Added SDL2 Experiment 9
Added space-war style control of the ship in experiment 7.
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// SDL Experiment 09, Barra Ó Catháin.
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// ===================================
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_timer.h>
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#include <math.h>
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#include <stdbool.h>
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#include <stdint.h>
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typedef struct xyVector
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{
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double xComponent;
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double yComponent;
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} xyVector;
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// Calculate the vector from point A to point B:
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static inline void xyVectorBetweenPoints(long ax, long ay, long bx, long by, xyVector * vector)
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{
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vector->xComponent = bx - ax;
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vector->yComponent = by - ay;
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}
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// Normalize a vector, returning the magnitude:
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static inline double normalizeXYVector(xyVector * vector)
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{
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double magnitude = sqrt(pow(vector->xComponent, 2) + pow(vector->yComponent, 2));
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vector->xComponent /= magnitude;
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vector->yComponent /= magnitude;
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return magnitude;
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}
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static inline void rotateXYVector(xyVector * vector, double degrees)
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{
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double xComponent = vector->xComponent, yComponent = vector->yComponent;
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vector->xComponent = (cos(degrees * 0.01745329) * xComponent) - (sin(degrees * 0.01745329) * yComponent);
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vector->yComponent = (sin(degrees * 0.01745329) * xComponent) + (cos(degrees * 0.01745329) * yComponent);
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}
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// Add vector B to vector A:
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static inline void addXYVector(xyVector * vectorA, xyVector * vectorB)
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{
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vectorA->xComponent += vectorB->xComponent;
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vectorA->yComponent += vectorB->yComponent;
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}
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// Add vector B to vector A, scaled for units per frame:
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static inline void addXYVectorDeltaScaled(xyVector * vectorA, xyVector * vectorB, double deltaTime)
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{
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vectorA->xComponent += vectorB->xComponent * (0.001 * deltaTime) * 60;
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vectorA->yComponent += vectorB->yComponent * (0.001 * deltaTime) * 60;
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}
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// Multiply a vector by a scalar constant:
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static inline void multiplyXYVector(xyVector * vector, double scalar)
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{
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vector->xComponent *= scalar;
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vector->yComponent *= scalar;
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}
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void DrawCircle(SDL_Renderer * renderer, int32_t centreX, int32_t centreY, int32_t radius)
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{
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const int32_t diameter = (radius * 2);
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int32_t x = (radius - 1);
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int32_t y = 0;
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int32_t tx = 1;
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int32_t ty = 1;
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int32_t error = (tx - diameter);
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while (x >= y)
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{
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// Each of the following renders an octant of the circle
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SDL_RenderDrawPoint(renderer, centreX + x, centreY - y);
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SDL_RenderDrawPoint(renderer, centreX + x, centreY + y);
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SDL_RenderDrawPoint(renderer, centreX - x, centreY - y);
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SDL_RenderDrawPoint(renderer, centreX - x, centreY + y);
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SDL_RenderDrawPoint(renderer, centreX + y, centreY - x);
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SDL_RenderDrawPoint(renderer, centreX + y, centreY + x);
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SDL_RenderDrawPoint(renderer, centreX - y, centreY - x);
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SDL_RenderDrawPoint(renderer, centreX - y, centreY + x);
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if (error <= 0)
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{
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++y;
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error += ty;
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ty += 2;
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}
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if (error > 0)
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{
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--x;
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tx += 2;
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error += (tx - diameter);
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}
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}
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}
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int main(int argc, char ** argv)
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{
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SDL_Event event;
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int width = 0, height = 0;
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long positionX = 0, positionY = 0;
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uint32_t rendererFlags = SDL_RENDERER_ACCELERATED;
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double deltaTime = 0, gravityMagnitude = 0, gravityAcceleration = 0;
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uint64_t thisFrameTime = SDL_GetPerformanceCounter(), lastFrameTime = 0;
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bool quit = false, rotatingClockwise = false, rotatingAnticlockwise = false, accelerating = false;
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xyVector positionVector = {100, 100}, velocityVector = {0, 0}, gravityVector = {0, 0}, engineVector = {0.1, 0};
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// Initialize the SDL library, video, sound, and input:
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if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
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{
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printf("SDL Initialization Error: %s\n", SDL_GetError());
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}
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// Create an SDL window and rendering context in that window:
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SDL_Window * window = SDL_CreateWindow("SDL_TEST", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 640, 0);
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SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, rendererFlags);
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// Enable resizing the window:
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SDL_SetWindowResizable(window, SDL_TRUE);
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while (!quit)
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{
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lastFrameTime = thisFrameTime;
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thisFrameTime = SDL_GetPerformanceCounter();
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deltaTime = (double)(((thisFrameTime - lastFrameTime) * 1000) / (double)SDL_GetPerformanceFrequency());
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// Check if the user wants to quit:
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while (SDL_PollEvent(&event))
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{
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switch (event.type)
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{
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case SDL_QUIT:
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{
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quit = true;
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break;
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}
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case SDL_KEYDOWN:
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{
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switch (event.key.keysym.sym)
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{
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case SDLK_LEFT:
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{
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rotatingAnticlockwise = true;
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break;
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}
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case SDLK_RIGHT:
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{
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rotatingClockwise = true;
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break;
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}
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case SDLK_UP:
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{
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accelerating = true;
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break;
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}
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default:
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{
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break;
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}
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}
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break;
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}
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case SDL_KEYUP:
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{
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switch (event.key.keysym.sym)
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{
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case SDLK_LEFT:
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{
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rotatingAnticlockwise = false;
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break;
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}
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case SDLK_RIGHT:
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{
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rotatingClockwise = false;
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break;
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}
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case SDLK_UP:
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{
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accelerating = false;
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break;
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}
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default:
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{
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break;
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}
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}
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break;
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}
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default:
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{
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break;
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}
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}
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}
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// Store the window's current width and height:
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SDL_GetWindowSize(window, &width, &height);
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// Calculate the vector between the star and ship:
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xyVectorBetweenPoints(positionVector.xComponent, positionVector.yComponent, width/2, height/2, &gravityVector);
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// Make it into a unit vector:
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gravityMagnitude = normalizeXYVector(&gravityVector);
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// Calculate the gravity between the star and ship:
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gravityAcceleration = (gravityMagnitude >= 45) ?
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0.5 * (2500 / pow(gravityMagnitude, 2)):
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0;
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// Scale the vector:
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multiplyXYVector(&gravityVector, gravityAcceleration);
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// Wrap the position if the ship goes off-screen:
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if(positionVector.xComponent > width + 15)
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{
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positionVector.xComponent = 0;
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velocityVector.xComponent *= 0.6;
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}
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if(positionVector.yComponent > height + 15)
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{
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positionVector.yComponent = 0;
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velocityVector.yComponent *= 0.6;
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}
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if(positionVector.xComponent < -15)
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{
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positionVector.xComponent = width;
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velocityVector.xComponent *= 0.6;
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}
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if(positionVector.yComponent < -15)
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{
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positionVector.yComponent = height;
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velocityVector.yComponent *= 0.6;
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}
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// Rotate the engine vector if needed:
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if(rotatingClockwise)
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{
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rotateXYVector(&engineVector, 0.1);
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}
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if(rotatingAnticlockwise)
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{
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rotateXYVector(&engineVector, -0.1);
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}
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// Calculate the new current velocity:
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addXYVectorDeltaScaled(&velocityVector, &gravityVector, deltaTime);
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if(accelerating)
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{
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addXYVectorDeltaScaled(&velocityVector, &engineVector, deltaTime);
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}
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// Calculate the new position:
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addXYVectorDeltaScaled(&positionVector, &velocityVector, deltaTime);
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positionX = (long)positionVector.xComponent;
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positionY = (long)positionVector.yComponent;
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// Set the colour to black:
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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// Clear the screen, filling it with black:
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SDL_RenderClear(renderer);
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// Set the colour to green:
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SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
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// Draw a circle "ship" around the current position:
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DrawCircle(renderer, positionX, positionY, 15);
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// Set the colour to yellow:
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SDL_SetRenderDrawColor(renderer, 255, 255, 0, 255);
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// Draw a circle in the center as the star:
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DrawCircle(renderer, width/2, height/2, 30);
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// Draw a line representing the velocity:
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SDL_RenderDrawLine(renderer, positionX, positionY,
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(long)(positionVector.xComponent + velocityVector.xComponent * 15),
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(long)(positionVector.yComponent + velocityVector.yComponent * 15));
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// Set the colour to blue:
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SDL_SetRenderDrawColor(renderer, 0, 0, 255, 255);
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// Draw a line showing the direction the engine will accelerate:
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SDL_RenderDrawLine(renderer, positionX, positionY,
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(long)(positionVector.xComponent + engineVector.xComponent * 300),
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(long)(positionVector.yComponent + engineVector.yComponent * 300));
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// Present the rendered graphics:
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SDL_RenderPresent(renderer);
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}
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return 0;
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}
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// ===========================================================================================
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// Local Variables:
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// compile-command: "gcc `sdl2-config --libs --cflags` SDL2-Experiment-09.c -lm"
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// End:
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