Current Working Tree on <2023-10-21>

This commit is contained in:
Barra Ó Catháin 2023-10-21 18:21:37 +01:00
parent 1a7348dbd0
commit 6cc8ea4084
1 changed files with 45 additions and 5 deletions

View File

@ -63,7 +63,7 @@ int main(int argc, char ** argv)
// Initialize image loading:
IMG_Init(IMG_INIT_PNG);
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "2");
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "0");
// Initialize font support:
TTF_Init();
@ -237,18 +237,37 @@ int main(int argc, char ** argv)
shipRectangles[index].w = 32;
shipRectangles[index].h = 32;
}
SDL_Rect rendererSize;
int width, height;
while (true)
{
SDL_PumpEvents();
SDL_GetKeyboardState(&keyCount);
SDL_GetWindowSize(window, &width, &height);
//SDL_GetWindowSize(window, &width, &height);
// Do input:
networkConfiguration.input.input.turningClockwise = keyboardState[SDL_SCANCODE_RIGHT];
networkConfiguration.input.input.turningAnticlockwise = keyboardState[SDL_SCANCODE_LEFT];
networkConfiguration.input.input.accelerating = keyboardState[SDL_SCANCODE_UP];
if (keyboardState[SDL_SCANCODE_PAGEUP] == 1)
{
float scaleX, scaleY;
SDL_RenderGetScale(renderer, &scaleX, &scaleY);
SDL_RenderSetScale(renderer, scaleX + 0.01, scaleY + 0.01);
}
if (keyboardState[SDL_SCANCODE_PAGEDOWN] == 1)
{
float scaleX, scaleY;
SDL_RenderGetScale(renderer, &scaleX, &scaleY);
SDL_RenderSetScale(renderer, scaleX - 0.01, scaleY - 0.01);
}
SDL_RenderGetViewport(renderer, &rendererSize);
width = rendererSize.w;
height = rendererSize.h;
// Clear the screen:
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
@ -263,7 +282,7 @@ int main(int argc, char ** argv)
while(starfieldRect.y <= (height + 800))
{
SDL_RenderCopy(renderer, starfieldTexture, NULL, &starfieldRect);
starfieldRect.y += 800;
starfieldRect.y += 800;
}
starfieldRect.y = -900 - (long)state->playerStates[playerNumber].position.yComponent % 800;
starfieldRect.x += 800;
@ -292,6 +311,27 @@ int main(int argc, char ** argv)
angleBetweenVectors(&state->playerStates[playerNumber].engine, &upVector) + 90,
NULL, 0);
// Draw every other ship:
for (int index = 0; index < 32; index++)
{
if (index == playerNumber)
{
continue;
}
if (state->playerStates[playerNumber].inPlay == true)
{
shipRectangles[index].x = ((long)(state->playerStates[index].position.xComponent -
state->playerStates[playerNumber].position.xComponent) -
32 + (width/2));
shipRectangles[index].y = ((long)(state->playerStates[index].position.yComponent -
state->playerStates[playerNumber].position.yComponent) -
32 + (height/2));
SDL_RenderCopyEx(renderer, currentTexture, NULL, &shipRectangles[index],
angleBetweenVectors(&state->playerStates[index].engine, &upVector) + 90,
NULL, 0);
}
}
// Present to the screen:
SDL_RenderPresent(renderer);
SDL_Delay(1000 / 144);