Added simple animation to the sprites.
After Width: | Height: | Size: 6.5 KiB |
Before Width: | Height: | Size: 1023 B After Width: | Height: | Size: 1023 B |
Before Width: | Height: | Size: 992 B After Width: | Height: | Size: 992 B |
Before Width: | Height: | Size: 1004 B After Width: | Height: | Size: 1004 B |
Before Width: | Height: | Size: 981 B After Width: | Height: | Size: 981 B |
29
Spacewar.c
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@ -1,4 +1,4 @@
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// SDL Experiment 10, Barra Ó Catháin.
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// SDL Experiment 11, 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_image.h>
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#include <SDL2/SDL_image.h>
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@ -109,10 +109,10 @@ int main(int argc, char ** argv)
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int width = 0, height = 0;
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int width = 0, height = 0;
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long positionX = 0, positionY = 0;
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long positionX = 0, positionY = 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 deltaTime = 0, gravityMagnitude = 0, gravityAcceleration = 0;
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uint64_t thisFrameTime = SDL_GetPerformanceCounter(), lastFrameTime = 0;
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uint64_t thisFrameTime = SDL_GetPerformanceCounter(), lastFrameTime = 0;
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double deltaTime = 0, gravityMagnitude = 0, gravityAcceleration = 0, frameAccumulator = 0;
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bool quit = false, rotatingClockwise = false, rotatingAnticlockwise = false, accelerating = false;
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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}, upVector = {0, 0.1};
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xyVector positionVector = {100, 100}, velocityVector = {0, 0}, gravityVector = {0, 0}, engineVector = {0.08, 0}, upVector = {0, 0.1};
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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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@ -134,13 +134,14 @@ int main(int argc, char ** argv)
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SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, rendererFlags);
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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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// Load in all of our textures:
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SDL_Texture * idleTexture, * acceleratingTexture, * clockwiseTexture, * anticlockwiseTexture, * currentTexture;
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SDL_Texture * idleTexture, * acceleratingTexture, * clockwiseTexture, * anticlockwiseTexture, * currentTexture,
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* acceleratingTexture2;
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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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idleTexture = IMG_LoadTexture(renderer, "./11-Ship-Idle.png");
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clockwiseTexture = IMG_LoadTexture(renderer, "./11-Ship-Clockwise.png");
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acceleratingTexture = IMG_LoadTexture(renderer, "./11-Ship-Accelerating.png");
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anticlockwiseTexture = IMG_LoadTexture(renderer, "./11-Ship-Anticlockwise.png");
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acceleratingTexture2 = IMG_LoadTexture(renderer, "./11-Ship-Accelerating-Frame-2.png");
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// Enable resizing the window:
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// Enable resizing the window:
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SDL_SetWindowResizable(window, SDL_TRUE);
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SDL_SetWindowResizable(window, SDL_TRUE);
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@ -204,6 +205,7 @@ int main(int argc, char ** argv)
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case SDLK_UP:
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case SDLK_UP:
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{
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{
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accelerating = false;
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accelerating = false;
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frameAccumulator = 0;
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break;
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break;
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}
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}
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default:
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default:
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@ -231,7 +233,7 @@ int main(int argc, char ** argv)
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// Calculate the gravity between the star and ship:
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// Calculate the gravity between the star and ship:
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gravityAcceleration = (gravityMagnitude >= 45) ?
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gravityAcceleration = (gravityMagnitude >= 45) ?
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0.5 * (2500 / pow(gravityMagnitude, 2)):
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(2500 / pow(gravityMagnitude, 2)):
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0;
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0;
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// Scale the vector:
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// Scale the vector:
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@ -279,7 +281,12 @@ int main(int argc, char ** argv)
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if(accelerating)
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if(accelerating)
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{
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{
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addXYVectorDeltaScaled(&velocityVector, &engineVector, deltaTime);
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addXYVectorDeltaScaled(&velocityVector, &engineVector, deltaTime);
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frameAccumulator += deltaTime;
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currentTexture = acceleratingTexture;
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currentTexture = acceleratingTexture;
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if((long)frameAccumulator % 4)
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{
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currentTexture = acceleratingTexture2;
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}
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}
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}
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// Calculate the new position:
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// Calculate the new position:
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@ -319,5 +326,5 @@ int main(int argc, char ** argv)
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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-10.c -lSDL2_image -lm"
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// compile-command: "gcc `sdl2-config --libs --cflags` SDL2-Experiment-11.c -lSDL2_image -lm"
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// End:
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// End:
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