Added multiplayer input and began cleanup

This commit is contained in:
Barra Ó Catháin 2023-03-20 14:51:43 +00:00
parent aaaea33697
commit 66ed3e156c
4 changed files with 401 additions and 310 deletions

View File

@ -1,4 +1,4 @@
// SDL Experiment 17, Barra Ó Catháin.
// Spacewar Client, Barra Ó Catháin.
// ===================================
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
@ -10,32 +10,8 @@
#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;
}
#include "xyVector.h"
#include "spacewarPlayer.h"
void DrawCircle(SDL_Renderer * renderer, int32_t centreX, int32_t centreY, int32_t radius)
{
@ -78,7 +54,7 @@ void DrawCircle(SDL_Renderer * renderer, int32_t centreX, int32_t centreY, int32
int main(int argc, char ** argv)
{
SDL_Event event;
bool quit = false;
bool quit = false, rotatingClockwise = false, rotatingAnticlockwise = false, accelerating = false;
int width = 0, height = 0;
uint32_t rendererFlags = SDL_RENDERER_ACCELERATED;
uint64_t thisFrameTime = SDL_GetPerformanceCounter(), lastFrameTime = 0;
@ -87,8 +63,8 @@ int main(int argc, char ** argv)
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)
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);
@ -98,8 +74,8 @@ int main(int argc, char ** argv)
// 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);
read_timeout.tv_usec = 16;
setsockopt(receiveSocket, SOL_SOCKET, SO_RCVTIMEO, &read_timeout, sizeof(read_timeout));
// Create and fill the information needed to bind to the socket:
struct sockaddr_in serverAddress;
@ -109,12 +85,29 @@ int main(int argc, char ** argv)
serverAddress.sin_port = htons(12000);
// Bind to the socket:
if (bind(socketFileDesc, (const struct sockaddr *)&serverAddress, sizeof(serverAddress)) < 0)
if (bind(receiveSocket, (const struct sockaddr *)&serverAddress, sizeof(serverAddress)) < 0)
{
perror("bind failed");
exit(EXIT_FAILURE);
}
// 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;
memset(&sendAddress, 0, sizeof(sendAddress));
sendAddress.sin_family = AF_INET; // IPv4
sendAddress.sin_addr.s_addr = inet_addr("127.0.0.1");
sendAddress.sin_port = htons(12001);
// Get the initial
ship shipA;
ship shipB;
@ -147,13 +140,15 @@ int main(int argc, char ** argv)
// Enable resizing the window:
SDL_SetWindowResizable(window, SDL_TRUE);
ship Temp;
playerController playerOne;
playerOne.number = 1;
bool shipAUpdated, shipBUpdated;
while (!quit)
{
while(!(shipAUpdated && shipBUpdated))
{
// Receive data from the socket:
recvfrom(socketFileDesc, &Temp, sizeof(ship), 0, NULL, NULL);
recvfrom(receiveSocket, &Temp, sizeof(ship), 0, NULL, NULL);
if(Temp.number == 0)
{
shipA = Temp;
@ -176,13 +171,61 @@ int main(int argc, char ** argv)
quit = true;
break;
}
case SDL_KEYDOWN:
{
switch (event.key.keysym.sym)
{
case SDLK_LEFT:
{
playerOne.turningAnticlockwise = true;
break;
}
case SDLK_RIGHT:
{
playerOne.turningClockwise = true;
break;
}
case SDLK_UP:
{
playerOne.accelerating = true;
break;
}
default:
{
break;
}
}
break;
}
case SDL_KEYUP:
{
switch (event.key.keysym.sym)
{
case SDLK_LEFT:
{
playerOne.turningAnticlockwise = false;
break;
}
case SDLK_RIGHT:
{
playerOne.turningClockwise = false;
break;
}
case SDLK_UP:
{
playerOne.accelerating = false;
break;
}
}
}
default:
{
break;
}
break;
}
}
sendto(sendSocket, &playerOne, sizeof(playerOne), 0, (const struct sockaddr *)&sendAddress, sizeof(sendAddress));
// Store the window's current width and height:
SDL_GetWindowSize(window, &width, &height);
@ -204,9 +247,9 @@ int main(int argc, char ** argv)
// Draw the ship:
