Spacewar/Spacewar.c

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// Spacewar, Barra Ó Catháin.
// ===================================
#include <SDL2/SDL.h>
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#include <SDL2/SDL_image.h>
#include <SDL2/SDL_timer.h>
#include <SDL2/SDL_ttf.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"
#include "spacewarGraphics.h"
int main(int argc, char ** argv)
{
SDL_Event event;
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int width = 0, height = 0;
uint32_t rendererFlags = SDL_RENDERER_ACCELERATED;
uint64_t thisFrameTime = SDL_GetPerformanceCounter(), lastFrameTime = 0;
long starPositionX = 0, starPositionY = 0;
double deltaTime = 0, frameAccumulator = 0;
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bool quit = false, rotatingClockwise = false, rotatingAnticlockwise = false, accelerating = false;
xyVector engineVector = {0.85, 0}, upVector = {0, 0.1}, starPosition = {0, 0};
// 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;
sendAddress.sin_family = AF_INET; // IPv4
sendAddress.sin_addr.s_addr = inet_addr("127.0.0.1");
sendAddress.sin_port = htons(12000);
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 readTimeout;
readTimeout.tv_sec = 0;
readTimeout.tv_usec = 800;
setsockopt(receiveSocket, SOL_SOCKET, SO_RCVTIMEO, &readTimeout, sizeof(readTimeout));
// Create and fill the information needed to bind to the socket:
struct sockaddr_in receiveAddress;
memset(&receiveAddress, 0, sizeof(receiveAddress));
receiveAddress.sin_family = AF_INET; // IPv4
receiveAddress.sin_addr.s_addr = INADDR_ANY;
receiveAddress.sin_port = htons(12001);
// Bind to the socket:
if (bind(receiveSocket, (const struct sockaddr *)&receiveAddress, sizeof(receiveAddress)) < 0)
{
perror("bind failed");
exit(EXIT_FAILURE);
}
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ship shipA = createShip(32, 32, 512, 512, 1, 0, 0);
ship shipB = createShip(32, 32, -512, -512, 0, 1, 1);
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// 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);
// Initialize font support:
TTF_Init();
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "2");
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
playerController playerOne = createShipPlayerController(&shipA);
playerController playerTwo = createShipPlayerController(&shipB);
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// 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);
// Set some properties for the window:
SDL_SetWindowResizable(window, SDL_TRUE);
SDL_SetWindowTitle(window, "Spacewar!");
int keyCount = 0;
const uint8_t * keyboardState = SDL_GetKeyboardState(&keyCount);
// Load the title screen:
SDL_Texture * titleTexture = IMG_LoadTexture(renderer, "./Images/Title.png");
SDL_Rect titleRect;
SDL_QueryTexture(titleTexture, NULL, NULL, NULL, &titleRect.h);
SDL_QueryTexture(titleTexture, NULL, NULL, &titleRect.w, NULL);
SDL_Texture * starfieldTexture = IMG_LoadTexture(renderer, "./Images/Starfield.png");
SDL_Rect starfieldRect;
SDL_QueryTexture(starfieldTexture, NULL, NULL, NULL, &starfieldRect.h);
SDL_QueryTexture(starfieldTexture, NULL, NULL, &starfieldRect.w, NULL);
TTF_Font * font = TTF_OpenFont("./Robtronika.ttf", 12);
SDL_Color white = {255, 255, 255};
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// Check for joysticks:
if (SDL_NumJoysticks() < 1 )
{
playerOne.joystick = NULL;
bool inputSelected = false;
SDL_Surface * text = TTF_RenderText_Blended(font, "Press Enter to play.", white);
SDL_Rect textDestination = {0, 0, text->w, text->h};
SDL_Texture * textTexture = SDL_CreateTextureFromSurface(renderer, text);
// Prep the titlescreen struct:
SpacewarTitlescreen titlescreen;
titlescreen.starfieldTexture = starfieldTexture;
titlescreen.starfieldRectangle = &starfieldRect;
titlescreen.xScroll = 0;
titlescreen.window = window;
titlescreen.renderer = renderer;
titlescreen.titleRectangle = &titleRect;
titlescreen.titleTexture = titleTexture;
titlescreen.textTexture = textTexture;
titlescreen.textRectangle = &textDestination;
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int scrollX = 0, titleAlpha = 0, textAlpha = 0;
// Render the title text:
while(!inputSelected)
{
// Draw the title screen according to the titlescreen struct:
drawTitleScreen(&titlescreen);
// Wait until they press enter:
SDL_PumpEvents();
SDL_GetKeyboardState(&keyCount);
if(keyboardState[SDL_SCANCODE_RETURN] == 1)
{
inputSelected = true;
}
// Delay enough so that we run at 30 frames in the menu:
