Added a textured black hole indicator.
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29
Spacewar.c
29
Spacewar.c
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@ -101,12 +101,6 @@ int main(int argc, char ** argv)
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int keyCount = 0;
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int keyCount = 0;
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const uint8_t * keyboardState = SDL_GetKeyboardState(&keyCount);
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const uint8_t * keyboardState = SDL_GetKeyboardState(&keyCount);
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// Load the title screen:
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SDL_Texture * titleTexture = IMG_LoadTexture(renderer, "./Images/Title.png");
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SDL_Rect titleRect;
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SDL_QueryTexture(titleTexture, NULL, NULL, NULL, &titleRect.h);
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SDL_QueryTexture(titleTexture, NULL, NULL, &titleRect.w, NULL);
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SDL_Texture * starfieldTexture = IMG_LoadTexture(renderer, "./Images/Starfield.png");
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SDL_Texture * starfieldTexture = IMG_LoadTexture(renderer, "./Images/Starfield.png");
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SDL_Rect starfieldRect;
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SDL_Rect starfieldRect;
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SDL_QueryTexture(starfieldTexture, NULL, NULL, NULL, &starfieldRect.h);
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SDL_QueryTexture(starfieldTexture, NULL, NULL, NULL, &starfieldRect.h);
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@ -205,14 +199,15 @@ int main(int argc, char ** argv)
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// Load in all of our textures:
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// Load in all of our textures:
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SDL_Texture * blackHoleTexture, * idleTexture, * acceleratingTexture, * clockwiseTexture, * anticlockwiseTexture,
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SDL_Texture * blackHoleTexture, * idleTexture, * acceleratingTexture, * clockwiseTexture, * anticlockwiseTexture,
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* currentTexture, * acceleratingTexture2;
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* currentTexture, * acceleratingTexture2, *blackHolePointerTexture;
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idleTexture = IMG_LoadTexture(renderer, "./Images/Ship-Idle.png");
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idleTexture = IMG_LoadTexture(renderer, "./Images/Ship-Idle.png");
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blackHoleTexture = IMG_LoadTexture(renderer, "./Images/Black-Hole.png");
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blackHoleTexture = IMG_LoadTexture(renderer, "./Images/Black-Hole.png");
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clockwiseTexture = IMG_LoadTexture(renderer, "./Images/Ship-Clockwise.png");
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clockwiseTexture = IMG_LoadTexture(renderer, "./Images/Ship-Clockwise.png");
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acceleratingTexture = IMG_LoadTexture(renderer, "./Images/Ship-Accelerating.png");
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acceleratingTexture = IMG_LoadTexture(renderer, "./Images/Ship-Accelerating.png");
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anticlockwiseTexture = IMG_LoadTexture(renderer, "./Images/Ship-Anticlockwise.png");
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anticlockwiseTexture = IMG_LoadTexture(renderer, "./Images/Ship-Anticlockwise.png");
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acceleratingTexture2 = IMG_LoadTexture(renderer, "./Images/Ship-Accelerating-Frame-2.png");
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blackHolePointerTexture = IMG_LoadTexture(renderer, "./Images/Black-Hole-Pointer.png");
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acceleratingTexture2 = IMG_LoadTexture(renderer, "./Images/Ship-Accelerating-Frame-2.png");
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currentTexture = acceleratingTexture;
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currentTexture = acceleratingTexture;
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SDL_Rect blackHoleRectangle;
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SDL_Rect blackHoleRectangle;
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@ -221,6 +216,11 @@ int main(int argc, char ** argv)
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SDL_QueryTexture(blackHoleTexture, NULL, NULL, NULL, &blackHoleRectangle.h);
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SDL_QueryTexture(blackHoleTexture, NULL, NULL, NULL, &blackHoleRectangle.h);
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SDL_QueryTexture(blackHoleTexture, NULL, NULL, &blackHoleRectangle.w, NULL);
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SDL_QueryTexture(blackHoleTexture, NULL, NULL, &blackHoleRectangle.w, NULL);
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SDL_Rect blackHolePointerRectangle;
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blackHolePointerRectangle.x = 0;
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blackHolePointerRectangle.y = 0;
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blackHolePointerRectangle.w = 128;
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blackHolePointerRectangle.h = 128;
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lastFrameTime = SDL_GetPerformanceCounter();
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lastFrameTime = SDL_GetPerformanceCounter();
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thisFrameTime = SDL_GetPerformanceCounter();
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thisFrameTime = SDL_GetPerformanceCounter();
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@ -347,14 +347,11 @@ int main(int argc, char ** argv)
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SDL_SetRenderDrawColor(renderer, 0, 0, 255, 255);
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SDL_SetRenderDrawColor(renderer, 0, 0, 255, 255);
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// Draw a line representing the direction of the star:
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// Draw a line representing the direction of the star:
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normalizeXYVector(&shipA.gravity);
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blackHolePointerRectangle.x = width/2 - (shipA.velocity.xComponent * 15) - (blackHolePointerRectangle.w / 2);
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multiplyXYVector(&shipA.gravity, 100);
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blackHolePointerRectangle.y = height/2 - (shipA.velocity.yComponent * 15) - (blackHolePointerRectangle.h / 2);
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SDL_RenderDrawLine(renderer,
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SDL_RenderCopyEx(renderer, blackHolePointerTexture, NULL, &blackHolePointerRectangle,
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width/2 - (shipA.velocity.xComponent * 15),
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angleBetweenVectors(&shipA.gravity, &upVector) + 90, NULL, 0);
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height/2 - (shipA.velocity.yComponent * 15),
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(width/2 - (shipA.velocity.xComponent * 15)) + shipA.gravity.xComponent,
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((height/2) - (shipA.velocity.yComponent * 15)) + shipA.gravity.yComponent);
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// Present the rendered graphics:
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// Present the rendered graphics:
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SDL_RenderPresent(renderer);
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SDL_RenderPresent(renderer);
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}
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}
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@ -51,7 +51,6 @@ void drawTitleScreen(SpacewarTitlescreen * titlescreen)
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{
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{
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// Get the current size of the window:
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// Get the current size of the window:
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int width = 0, height = 0;
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int width = 0, height = 0;
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printf("%p\n", titlescreen->window);
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SDL_GetWindowSize(titlescreen->window, &width, &height);
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SDL_GetWindowSize(titlescreen->window, &width, &height);
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// Position the elements on-screen:
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// Position the elements on-screen:
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