// SDL Experiment 12, Barra Ó Catháin. // =================================== #include #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; } // 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); return atan2(dotProduct, determinant) / 0.01745329; } static inline void rotateXYVector(xyVector * vector, double degrees) { double xComponent = vector->xComponent, yComponent = vector->yComponent; vector->xComponent = (cos(degrees * 0.01745329) * xComponent) - (sin(degrees * 0.01745329) * yComponent); vector->yComponent = (sin(degrees * 0.01745329) * xComponent) + (cos(degrees * 0.01745329) * yComponent); } // 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; int width = 0, height = 0; uint32_t rendererFlags = SDL_RENDERER_ACCELERATED; uint64_t thisFrameTime = SDL_GetPerformanceCounter(), lastFrameTime = 0; long positionX = 512, positionY = 512, starPositionX = 0, starPositionY = 0; double deltaTime = 0, gravityMagnitude = 0, gravityAcceleration = 0, frameAccumulator = 0; bool quit = false, rotatingClockwise = false, rotatingAnticlockwise = false, accelerating = false; xyVector positionVector = {512, 512}, velocityVector = {1, 0}, gravityVector = {0, 0}, engineVector = {0.16, 0}, upVector = {0, 0.1}; // Initialize the SDL library, video, sound, and input: if (SDL_Init(SDL_INIT_EVERYTHING) != 0) { printf("SDL Initialization Error: %s\n", SDL_GetError()); } // Initialize image loading: IMG_Init(IMG_INIT_PNG); SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "2"); // Create a rectangle to put the ship in: SDL_Rect shipRect; shipRect.w = 32; shipRect.h = 32; // Create an SDL window and rendering context in that window: SDL_Window * window = SDL_CreateWindow("SDL_TEST", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 700, 700, 0); SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, rendererFlags); // Load in all of our textures: SDL_Texture * idleTexture, * acceleratingTexture, * clockwiseTexture, * anticlockwiseTexture, * currentTexture, * acceleratingTexture2; idleTexture = IMG_LoadTexture(renderer, "./Experiment-12-Images/Ship-Idle.png"); clockwiseTexture = IMG_LoadTexture(renderer, "./Experiment-12-Images/Ship-Clockwise.png"); acceleratingTexture = IMG_LoadTexture(renderer, "./Experiment-12-Images/Ship-Accelerating.png"); anticlockwiseTexture = IMG_LoadTexture(renderer, "./Experiment-12-Images/Ship-Anticlockwise.png"); acceleratingTexture2 = IMG_LoadTexture(renderer, "./Experiment-12-Images/Ship-Accelerating-Frame-2.png"); // 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; } case SDL_KEYDOWN: { switch (event.key.keysym.sym) { case SDLK_LEFT: { rotatingAnticlockwise = true; break; } case SDLK_RIGHT: { rotatingClockwise = true; break; } case SDLK_UP: { accelerating = true; break; } default: { break; } } break; } case SDL_KEYUP: { switch (event.key.keysym.sym) { case SDLK_LEFT: { rotatingAnticlockwise = false; break; } case SDLK_RIGHT: { rotatingClockwise = false; break; } case SDLK_UP: { accelerating = false; frameAccumulator = 0; break; } default: { break; } } break; } default: { break; } } } // Wrap the position if the ship goes interstellar: if(positionVector.xComponent > 4096) { positionVector.xComponent = -2000; velocityVector.xComponent *= 0.9; } else if(positionVector.xComponent < -4096) { positionVector.xComponent = 2000; velocityVector.xComponent *= 0.9; } if(positionVector.yComponent > 4096) { positionVector.yComponent = -2000; velocityVector.yComponent *= 0.9; } else if(positionVector.yComponent < -4096) { positionVector.yComponent = 2000; velocityVector.yComponent *= 0.9; } // 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, starPositionX, starPositionY, &gravityVector); // Make it into a unit vector: gravityMagnitude = normalizeXYVector(&gravityVector); // Calculate the gravity between the star and ship: if(gravityMagnitude != 0) { if(gravityMagnitude >= 215) { gravityAcceleration = 10 * (9000 / (pow(gravityMagnitude, 2))); } else { gravityAcceleration = 0.5 * (5000 / (pow(gravityMagnitude, 2))); } } else { gravityAcceleration = 1; } if(gravityAcceleration < 0.01) { gravityAcceleration = 0.01; } // Scale the vector: multiplyXYVector(&gravityVector, gravityAcceleration); // Set the texture to idle: currentTexture = idleTexture; // Rotate the engine vector if needed: if(rotatingClockwise) { rotateXYVector(&engineVector, 0.25 * deltaTime); currentTexture = clockwiseTexture; } if(rotatingAnticlockwise) { rotateXYVector(&engineVector, -0.25 * deltaTime); currentTexture = anticlockwiseTexture; } // Calculate the new current velocity: addXYVectorDeltaScaled(&velocityVector, &gravityVector, deltaTime); if(accelerating) { addXYVectorDeltaScaled(&velocityVector, &engineVector, deltaTime); frameAccumulator += deltaTime; currentTexture = acceleratingTexture; if((long)frameAccumulator % 4) { currentTexture = acceleratingTexture2; } } // Calculate the new position: addXYVectorDeltaScaled(&positionVector, &velocityVector, deltaTime); positionX = (long)positionVector.xComponent; positionY = (long)positionVector.yComponent; // Calculate the position of the sprite: shipRect.x = (width/2) - 15; shipRect.y = (height/2) - 15; // Set the colour to black: SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); // Clear the screen, filling it with black: SDL_RenderClear(renderer); // Draw the ship: SDL_RenderCopyEx(renderer, currentTexture, NULL, &shipRect, angleBetweenVectors(&engineVector, &upVector) + 90, NULL, 0); // Set the colour to yellow: SDL_SetRenderDrawColor(renderer, 255, 255, 0, 255); // Draw a circle as the star: DrawCircle(renderer, (long)(starPositionX - positionX) + width/2, (long)(starPositionY - positionY) + height/2 , 200); // Draw a line representing the velocity: SDL_RenderDrawLine(renderer, width/2, height/2, (long)((width/2) + velocityVector.xComponent * 15), (long)((height/2) + velocityVector.yComponent * 15)); // Set the colour to blue: SDL_SetRenderDrawColor(renderer, 0, 0, 255, 255); // Draw a line representing the direction of the star: normalizeXYVector(&gravityVector); multiplyXYVector(&gravityVector, 100); SDL_RenderDrawLine(renderer, width/2, height/2, (long)((width/2) + gravityVector.xComponent), (long)((height/2) + gravityVector.yComponent)); // Present the rendered graphics: SDL_RenderPresent(renderer); } return 0; } // =========================================================================================== // Local Variables: // compile-command: "gcc `sdl2-config --libs --cflags` SDL2-Experiment-12.c -lSDL2_image -lm" // End: