// SDL Experiment 07, Barra Ó Catháin. // =================================== #include #include #include #include #include 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; int width = 0, height = 0; uint32_t rendererFlags = SDL_RENDERER_ACCELERATED; double deltaTime = 0, gravityMagnitude = 0, gravityAcceleration = 0; uint64_t thisFrameTime = SDL_GetPerformanceCounter(), lastFrameTime = 0; long positionX = 0, positionY = 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); // Calculate the vector between the star and ship: xyVectorBetweenPoints(positionVector.xComponent, positionVector.yComponent, width/2, height/2, &gravityVector); // Make it into a unit vector: gravityMagnitude = normalizeXYVector(&gravityVector); // Calculate the gravity between the star and ship: gravityAcceleration = (gravityMagnitude > 15) ? 2 * (2500 / pow(gravityMagnitude, 2)): 0.02 * (2500 / pow(gravityMagnitude, 2)); // 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, width/2, height/2, 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); } return 0; } // =========================================================================================== // Local Variables: // compile-command: "gcc `sdl2-config --libs --cflags` SDL2-Experiment-07.c -lm" // End: