
|
// Clear the screen, filling it with black:
|
||||||
|
SDL_RenderClear(renderer);
|
||||||
|
|
||||||
|
// Set the colour to green:
|
||||||
|
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
|
||||||
|
|
||||||
|
// Draw a circle "ship" around the current position:
|
||||||
|
DrawCircle(renderer, positionX, positionY, 15);
|
||||||
|
|
||||||
|
// Set the colour to yellow:
|
||||||
|
SDL_SetRenderDrawColor(renderer, 255, 255, 0, 255);
|
||||||
|
|
||||||
|
// Draw a circle in the center as the star:
|
||||||
|
DrawCircle(renderer, mouseX, mouseY, 30);
|
||||||
|
|
||||||
|
// Draw a line representing the velocity:
|
||||||
|
SDL_RenderDrawLine(renderer, positionX, positionY,
|
||||||
|
(long)(positionVector.xComponent + velocityVector.xComponent * 3),
|
||||||
|
(long)(positionVector.yComponent + velocityVector.yComponent * 3));
|
||||||
|
|
||||||
|
// Present the rendered graphics:
|
||||||
|
SDL_RenderPresent(renderer);
|
||||||
|
|
||||||
|
// Delay enough so that we run at 60 frames:
|
||||||
|
SDL_Delay(1000 / 144);
|
||||||
|
}
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
// ===========================================================================================
|
||||||
|
// Local Variables:
|
||||||
|
// compile-command: "gcc `sdl2-config --libs --cflags` SDL2-Experiment-08.c -lm"
|
||||||
|
// End:
|
Loading…
Reference in New Issue