SDL_Delay(1000 / 30);
}
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}
else
{
SDL_Surface * text = TTF_RenderText_Blended(font, "Press Button 0 on your controller, or press enter.", white);
SDL_Rect textDestination = {0, 0, text->w, text->h};
SDL_Texture * textTexture = SDL_CreateTextureFromSurface(renderer, text);
// Prep the titlescreen struct:
SpacewarTitlescreen titlescreen;
titlescreen.starfieldTexture = starfieldTexture;
titlescreen.starfieldRectangle = &starfieldRect;
titlescreen.xScroll = 0;
titlescreen.window = window;
titlescreen.renderer = renderer;
titlescreen.titleRectangle = &titleRect;
titlescreen.titleTexture = titleTexture;
titlescreen.textTexture = textTexture;
titlescreen.textRectangle = &textDestination;
// Load all joysticks:
int joystickListLength = SDL_NumJoysticks();
SDL_Joystick ** joysticksList = calloc(joystickListLength, sizeof(SDL_Joystick*));
for(int index = 0; index < SDL_NumJoysticks(); index++)
{
joysticksList[index] = SDL_JoystickOpen(index);
}
// Choose a player joystick:
printf("Please press button zero on the controller you wish to use, or enter to play keyboard only.\n");
int joystickIndex = 0;
bool inputSelected = false;
// Render the title text:
while(!inputSelected)
{
// Draw the title screen according to the titlescreen struct:
drawTitleScreen(&titlescreen);
SDL_PumpEvents();
SDL_GetKeyboardState(&keyCount);
if(keyboardState[SDL_SCANCODE_RETURN] == 1)
{
joysticksList[joystickIndex] = NULL;
inputSelected = true;
}
joystickIndex++;
if(joystickIndex >= joystickListLength)
{
joystickIndex = 0;
}
if(SDL_JoystickGetButton(joysticksList[joystickIndex], 0) == 1)
{
inputSelected = true;
}
// Delay enough so that we run at 30 frames in the menu:
SDL_Delay(1000 / 30);
}
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// Load joystick
playerOne.joystick = joysticksList[joystickIndex];
if (playerOne.joystick == NULL )
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{
printf( "Warning: Unable to open game controller! SDL Error: %s\n", SDL_GetError() );
}
playerOne.haptic = SDL_HapticOpenFromJoystick(playerOne.joystick);
SDL_HapticRumbleInit(playerOne.haptic);
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}
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// Load in all of our textures:
SDL_Texture * blackHoleTexture, * idleTexture, * acceleratingTexture, * clockwiseTexture, * anticlockwiseTexture,
* currentTexture, * acceleratingTexture2;
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idleTexture = IMG_LoadTexture(renderer, "./Images/Ship-Idle.png");
blackHoleTexture = IMG_LoadTexture(renderer, "./Images/Black-Hole.png");
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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");
currentTexture = acceleratingTexture;
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SDL_Rect blackHoleRectangle;
blackHoleRectangle.x = 0;
blackHoleRectangle.y = 0;
SDL_QueryTexture(blackHoleTexture, NULL, NULL, NULL, &blackHoleRectangle.h);
SDL_QueryTexture(blackHoleTexture, NULL, NULL, &blackHoleRectangle.w, NULL);
lastFrameTime = SDL_GetPerformanceCounter();
thisFrameTime = SDL_GetPerformanceCounter();
while (!quit)
{
lastFrameTime = thisFrameTime;
thisFrameTime = SDL_GetPerformanceCounter();
deltaTime = (double)(((thisFrameTime - lastFrameTime) * 1000) / (double)SDL_GetPerformanceFrequency());
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sendto(sendSocket, &shipA, sizeof(ship), 0, (const struct sockaddr *)&sendAddress, sizeof(sendAddress));
sendto(sendSocket, &shipB, sizeof(ship), 0, (const struct sockaddr *)&sendAddress, sizeof(sendAddress));
// Store the window's current width and height:
SDL_GetWindowSize(window, &width, &height);
// Check input:
while (SDL_PollEvent(&event))
{
switch (event.type)
{
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case SDL_QUIT:
{
quit = true;
break;
}
}
}
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// Wrap the positions if the ship goes interstellar:
if(shipA.position.xComponent > 4096)
{
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shipA.position.xComponent = -2000;
}
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else if(shipA.position.xComponent < -4096)
{
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shipA.position.xComponent = 2000;
}
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if(shipA.position.yComponent > 4096)
{
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shipA.position.yComponent = -2000;
}