SDL_RenderCopyEx(renderer, currentTexture, NULL, &shipA.rectangle,
angleBetweenVectors(&shipA.velocity, &upVector) + 90, NULL, 0);
angleBetweenVectors(&shipA.engine, &upVector) + 90, NULL, 0);
SDL_RenderCopyEx(renderer, currentTexture, NULL, &shipB.rectangle,
angleBetweenVectors(&shipB.velocity, &upVector) + 90, NULL, 0);
angleBetweenVectors(&shipB.engine, &upVector) + 90, NULL, 0);
// Set the colour to yellow:
SDL_SetRenderDrawColor(renderer, 255, 255, 0, 255);
@ -224,5 +267,5 @@ int main(int argc, char ** argv)
}
// ========================================================================================================
// Local Variables:
// compile-command: "gcc `sdl2-config --libs --cflags` SDL2-Experiment-17-Client.c -lSDL2_image -lm -o 'Spacewar Client!'"
// compile-command: "gcc `sdl2-config --libs --cflags` Spacewar-Client.c -lSDL2_image -lm -o 'Spacewar Client!'"
// End:

View File

@ -1,4 +1,4 @@
// SDL Experiment 17, Barra Ó Catháin.
// Spacewar, Barra Ó Catháin.
// ===================================
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
@ -10,80 +10,8 @@
#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;
// Calculate the vector from point A to point B:
static inline void xyVectorBetweenPoints(long ax, long ay, long bx, long by, xyVector * vector)
{
vector->xComponent = bx - ax;
vector->yComponent = by - ay;
}
// Normalize a vector, returning the magnitude:
static inline double normalizeXYVector(xyVector * vector)
{
double magnitude = sqrt(pow(vector->xComponent, 2) + pow(vector->yComponent, 2));
if(magnitude != 0)
{
vector->xComponent /= magnitude;
vector->yComponent /= magnitude;
}
return magnitude;
}
// 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;
}
// Rotate XY vector by a given number of degrees:
static inline void rotateXYVector(xyVector * vector, double degrees)
{
double xComponent = vector->xComponent, yComponent = vector->yComponent;
vector->xComponent = (cos(degrees * 0.01745329) * xComponent) - (sin(degrees * 0.01745329) * yComponent);
vector->yComponent = (sin(degrees * 0.01745329) * xComponent) + (cos(degrees * 0.01745329) * yComponent);
}
// Add vector B to vector A:
static inline void addXYVector(xyVector * vectorA, xyVector * vectorB)
{
vectorA->xComponent += vectorB->xComponent;
vectorA->yComponent += vectorB->yComponent;
}
// Add vector B to vector A, scaled for units per frame:
static inline void addXYVectorDeltaScaled(xyVector * vectorA, xyVector * vectorB, double deltaTime)
{
vectorA->xComponent += vectorB->xComponent * (0.001 * deltaTime) * 60;
vectorA->yComponent += vectorB->yComponent * (0.001 * deltaTime) * 60;
}
// Multiply a vector by a scalar constant:
static inline void multiplyXYVector(xyVector * vector, double scalar)
{
vector->xComponent *= scalar;
vector->yComponent *= scalar;
}
#include "xyVector.h"
#include "spacewarPlayer.h"
void DrawCircle(SDL_Renderer * renderer, int32_t centreX, int32_t centreY, int32_t radius)
{
@ -138,7 +66,7 @@ void calculateGravity(xyVector * starPosition, ship * shipUnderGravity)
{
if(gravityMagnitude >= 116)
{
gravityAcceleration = pow(2, (2500 / (pow(gravityMagnitude, 2)))) / 10;
gravityAcceleration = pow(2, (3000 / (pow(gravityMagnitude, 2)))) / 8;
}
else
{
@ -163,33 +91,144 @@ void calculateGravity(xyVector * starPosition, ship * shipUnderGravity)
ship createShip(int width, int height, double positionX, double positionY, double velocityX, double velocityY, int number)
{
ship newShip;
// Player number:
newShip.number = number;
// Rectangle to show the ship in:
newShip.rectangle.w = width;
newShip.rectangle.h = height;
// Position:
newShip.position.xComponent = positionX;
newShip.position.yComponent = positionY;
// Velocity:
newShip.velocity.xComponent = velocityX;
newShip.velocity.yComponent = velocityY;
// Gravity:
newShip.gravity.xComponent = 0;
newShip.gravity.yComponent = 0;
newShip.number = number;
// Engine:
newShip.engine.yComponent = 0;
newShip.engine.xComponent = 0.1;
return newShip;
}
playerController createShipPlayerController(ship * ship)
{
playerController newController;
newController.number = ship->number;
return newController;
}
static inline void takeNetworkInput(playerController * controller, int descriptor)
{
recvfrom(descriptor, controller, sizeof(playerController), 0, NULL, NULL);
}
static inline void getPlayerInput(playerController * controller, int playerNumber)
{
SDL_PumpEvents();
const uint8_t * keyboardState = SDL_GetKeyboardState(NULL);
if(keyboardState[SDL_SCANCODE_UP] == 1)
{
controller->accelerating = true;
}
else
{
controller->accelerating = false;
}
if(keyboardState[SDL_SCANCODE_LEFT] == 1)
{
controller->turningAnticlockwise = true;
}
else
{
controller->turningAnticlockwise = false;;
}
if(keyboardState[SDL_SCANCODE_RIGHT] == 1)
{
controller->turningClockwise = true;
}
else
{
controller->turningClockwise = false;
}
if(controller->joystick != NULL)
{
controller->turningAmount = SDL_JoystickGetAxis(controller->joystick, 0);
controller->acceleratingAmount = SDL_JoystickGetAxis(controller->joystick, 5);
}
}
void doShipInput(playerController * controller, ship * ship, xyVector starPosition, double deltaTime)
{
if(controller->number == ship->number)
{
// Calculate the gravity for the ships:
calculateGravity(&starPosition, ship);
// Rotate the engine vector if needed:
if (controller->turningClockwise)
{
rotateXYVector(&ship->engine, 0.25 * deltaTime);
}
else if (controller->turningAmount > 2500)
{
double rotationalSpeed = (controller->turningAmount / 20000);
rotateXYVector(&ship->engine, 0.25 * deltaTime * rotationalSpeed);
}
if (controller->turningAnticlockwise)
{
rotateXYVector(&ship->engine, -0.25 * deltaTime);
}
else if (controller->turningAmount < -2500)
{
double rotationalSpeed = (controller->turningAmount / 20000);
rotateXYVector(&ship->engine, 0.25 * deltaTime * rotationalSpeed);
}
// Calculate the new current velocity:
addXYVectorDeltaScaled(&ship->velocity, &ship->gravity, deltaTime);
if (controller->acceleratingAmount > 2500)
{
xyVector temporary = ship->engine;
multiplyXYVector(&ship->engine, controller->acceleratingAmount/ 32748);
SDL_HapticRumblePlay(controller->haptic, (float)controller->acceleratingAmount / 32768, 20);
addXYVectorDeltaScaled(&ship->velocity, &ship->engine, deltaTime);
ship->engine = temporary;
}
else if (controller->accelerating)
{
addXYVectorDeltaScaled(&ship->velocity, &ship->engine, deltaTime);
}
// Calculate the new position:
addXYVectorDeltaScaled(&ship->position, &ship->velocity, deltaTime);
}
}
int main(int argc, char ** argv)
{
SDL_Event event;
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;
double deltaTime = 0, gravityMagnitude = 0, gravityAcceleration = 0, frameAccumulator = 0;
long starPositionX = 0, starPositionY = 0;
double deltaTime = 0, frameAccumulator = 0;
bool quit = false, rotatingClockwise = false, rotatingAnticlockwise = false, accelerating = false;
xyVector positionVector = {512, 512}, velocityVector = {1, 0}, gravityVector = {0, 0},
engineVector = {0.08, 0}, upVector = {0, 0.1}, starPosition = {0, 0};
xyVector engineVector = {0.85, 0}, upVector = {0, 0.1}, starPosition = {0, 0};
// Create the socket:
int socketFileDesc = socket(AF_INET, SOCK_DGRAM, 0);
if (socketFileDesc < 0)
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);
@ -197,10 +236,38 @@ int main(int argc, char ** argv)
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 serverAddress;
serverAddress.sin_family = AF_INET; // IPv4
serverAddress.sin_addr.s_addr = inet_addr("127.0.0.1");
serverAddress.sin_port = htons(12000);
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);
}
ship shipA = createShip(32, 32, 512, 512, 1, 0, 0);
ship shipB = createShip(32, 32, -512, -512, 0, 1, 1);
@ -211,30 +278,54 @@ int main(int argc, char ** argv)
printf("SDL Initialization Error: %s\n", SDL_GetError());
}
// Initialize image loading:
IMG_Init(IMG_INIT_PNG);
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);
// Check for joysticks:
SDL_Joystick * controller = NULL;
SDL_Haptic * haptic = NULL;
if (SDL_NumJoysticks() < 1 )
{
printf( "Warning: No joysticks connected!\n" );
}
else
{
// 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. \n");
int joystickIndex = 0;
while(SDL_JoystickGetButton(joysticksList[joystickIndex], 0) == 0)
{
SDL_PumpEvents();
joystickIndex++;
if(joystickIndex >= joystickListLength)
{
joystickIndex = 0;
}
}
// Load joystick
controller = SDL_JoystickOpen(0);
if (controller == NULL )
playerOne.joystick = joysticksList[joystickIndex];
if (playerOne.joystick == NULL )
{
printf( "Warning: Unable to open game controller! SDL Error: %s\n", SDL_GetError() );
}
haptic = SDL_HapticOpenFromJoystick(controller);
SDL_HapticRumbleInit(haptic);
playerOne.haptic = SDL_HapticOpenFromJoystick(playerOne.joystick);
SDL_HapticRumbleInit(playerOne.haptic);
}
// Initialize image loading:
IMG_Init(IMG_INIT_PNG);
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "2");
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
// 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);
@ -249,47 +340,26 @@ int main(int argc, char ** argv)
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;
// Enable resizing the window:
SDL_SetWindowResizable(window, SDL_TRUE);
lastFrameTime = SDL_GetPerformanceCounter();
thisFrameTime = SDL_GetPerformanceCounter();
while (!quit)
{
lastFrameTime = thisFrameTime;
thisFrameTime = SDL_GetPerformanceCounter();
deltaTime = (double)(((thisFrameTime - lastFrameTime) * 1000) / (double)SDL_GetPerformanceFrequency());
// Check for left movement on the stick:
if (SDL_JoystickGetAxis(controller, 0) < -2500)
{
rotatingAnticlockwise = true;
}
else
{
rotatingAnticlockwise = false;
}
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 for right movement on the stick:
if (SDL_JoystickGetAxis(controller, 0) > 2500)
{
rotatingClockwise = true;
}
else
{
rotatingClockwise = false;
}
// Check for movement on the right trigger:
if (SDL_JoystickGetAxis(controller, 5) > 2500)
{
accelerating = true;
}
else
{
accelerating = false;
}
// Check if the user wants to quit:
// Check input:
while (SDL_PollEvent(&event))
{
switch (event.type)
@ -299,63 +369,6 @@ int main(int argc, char ** argv)
quit = true;
break;
}
case SDL_KEYDOWN:
{
switch (event.key.keysym.sym)
{
case SDLK_LEFT:
{
rotatingAnticlockwise = true;
break;
}
case SDLK_RIGHT:
{
rotatingClockwise = true;
break;
}
case SDLK_UP:
{
accelerating = true;
break;
}
default:
{
break;
}
}
break;
}
case SDL_KEYUP:
{
switch (event.key.keysym.sym)
{
case SDLK_LEFT:
{
rotatingAnticlockwise = false;
break;
}
case SDLK_RIGHT:
{
rotatingClockwise = false;
break;
}
case SDLK_UP:
{
accelerating = false;
frameAccumulator = 0;
break;
}
default:
{
break;
}
}
break;
}
default:
{
break;
}
}
}
@ -398,77 +411,21 @@ int main(int argc, char ** argv)
shipB.velocity.yComponent *= 0.9;
}
// Store the window's current width and height:
SDL_GetWindowSize(window, &width, &height);
// Get the needed input:
getPlayerInput(&playerOne, 0);
takeNetworkInput(&playerTwo, receiveSocket);
// Calculate the gravity for the ships:
calculateGravity(&starPosition, &shipA);
calculateGravity(&starPosition, &shipB);
// Do the needed input:
doShipInput(&playerOne, &shipA, starPosition, deltaTime);
doShipInput(&playerTwo, &shipB, starPosition, deltaTime);
// Set the texture to idle:
currentTexture = idleTexture;
// Rotate the engine vector if needed:
if(rotatingClockwise)
{
if (SDL_JoystickGetAxis(controller, 0) > 2500)
{
double rotationalSpeed = ((double)SDL_JoystickGetAxis(controller, 0) / 20000) * -1;
rotateXYVector(&engineVector, -0.25 * deltaTime * rotationalSpeed);
}
else
{
rotateXYVector(&engineVector, 0.25 * deltaTime);
}
currentTexture = clockwiseTexture;
}
if(rotatingAnticlockwise)
{
if (SDL_JoystickGetAxis(controller, 0) < -2500)
{
double rotationalSpeed = ((double)SDL_JoystickGetAxis(controller, 0) / 20000) * -1;
rotateXYVector(&engineVector, -0.25 * deltaTime * rotationalSpeed);
}
else
{
rotateXYVector(&engineVector, -0.25 * deltaTime);
}
currentTexture = anticlockwiseTexture;
}
// Calculate the new current velocity:
addXYVectorDeltaScaled(&shipA.velocity, &shipA.gravity, deltaTime);
addXYVectorDeltaScaled(&shipB.velocity, &shipB.gravity, deltaTime);
if (accelerating)
{
if (controller != NULL)
{
SDL_HapticRumblePlay(haptic, (float)SDL_JoystickGetAxis(controller, 5) / 32768, 20);
}
xyVector temporary = engineVector;
multiplyXYVector(&engineVector, SDL_JoystickGetAxis(controller, 5) / 30000);
addXYVectorDeltaScaled(&shipA.velocity, &engineVector, deltaTime);
engineVector = temporary;
frameAccumulator += deltaTime;
currentTexture = acceleratingTexture;
if((long)frameAccumulator % 4)
{
currentTexture = acceleratingTexture2;
}
}
// Calculate the new position:
addXYVectorDeltaScaled(&shipA.position, &shipA.velocity, deltaTime);
addXYVectorDeltaScaled(&shipB.position, &shipB.velocity, deltaTime);
// Calculate the position of the sprites:
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));
// Set the colour to black:
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
@ -477,9 +434,9 @@ int main(int argc, char ** argv)
// Draw the ship:
SDL_RenderCopyEx(renderer, currentTexture, NULL, &shipA.rectangle,
angleBetweenVectors(&engineVector, &upVector) + 90, NULL, 0);
angleBetweenVectors(&shipA.engine, &upVector) + 90, NULL, 0);
SDL_RenderCopyEx(renderer, currentTexture, NULL, &shipB.rectangle,
angleBetweenVectors(&shipB.velocity, &upVector) + 90, NULL, 0);
angleBetweenVectors(&shipB.engine, &upVector) + 90, NULL, 0);
// Set the colour to yellow:
SDL_SetRenderDrawColor(renderer, 255, 255, 0, 255);
@ -508,13 +465,10 @@ int main(int argc, char ** argv)
// Present the rendered graphics:
SDL_RenderPresent(renderer);
sendto(socketFileDesc, &shipA, sizeof(ship), 0, (const struct sockaddr *)&serverAddress, sizeof(serverAddress));
sendto(socketFileDesc, &shipB, sizeof(ship), 0, (const struct sockaddr *)&serverAddress, sizeof(serverAddress));
}
return 0;
}
// ========================================================================================================
// Local Variables:
// compile-command: "gcc `sdl2-config --libs --cflags` SDL2-Experiment-17.c -lSDL2_image -lm -o 'Spacewar!'"
// compile-command: "gcc `sdl2-config --libs --cflags` Spacewar.c -lSDL2_image -lm -o 'Spacewar!'"
// End:

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#ifndef SPACEWARPLAYER_H
#define SPACEWARPLAYER_H
#include "xyVector.h"
// A struct storing the needed data to draw a ship:
typedef struct ship
{
int number;
xyVector engine;
xyVector gravity;
xyVector position;
xyVector velocity;
SDL_Rect rectangle;
} ship;
// A struct to store the input state for one player:
typedef struct playerController
{
SDL_Joystick * joystick;
SDL_Haptic * haptic;
int number;
double turningAmount, acceleratingAmount;
bool turningClockwise, turningAnticlockwise, accelerating;
} playerController;
#endif

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#ifndef XYVECTOR_H
#define XYVECTOR_H
#include <math.h>
// A 2D vector:
typedef struct xyVector
{
double xComponent;
double yComponent;
} xyVector;
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;
}
// Calculate the vector from point A to point B:
static inline void xyVectorBetweenPoints(long ax, long ay, long bx, long by, xyVector * vector)
{
vector->xComponent = bx - ax;
vector->yComponent = by - ay;
}
// Normalize a vector, returning the magnitude:
static inline double normalizeXYVector(xyVector * vector)
{
double magnitude = sqrt(pow(vector->xComponent, 2) + pow(vector->yComponent, 2));
if(magnitude != 0)
{
vector->xComponent /= magnitude;
vector->yComponent /= magnitude;
}
return magnitude;
}
// Rotate XY vector by a given number of degrees:
static inline void rotateXYVector(xyVector * vector, double degrees)
{
double xComponent = vector->xComponent, yComponent = vector->yComponent;
vector->xComponent = (cos(degrees * 0.01745329) * xComponent) - (sin(degrees * 0.01745329) * yComponent);
vector->yComponent = (sin(degrees * 0.01745329) * xComponent) + (cos(degrees * 0.01745329) * yComponent);
}
// Add vector B to vector A:
static inline void addXYVector(xyVector * vectorA, xyVector * vectorB)
{
vectorA->xComponent += vectorB->xComponent;
vectorA->yComponent += vectorB->yComponent;
}
// Add vector B to vector A, scaled for units per frame:
static inline void addXYVectorDeltaScaled(xyVector * vectorA, xyVector * vectorB, double deltaTime)
{
vectorA->xComponent += vectorB->xComponent * (0.001 * deltaTime) * 60;
vectorA->yComponent += vectorB->yComponent * (0.001 * deltaTime) * 60;
}
// Multiply a vector by a scalar constant:
static inline void multiplyXYVector(xyVector * vector, double scalar)
{
vector->xComponent *= scalar;
vector->yComponent *= scalar;
}
#endif