Clean-up to make it easier to continue developing.
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21f4786a99
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124
Spacewar.c
124
Spacewar.c
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@ -1,4 +1,4 @@
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// SDL Experiment 06, Barra Ó Catháin.
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// SDL Experiment 07, Barra Ó Catháin.
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// ===================================
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// ===================================
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#include <SDL2/SDL.h>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_timer.h>
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#include <SDL2/SDL_timer.h>
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@ -6,6 +6,48 @@
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#include <stdbool.h>
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#include <stdbool.h>
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#include <stdint.h>
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#include <stdint.h>
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typedef struct xyVector
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{
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double xComponent;
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double yComponent;
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} xyVector;
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// Calculate the vector from point A to point B:
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static inline void xyVectorBetweenPoints(long ax, long ay, long bx, long by, xyVector * vector)
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{
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vector->xComponent = bx - ax;
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vector->yComponent = by - ay;
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}
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// Normalize a vector, returning the magnitude:
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static inline double normalizeXYVector(xyVector * vector)
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{
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double magnitude = sqrt(pow(vector->xComponent, 2) + pow(vector->yComponent, 2));
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vector->xComponent /= magnitude;
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vector->yComponent /= magnitude;
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return magnitude;
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}
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// Add vector B to vector A:
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static inline void addXYVector(xyVector * vectorA, xyVector * vectorB)
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{
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vectorA->xComponent += vectorB->xComponent;
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vectorA->yComponent += vectorB->yComponent;
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}
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// Add vector B to vector A, scaled for units per frame:
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static inline void addXYVectorDeltaScaled(xyVector * vectorA, xyVector * vectorB, double deltaTime)
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{
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vectorA->xComponent += vectorB->xComponent * (0.001 * deltaTime) * 60;
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vectorA->yComponent += vectorB->yComponent * (0.001 * deltaTime) * 60;
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}
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// Multiply a vector by a scalar constant:
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static inline void multiplyXYVector(xyVector * vector, double scalar)
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{
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vector->xComponent *= scalar;
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vector->yComponent *= scalar;
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}
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void DrawCircle(SDL_Renderer * renderer, int32_t centreX, int32_t centreY, int32_t radius)
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void DrawCircle(SDL_Renderer * renderer, int32_t centreX, int32_t centreY, int32_t radius)
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{
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{
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const int32_t diameter = (radius * 2);
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const int32_t diameter = (radius * 2);
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@ -49,12 +91,12 @@ int main(int argc, char ** argv)
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SDL_Event event;
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SDL_Event event;
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bool quit = false;
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bool quit = false;
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int width = 0, height = 0;
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int width = 0, height = 0;
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uint64_t thisFrameTime = SDL_GetPerformanceCounter(), lastFrameTime = 0;
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uint32_t rendererFlags = SDL_RENDERER_ACCELERATED;
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uint32_t rendererFlags = SDL_RENDERER_ACCELERATED;
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double posX = 0, posY = 0, deltaTime = 0;
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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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long positionX = 0, positionY = 0;
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long positionX = 0, positionY = 0;
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double velocityX = 20, velocityY = 0, gravityX = 0, gravityY = 0, gravityMagnitude = 0, gravityAcceleration = 0;
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xyVector positionVector = {100, 100}, velocityVector = {20, 0}, gravityVector = {0, 0};
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// Initialize the SDL library, video, sound, and input:
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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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if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
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{
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{
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@ -94,62 +136,50 @@ int main(int argc, char ** argv)
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// Store the window's current width and height:
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// Store the window's current width and height:
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SDL_GetWindowSize(window, &width, &height);
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SDL_GetWindowSize(window, &width, &height);
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// Calculate the gravity vector:
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// Calculate the vector between the star and ship:
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// Calculate the vector between the star and ship:
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gravityX = (width/2 - posX);
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xyVectorBetweenPoints(positionVector.xComponent, positionVector.yComponent, width/2, height/2, &gravityVector);
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gravityY = (height/2 - posY);
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// Make it into a unit vector:
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// Make it into a unit vector:
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gravityMagnitude = sqrt(pow(gravityX, 2) + pow(gravityY, 2));
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gravityMagnitude = normalizeXYVector(&gravityVector);
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gravityX /= gravityMagnitude;
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gravityY /= gravityMagnitude;
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// Calculate the gravity between them and scale the vector:
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if(gravityMagnitude > 15)
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{
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gravityAcceleration = 2 * (2500 / pow(gravityMagnitude, 2));
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gravityX *= gravityAcceleration;
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gravityY *= gravityAcceleration;
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}
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else
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{
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gravityAcceleration = 0.02 * (2500 / pow(gravityMagnitude, 2));
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gravityX *= gravityAcceleration;
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gravityY *= gravityAcceleration;
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}
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// Calculate the gravity between the star and ship:
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gravityAcceleration = (gravityMagnitude > 15) ?
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2 * (2500 / pow(gravityMagnitude, 2)):
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0.02 * (2500 / pow(gravityMagnitude, 2));
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// Scale the vector:
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multiplyXYVector(&gravityVector, gravityAcceleration);
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// Wrap the position if the ship goes off-screen:
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// Wrap the position if the ship goes off-screen:
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if(posX > width + 15)
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if(positionVector.xComponent > width + 15)
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{
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{
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posX = 0;
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positionVector.xComponent = 0;
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velocityX *= 0.6;
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velocityVector.xComponent *= 0.6;
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}
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}
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if(posY > height + 15)
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if(positionVector.yComponent > height + 15)
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{
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{
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posY = 0;
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positionVector.yComponent = 0;
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velocityY *= 0.6;
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velocityVector.yComponent *= 0.6;
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}
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}
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if(posX < -15)
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if(positionVector.xComponent < -15)
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{
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{
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posX = width;
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positionVector.xComponent = width;
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velocityX *= 0.6;
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velocityVector.xComponent *= 0.6;
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}
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}
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if(posY < -15)
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if(positionVector.yComponent < -15)
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{
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{
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posY = height;
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positionVector.yComponent = height;
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velocityY *= 0.6;
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velocityVector.yComponent *= 0.6;
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}
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}
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// Calculate the new current velocity:
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// Calculate the new current velocity:
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velocityX += gravityX * (deltaTime * 0.001) * 60;
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addXYVectorDeltaScaled(&velocityVector, &gravityVector, deltaTime);
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velocityY += gravityY * (deltaTime * 0.001) * 60;
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// Calculate the new position:
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// Calculate the new position:
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posX += velocityX * (deltaTime * 0.001) * 60;
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addXYVectorDeltaScaled(&positionVector, &velocityVector, deltaTime);
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posY += velocityY * (deltaTime * 0.001) * 60;
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positionX = (long)positionVector.xComponent;
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positionX = (long)posX;
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positionY = (long)positionVector.yComponent;
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positionY = (long)posY;
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// Set the colour to black:
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// Set the colour to black:
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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DrawCircle(renderer, width/2, height/2, 30);
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DrawCircle(renderer, width/2, height/2, 30);
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// Draw a line representing the velocity:
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// Draw a line representing the velocity:
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SDL_RenderDrawLine(renderer, positionX, positionY, (long)(posX + velocityX * 3), (long)(posY + velocityY * 3));
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SDL_RenderDrawLine(renderer, positionX, positionY,
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(long)(positionVector.xComponent + velocityVector.xComponent * 3),
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(long)(positionVector.yComponent + velocityVector.yComponent * 3));
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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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// ===========================================================================================
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// ===========================================================================================
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// Local Variables:
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// Local Variables:
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// compile-command: "gcc `sdl2-config --libs --cflags` SDL2-Experiment-06.c -lm"
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// compile-command: "gcc `sdl2-config --libs --cflags` SDL2-Experiment-07.c -lm"
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// End:
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// End:
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