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else if(shipA.position.yComponent < -4096)
{
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shipA.position.yComponent = 2000;
}
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if(shipB.position.xComponent > 4096)
{
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shipB.position.xComponent = -2000;
shipB.velocity.xComponent *= 0.9;
}
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else if(shipB.position.xComponent < -4096)
{
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shipB.position.xComponent = 2000;
shipB.velocity.xComponent *= 0.9;
}
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if(shipB.position.yComponent > 4096)
{
shipB.position.yComponent = -2000;
shipB.velocity.yComponent *= 0.9;
}
else if(shipB.position.yComponent < -4096)
{
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shipB.position.yComponent = 2000;
shipB.velocity.yComponent *= 0.9;
}
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// Get the needed input:
getPlayerInput(&playerOne);
takeNetworkInput(&playerTwo, receiveSocket);
// Do the needed input:
doShipInput(&playerOne, &shipA, starPosition, deltaTime);
doShipInput(&playerTwo, &shipB, starPosition, deltaTime);
shipA.rectangle.x = (width/2) - 16 - (shipA.velocity.xComponent * 15);
shipA.rectangle.y = (height/2) - 16 - (shipA.velocity.yComponent * 15);
shipB.rectangle.x = (long)((((shipB.position.xComponent - shipA.position.xComponent) - 32) + width/2) - (shipA.velocity.xComponent * 15));
shipB.rectangle.y = (long)((((shipB.position.yComponent - shipA.position.yComponent) - 32) + height/2) - (shipA.velocity.yComponent * 15));
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// Set the colour to black:
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
// Clear the screen, filling it with black:
SDL_RenderClear(renderer);
starfieldRect.x = -900 - (long)shipA.position.xComponent % 800 - (shipA.velocity.xComponent * 15);
starfieldRect.y = -900 - (long)shipA.position.yComponent % 800 - (shipA.velocity.yComponent * 15);
while(starfieldRect.x <= (width + 800))
{
while(starfieldRect.y <= (height + 800))
{
SDL_RenderCopy(renderer, starfieldTexture, NULL, &starfieldRect);
starfieldRect.y += 800;
}
starfieldRect.y = -900 - (long)shipA.position.yComponent % 800 - (shipA.velocity.yComponent * 15);
starfieldRect.x += 800;
}
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// Draw the ship:
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SDL_RenderCopyEx(renderer, currentTexture, NULL, &shipA.rectangle,
angleBetweenVectors(&shipA.engine, &upVector) + 90, NULL, 0);
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SDL_RenderCopyEx(renderer, currentTexture, NULL, &shipB.rectangle,
angleBetweenVectors(&shipB.engine, &upVector) + 90, NULL, 0);
// Draw the black hole:
blackHoleRectangle.x = ((long)(starPositionX - shipA.position.xComponent - (blackHoleRectangle.w / 2)) + width/2)
- (shipA.velocity.xComponent * 15);
blackHoleRectangle.y = ((long)(starPositionY - shipA.position.yComponent - (blackHoleRectangle.h / 2)) + height/2)
- (shipA.velocity.yComponent * 15);
SDL_RenderCopy(renderer, blackHoleTexture, NULL, &blackHoleRectangle);
// Set the colour to yellow:
SDL_SetRenderDrawColor(renderer, 255, 255, 0, 255);
// Draw a line representing the velocity:
SDL_RenderDrawLine(renderer, width/2 - (shipA.velocity.xComponent * 15),
height/2 - (shipA.velocity.yComponent * 15),
(long)((width/2) + shipA.velocity.xComponent * 15) - (shipA.velocity.xComponent * 15),
(long)((height/2) + shipA.velocity.yComponent * 15) - (shipA.velocity.yComponent * 15));
// Set the colour to blue:
SDL_SetRenderDrawColor(renderer, 0, 0, 255, 255);
// Draw a line representing the direction of the star:
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normalizeXYVector(&shipA.gravity);
multiplyXYVector(&shipA.gravity, 100);
SDL_RenderDrawLine(renderer,
width/2 - (shipA.velocity.xComponent * 15),
height/2 - (shipA.velocity.yComponent * 15),
(width/2 - (shipA.velocity.xComponent * 15)) + shipA.gravity.xComponent,
((height/2) - (shipA.velocity.yComponent * 15)) + shipA.gravity.yComponent);
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// Present the rendered graphics:
SDL_RenderPresent(renderer);
}
return 0;
}
// ========================================================================================================
// Local Variables:
// compile-command: "gcc `sdl2-config --libs --cflags` Spacewar.c spacewarPlayer.c spacewarGraphics.c -lSDL2_image -lSDL2_ttf -lm -o 'Spacewar!'"
// End: