Spacewar/Spacewar-Client.c

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// SDL Experiment 15, 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>
// A 2D vector:
typedef struct xyVector
{
double xComponent;
double yComponent;
} xyVector;
// A struct storing the needed data to draw a ship:
typedef struct ship
{
SDL_Rect rectangle;
xyVector position;
xyVector velocity;
xyVector gravity;
int number;
} ship;
// 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;
}
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;
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 socketFileDesc = socket(AF_INET, SOCK_DGRAM, 0);
if (socketFileDesc < 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 = 10;
setsockopt(socketFileDesc, 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(socketFileDesc, (const struct sockaddr *)&serverAddress, sizeof(serverAddress)) < 0)
{
perror("bind failed");
exit(EXIT_FAILURE);
}
// 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, "./Experiment-15-Images/Ship-Idle.png");
clockwiseTexture = IMG_LoadTexture(renderer, "./Experiment-15-Images/Ship-Clockwise.png");
acceleratingTexture = IMG_LoadTexture(renderer, "./Experiment-15-Images/Ship-Accelerating.png");
anticlockwiseTexture = IMG_LoadTexture(renderer, "./Experiment-15-Images/Ship-Anticlockwise.png");
acceleratingTexture2 = IMG_LoadTexture(renderer, "./Experiment-15-Images/Ship-Accelerating-Frame-2.png");
// Enable resizing the window:
SDL_SetWindowResizable(window, SDL_TRUE);
ship Temp;
bool shipAUpdated, shipBUpdated;
while (!quit)
{
while(!(shipAUpdated && shipBUpdated))
{
// Receive data from the socket:
recvfrom(socketFileDesc, &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;
}
default:
{
break;
}
}
}
// 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.velocity, &upVector) + 90, NULL, 0);
SDL_RenderCopyEx(renderer, currentTexture, NULL, &shipB.rectangle,
angleBetweenVectors(&shipB.velocity, &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-15-Client.c -lSDL2_image -lm -o 'Spacewar Client!'"
// End: