Added a moving camera and a wider playfield.

This commit is contained in:
Barra Ó Catháin 2023-03-16 00:20:25 +00:00
parent e0324d092e
commit 2605f681f6
6 changed files with 74 additions and 46 deletions

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@ -1,4 +1,4 @@
// SDL Experiment 11, Barra Ó Catháin. // SDL Experiment 12, Barra Ó Catháin.
// =================================== // ===================================
#include <SDL2/SDL.h> #include <SDL2/SDL.h>
#include <SDL2/SDL_image.h> #include <SDL2/SDL_image.h>
@ -107,12 +107,12 @@ int main(int argc, char ** argv)
{ {
SDL_Event event; SDL_Event event;
int width = 0, height = 0; int width = 0, height = 0;
long positionX = 0, positionY = 0;
uint32_t rendererFlags = SDL_RENDERER_ACCELERATED; uint32_t rendererFlags = SDL_RENDERER_ACCELERATED;
uint64_t thisFrameTime = SDL_GetPerformanceCounter(), lastFrameTime = 0; uint64_t thisFrameTime = SDL_GetPerformanceCounter(), lastFrameTime = 0;
long positionX = 512, positionY = 512, starPositionX = 0, starPositionY = 0;
double deltaTime = 0, gravityMagnitude = 0, gravityAcceleration = 0, frameAccumulator = 0; double deltaTime = 0, gravityMagnitude = 0, gravityAcceleration = 0, frameAccumulator = 0;
bool quit = false, rotatingClockwise = false, rotatingAnticlockwise = false, accelerating = false; bool quit = false, rotatingClockwise = false, rotatingAnticlockwise = false, accelerating = false;
xyVector positionVector = {100, 100}, velocityVector = {0, 0}, gravityVector = {0, 0}, engineVector = {0.08, 0}, upVector = {0, 0.1}; xyVector positionVector = {512, 512}, velocityVector = {1, 0}, gravityVector = {0, 0}, engineVector = {0.16, 0}, upVector = {0, 0.1};
// Initialize the SDL library, video, sound, and input: // Initialize the SDL library, video, sound, and input:
if (SDL_Init(SDL_INIT_EVERYTHING) != 0) if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
@ -130,18 +130,18 @@ int main(int argc, char ** argv)
shipRect.h = 32; shipRect.h = 32;
// Create an SDL window and rendering context in that window: // Create an SDL window and rendering context in that window:
SDL_Window * window = SDL_CreateWindow("SDL_TEST", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 640, 0); 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_Renderer * renderer = SDL_CreateRenderer(window, -1, rendererFlags);
// Load in all of our textures: // Load in all of our textures:
SDL_Texture * idleTexture, * acceleratingTexture, * clockwiseTexture, * anticlockwiseTexture, * currentTexture, SDL_Texture * idleTexture, * acceleratingTexture, * clockwiseTexture, * anticlockwiseTexture, * currentTexture,
* acceleratingTexture2; * acceleratingTexture2;
idleTexture = IMG_LoadTexture(renderer, "./11-Ship-Idle.png"); idleTexture = IMG_LoadTexture(renderer, "./Experiment-12-Images/Ship-Idle.png");
clockwiseTexture = IMG_LoadTexture(renderer, "./11-Ship-Clockwise.png"); clockwiseTexture = IMG_LoadTexture(renderer, "./Experiment-12-Images/Ship-Clockwise.png");
acceleratingTexture = IMG_LoadTexture(renderer, "./11-Ship-Accelerating.png"); acceleratingTexture = IMG_LoadTexture(renderer, "./Experiment-12-Images/Ship-Accelerating.png");
anticlockwiseTexture = IMG_LoadTexture(renderer, "./11-Ship-Anticlockwise.png"); anticlockwiseTexture = IMG_LoadTexture(renderer, "./Experiment-12-Images/Ship-Anticlockwise.png");
acceleratingTexture2 = IMG_LoadTexture(renderer, "./11-Ship-Accelerating-Frame-2.png"); acceleratingTexture2 = IMG_LoadTexture(renderer, "./Experiment-12-Images/Ship-Accelerating-Frame-2.png");
// Enable resizing the window: // Enable resizing the window:
SDL_SetWindowResizable(window, SDL_TRUE); SDL_SetWindowResizable(window, SDL_TRUE);
@ -222,57 +222,75 @@ int main(int argc, char ** argv)
} }
} }
// Wrap the position if the ship goes interstellar:
if(positionVector.xComponent > 4096)
{
positionVector.xComponent = -2000;
velocityVector.xComponent *= 0.9;
}
else if(positionVector.xComponent < -4096)
{
positionVector.xComponent = 2000;
velocityVector.xComponent *= 0.9;
}
if(positionVector.yComponent > 4096)
{
positionVector.yComponent = -2000;
velocityVector.yComponent *= 0.9;
}
else if(positionVector.yComponent < -4096)
{
positionVector.yComponent = 2000;
velocityVector.yComponent *= 0.9;
}
// Store the window's current width and height: // Store the window's current width and height:
SDL_GetWindowSize(window, &width, &height); SDL_GetWindowSize(window, &width, &height);
// Calculate the vector between the star and ship: // Calculate the vector between the star and ship:
xyVectorBetweenPoints(positionVector.xComponent, positionVector.yComponent, width/2, height/2, &gravityVector); xyVectorBetweenPoints(positionVector.xComponent, positionVector.yComponent, starPositionX, starPositionY, &gravityVector);
// Make it into a unit vector: // Make it into a unit vector:
gravityMagnitude = normalizeXYVector(&gravityVector); gravityMagnitude = normalizeXYVector(&gravityVector);
// Calculate the gravity between the star and ship: // Calculate the gravity between the star and ship:
gravityAcceleration = (gravityMagnitude >= 45) ? if(gravityMagnitude != 0)
(2500 / pow(gravityMagnitude, 2)): {
0; if(gravityMagnitude >= 215)
{
gravityAcceleration = 10 * (9000 / (pow(gravityMagnitude, 2)));
}
else
{
gravityAcceleration = 0.5 * (5000 / (pow(gravityMagnitude, 2)));
}
}
else
{
gravityAcceleration = 1;
}
if(gravityAcceleration < 0.01)
{
gravityAcceleration = 0.01;
}
// Scale the vector: // Scale the vector:
multiplyXYVector(&gravityVector, gravityAcceleration); multiplyXYVector(&gravityVector, gravityAcceleration);
// Wrap the position if the ship goes off-screen:
if(positionVector.xComponent > width + 15)
{
positionVector.xComponent = 0;
velocityVector.xComponent *= 0.6;
}
if(positionVector.yComponent > height + 15)
{
positionVector.yComponent = 0;
velocityVector.yComponent *= 0.6;
}
if(positionVector.xComponent < -15)
{
positionVector.xComponent = width;
velocityVector.xComponent *= 0.6;
}
if(positionVector.yComponent < -15)
{
positionVector.yComponent = height;
velocityVector.yComponent *= 0.6;
}
// Set the texture to idle: // Set the texture to idle:
currentTexture = idleTexture; currentTexture = idleTexture;
// Rotate the engine vector if needed: // Rotate the engine vector if needed:
if(rotatingClockwise) if(rotatingClockwise)
{ {
rotateXYVector(&engineVector, 0.1 * deltaTime); rotateXYVector(&engineVector, 0.25 * deltaTime);
currentTexture = clockwiseTexture; currentTexture = clockwiseTexture;
} }
if(rotatingAnticlockwise) if(rotatingAnticlockwise)
{ {
rotateXYVector(&engineVector, -0.1 * deltaTime); rotateXYVector(&engineVector, -0.25 * deltaTime);
currentTexture = anticlockwiseTexture; currentTexture = anticlockwiseTexture;
} }
@ -296,8 +314,8 @@ int main(int argc, char ** argv)
positionY = (long)positionVector.yComponent; positionY = (long)positionVector.yComponent;
// Calculate the position of the sprite: // Calculate the position of the sprite:
shipRect.x = positionX - 15; shipRect.x = (width/2) - 15;
shipRect.y = positionY - 15; shipRect.y = (height/2) - 15;
// Set the colour to black: // Set the colour to black:
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
@ -311,13 +329,23 @@ int main(int argc, char ** argv)
// Set the colour to yellow: // Set the colour to yellow:
SDL_SetRenderDrawColor(renderer, 255, 255, 0, 255); SDL_SetRenderDrawColor(renderer, 255, 255, 0, 255);
// Draw a circle in the center as the star: // Draw a circle as the star:
DrawCircle(renderer, width/2, height/2, 30); DrawCircle(renderer, (long)(starPositionX - positionX) + width/2, (long)(starPositionY - positionY) + height/2 , 200);
// Draw a line representing the velocity: // Draw a line representing the velocity:
SDL_RenderDrawLine(renderer, positionX, positionY, SDL_RenderDrawLine(renderer, width/2, height/2,
(long)(positionVector.xComponent + velocityVector.xComponent * 15), (long)((width/2) + velocityVector.xComponent * 15),
(long)(positionVector.yComponent + velocityVector.yComponent * 15)); (long)((height/2) + velocityVector.yComponent * 15));
// Set the colour to blue:
SDL_SetRenderDrawColor(renderer, 0, 0, 255, 255);
// Draw a line representing the direction of the star:
normalizeXYVector(&gravityVector);
multiplyXYVector(&gravityVector, 100);
SDL_RenderDrawLine(renderer, width/2, height/2,
(long)((width/2) + gravityVector.xComponent),
(long)((height/2) + gravityVector.yComponent));
// Present the rendered graphics: // Present the rendered graphics:
SDL_RenderPresent(renderer); SDL_RenderPresent(renderer);
@ -326,5 +354,5 @@ int main(int argc, char ** argv)
} }
// =========================================================================================== // ===========================================================================================
// Local Variables: // Local Variables:
// compile-command: "gcc `sdl2-config --libs --cflags` SDL2-Experiment-11.c -lSDL2_image -lm" // compile-command: "gcc `sdl2-config --libs --cflags` SDL2-Experiment-12.c -lSDL2_image -lm"
// End: // End: