Added a texture for the ship.
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64
Spacewar.c
64
Spacewar.c
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@ -1,6 +1,7 @@
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// SDL Experiment 09, Barra Ó Catháin.
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// SDL Experiment 10, Barra Ó Catháin.
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// ===================================
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_image.h>
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#include <SDL2/SDL_timer.h>
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#include <math.h>
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#include <stdbool.h>
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@ -28,6 +29,15 @@ static inline double normalizeXYVector(xyVector * vector)
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return magnitude;
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}
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// Get the angle between vectors:
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static inline double angleBetweenVectors(xyVector * vectorA, xyVector * vectorB)
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{
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double dotProduct = (vectorA->xComponent * vectorB->xComponent) + (vectorA->yComponent * vectorB->yComponent);
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double determinant = (vectorA->xComponent * vectorB->yComponent) - (vectorA->yComponent * vectorB->xComponent);
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return atan2(dotProduct, determinant) / 0.01745329;
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}
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static inline void rotateXYVector(xyVector * vector, double degrees)
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{
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double xComponent = vector->xComponent, yComponent = vector->yComponent;
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@ -102,7 +112,7 @@ int main(int argc, char ** argv)
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double deltaTime = 0, gravityMagnitude = 0, gravityAcceleration = 0;
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uint64_t thisFrameTime = SDL_GetPerformanceCounter(), lastFrameTime = 0;
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bool quit = false, rotatingClockwise = false, rotatingAnticlockwise = false, accelerating = false;
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xyVector positionVector = {100, 100}, velocityVector = {0, 0}, gravityVector = {0, 0}, engineVector = {0.1, 0};
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xyVector positionVector = {100, 100}, velocityVector = {0, 0}, gravityVector = {0, 0}, engineVector = {0.1, 0}, upVector = {0, 0.1};
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// Initialize the SDL library, video, sound, and input:
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if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
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@ -110,10 +120,28 @@ int main(int argc, char ** argv)
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printf("SDL Initialization Error: %s\n", SDL_GetError());
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}
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// Initialize image loading:
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IMG_Init(IMG_INIT_PNG);
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SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "2");
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// Create a rectangle to put the ship in:
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SDL_Rect shipRect;
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shipRect.w = 32;
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shipRect.h = 32;
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// Create an SDL window and rendering context in that window:
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SDL_Window * window = SDL_CreateWindow("SDL_TEST", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 640, 0);
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SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, rendererFlags);
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// Load in all of our textures:
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SDL_Texture * idleTexture, * acceleratingTexture, * clockwiseTexture, * anticlockwiseTexture, * currentTexture;
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idleTexture = IMG_LoadTexture(renderer, "./10-Ship-Idle.png");
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clockwiseTexture = IMG_LoadTexture(renderer, "./10-Ship-Clockwise.png");
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acceleratingTexture = IMG_LoadTexture(renderer, "./10-Ship-Accelerating.png");
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anticlockwiseTexture = IMG_LoadTexture(renderer, "./10-Ship-Anticlockwise.png");
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// Enable resizing the window:
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SDL_SetWindowResizable(window, SDL_TRUE);
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@ -230,14 +258,20 @@ int main(int argc, char ** argv)
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positionVector.yComponent = height;
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velocityVector.yComponent *= 0.6;
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}
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// Set the texture to idle:
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currentTexture = idleTexture;
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// Rotate the engine vector if needed:
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if(rotatingClockwise)
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{
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rotateXYVector(&engineVector, 0.1);
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rotateXYVector(&engineVector, 0.1 * deltaTime);
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currentTexture = clockwiseTexture;
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}
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if(rotatingAnticlockwise)
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{
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rotateXYVector(&engineVector, -0.1);
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rotateXYVector(&engineVector, -0.1 * deltaTime);
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currentTexture = anticlockwiseTexture;
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}
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// Calculate the new current velocity:
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@ -245,6 +279,7 @@ int main(int argc, char ** argv)
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if(accelerating)
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{
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addXYVectorDeltaScaled(&velocityVector, &engineVector, deltaTime);
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currentTexture = acceleratingTexture;
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}
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// Calculate the new position:
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@ -253,17 +288,18 @@ int main(int argc, char ** argv)
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positionX = (long)positionVector.xComponent;
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positionY = (long)positionVector.yComponent;
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// Calculate the position of the sprite:
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shipRect.x = positionX - 15;
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shipRect.y = positionY - 15;
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// Set the colour to black:
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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// Clear the screen, filling it with black:
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SDL_RenderClear(renderer);
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// Set the colour to green:
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SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
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// Draw a circle "ship" around the current position:
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DrawCircle(renderer, positionX, positionY, 15);
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// Draw the ship:
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SDL_RenderCopyEx(renderer, currentTexture, NULL, &shipRect, angleBetweenVectors(&engineVector, &upVector) + 90, NULL, 0);
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// Set the colour to yellow:
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SDL_SetRenderDrawColor(renderer, 255, 255, 0, 255);
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@ -276,14 +312,6 @@ int main(int argc, char ** argv)
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(long)(positionVector.xComponent + velocityVector.xComponent * 15),
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(long)(positionVector.yComponent + velocityVector.yComponent * 15));
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// Set the colour to blue:
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SDL_SetRenderDrawColor(renderer, 0, 0, 255, 255);
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// Draw a line showing the direction the engine will accelerate:
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SDL_RenderDrawLine(renderer, positionX, positionY,
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(long)(positionVector.xComponent + engineVector.xComponent * 300),
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(long)(positionVector.yComponent + engineVector.yComponent * 300));
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// Present the rendered graphics:
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SDL_RenderPresent(renderer);
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}
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@ -291,5 +319,5 @@ int main(int argc, char ** argv)
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}
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// ===========================================================================================
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// Local Variables:
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// compile-command: "gcc `sdl2-config --libs --cflags` SDL2-Experiment-09.c -lm"
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// compile-command: "gcc `sdl2-config --libs --cflags` SDL2-Experiment-10.c -lSDL2_image -lm"
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// End:
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