272 lines
7.8 KiB
C
272 lines
7.8 KiB
C
// SDL Experiment 18, Barra Ó Catháin.
|
|
// ===================================
|
|
#include <SDL2/SDL.h>
|
|
#include <SDL2/SDL_image.h>
|
|
#include <SDL2/SDL_timer.h>
|
|
#include <math.h>
|
|
#include <stdbool.h>
|
|
#include <stdint.h>
|
|
#include <sys/types.h>
|
|
#include <arpa/inet.h>
|
|
#include <sys/socket.h>
|
|
#include <netinet/in.h>
|
|
#include "xyVector.h"
|
|
#include "spacewarPlayer.h"
|
|
|
|
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, rotatingClockwise = false, rotatingAnticlockwise = false, accelerating = false;
|
|
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;
|
|
xyVector positionVector = {512, 512}, velocityVector = {1, 0}, gravityVector = {0, 0},
|
|
engineVector = {0.04, 0}, upVector = {0, 0.1}, starPosition = {0, 0};
|
|
|
|
// Create the socket:
|
|
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 read_timeout;
|
|
read_timeout.tv_sec = 0;
|
|
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;
|
|
memset(&serverAddress, 0, sizeof(serverAddress));
|
|
serverAddress.sin_family = AF_INET; // IPv4
|
|
serverAddress.sin_addr.s_addr = INADDR_ANY;
|
|
serverAddress.sin_port = htons(12000);
|
|
|
|
// Bind to the socket:
|
|
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;
|
|
|
|
// 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 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);
|
|
SDL_SetWindowTitle(window, "Spacewar!");
|
|
|
|
// Load in all of our textures:
|
|
SDL_Texture * idleTexture, * acceleratingTexture, * clockwiseTexture, * anticlockwiseTexture, * currentTexture,
|
|
* acceleratingTexture2;
|
|
|
|
idleTexture = IMG_LoadTexture(renderer, "./Images/Ship-Idle.png");
|
|
clockwiseTexture = IMG_LoadTexture(renderer, "./Images/Ship-Clockwise.png");
|
|
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");
|
|
|
|
// 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(receiveSocket, &Temp, sizeof(ship), 0, NULL, NULL);
|
|
if(Temp.number == 0)
|
|
{
|
|
shipA = Temp;
|
|
shipAUpdated = true;
|
|
}
|
|
if(Temp.number == 1)
|
|
{
|
|
shipB = Temp;
|
|
shipBUpdated = true;
|
|
}
|
|
}
|
|
|
|
// 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:
|
|
{
|
|
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);
|
|
|
|
// Set the texture to idle:
|
|
currentTexture = idleTexture;
|
|
|
|
// Calculate the position of the sprites:
|
|
shipB.rectangle.x = (width/2) - 16 - (shipB.velocity.xComponent * 15);
|
|
shipB.rectangle.y = (height/2) - 16 - (shipB.velocity.yComponent * 15);
|
|
|
|
shipA.rectangle.x = (long)((((shipA.position.xComponent - shipB.position.xComponent) - 32) + width/2) - (shipB.velocity.xComponent * 15));
|
|
shipA.rectangle.y = (long)((((shipA.position.yComponent - shipB.position.yComponent) - 32) + height/2) - (shipB.velocity.yComponent * 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, &shipA.rectangle,
|
|
angleBetweenVectors(&shipA.engine, &upVector) + 90, NULL, 0);
|
|
SDL_RenderCopyEx(renderer, currentTexture, NULL, &shipB.rectangle,
|
|
angleBetweenVectors(&shipB.engine, &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 - shipB.position.xComponent) + width/2 - (shipB.velocity.xComponent * 15),
|
|
(long)(starPositionY - shipB.position.yComponent) + height/2 - (shipB.velocity.yComponent * 15), 50);
|
|
|
|
// Present the rendered graphics:
|
|
SDL_RenderPresent(renderer);
|
|
shipAUpdated = false;
|
|
shipBUpdated = false;
|
|
}
|
|
return 0;
|
|
}
|
|
// ========================================================================================================
|
|
// Local Variables:
|
|
// compile-command: "gcc `sdl2-config --libs --cflags` SDL2-Experiment-19-Client.c -lSDL2_image -lm -o 'Spacewar Client!'"
|
|
// End:
|