Added basic ship controls.
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9402a97ab7
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116
Spacewar.c
116
Spacewar.c
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@ -1,4 +1,4 @@
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// SDL Experiment 08, Barra Ó Catháin.
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// SDL Experiment 09, Barra Ó Catháin.
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// ===================================
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_timer.h>
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@ -28,6 +28,13 @@ static inline double normalizeXYVector(xyVector * vector)
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return magnitude;
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}
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static inline void rotateXYVector(xyVector * vector, double degrees)
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{
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double xComponent = vector->xComponent, yComponent = vector->yComponent;
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vector->xComponent = (cos(degrees * 0.01745329) * xComponent) - (sin(degrees * 0.01745329) * yComponent);
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vector->yComponent = (sin(degrees * 0.01745329) * xComponent) + (cos(degrees * 0.01745329) * yComponent);
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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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@ -89,13 +96,13 @@ void DrawCircle(SDL_Renderer * renderer, int32_t centreX, int32_t centreY, int32
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int main(int argc, char ** argv)
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{
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SDL_Event event;
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bool quit = false;
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int width = 0, height = 0;
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long positionX = 0, positionY = 0;
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int width = 0, height = 0, mouseX = 0, mouseY = 0;
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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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xyVector positionVector = {100, 100}, velocityVector = {20, 0}, gravityVector = {0, 0};
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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};
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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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@ -126,6 +133,58 @@ int main(int argc, char ** argv)
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quit = true;
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break;
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}
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case SDL_KEYDOWN:
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{
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switch (event.key.keysym.sym)
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{
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case SDLK_LEFT:
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{
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rotatingAnticlockwise = true;
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break;
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}
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case SDLK_RIGHT:
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{
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rotatingClockwise = true;
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break;
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}
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case SDLK_UP:
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{
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accelerating = true;
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break;
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}
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default:
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{
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break;
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}
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}
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break;
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}
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case SDL_KEYUP:
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{
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switch (event.key.keysym.sym)
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{
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case SDLK_LEFT:
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{
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rotatingAnticlockwise = false;
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break;
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}
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case SDLK_RIGHT:
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{
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rotatingClockwise = false;
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break;
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}
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case SDLK_UP:
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{
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accelerating = false;
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break;
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}
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default:
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{
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break;
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}
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}
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break;
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}
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default:
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{
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break;
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@ -136,25 +195,16 @@ int main(int argc, char ** argv)
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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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// Store the mouse pointer's current position in the window:
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SDL_GetMouseState(&mouseX, &mouseY);
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// Calculate the vector between the star and ship:
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xyVectorBetweenPoints(positionVector.xComponent, positionVector.yComponent, mouseX, mouseY, &gravityVector);
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xyVectorBetweenPoints(positionVector.xComponent, positionVector.yComponent, width/2, height/2, &gravityVector);
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// Make it into a unit vector:
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gravityMagnitude = normalizeXYVector(&gravityVector);
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// Calculate the gravity between the star and ship:
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if(gravityMagnitude > 45)
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{
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gravityAcceleration = 2 * (2500 / pow(gravityMagnitude, 2));
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}
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else
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{
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gravityAcceleration = 0;
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multiplyXYVector(&velocityVector, -0.98);
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}
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gravityAcceleration = (gravityMagnitude >= 45) ?
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0.5 * (2500 / pow(gravityMagnitude, 2)):
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0;
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// Scale the vector:
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multiplyXYVector(&gravityVector, gravityAcceleration);
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@ -180,9 +230,22 @@ int main(int argc, char ** argv)
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positionVector.yComponent = height;
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velocityVector.yComponent *= 0.6;
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}
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// Rotate the engine vector if needed:
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if(rotatingClockwise)
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{
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rotateXYVector(&engineVector, 0.1);
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}
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if(rotatingAnticlockwise)
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{
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rotateXYVector(&engineVector, -0.1);
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}
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// Calculate the new current velocity:
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addXYVectorDeltaScaled(&velocityVector, &gravityVector, deltaTime);
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if(accelerating)
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{
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addXYVectorDeltaScaled(&velocityVector, &engineVector, deltaTime);
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}
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// Calculate the new position:
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addXYVectorDeltaScaled(&positionVector, &velocityVector, deltaTime);
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@ -206,22 +269,27 @@ int main(int argc, char ** argv)
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SDL_SetRenderDrawColor(renderer, 255, 255, 0, 255);
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// Draw a circle in the center as the star:
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DrawCircle(renderer, mouseX, mouseY, 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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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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(long)(positionVector.xComponent + velocityVector.xComponent * 15),
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(long)(positionVector.yComponent + velocityVector.yComponent * 15));
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// Set the colour to blue:
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SDL_SetRenderDrawColor(renderer, 0, 0, 255, 255);
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// Draw a line showing the direction the engine will accelerate:
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SDL_RenderDrawLine(renderer, positionX, positionY,
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(long)(positionVector.xComponent + engineVector.xComponent * 300),
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(long)(positionVector.yComponent + engineVector.yComponent * 300));
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// Present the rendered graphics:
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SDL_RenderPresent(renderer);
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// Delay enough so that we run at 60 frames:
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SDL_Delay(1000 / 144);
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}
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return 0;
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}
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// ===========================================================================================
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// Local Variables:
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// compile-command: "gcc `sdl2-config --libs --cflags` SDL2-Experiment-08.c -lm"
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// compile-command: "gcc `sdl2-config --libs --cflags` SDL2-Experiment-09.c -lm"
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// End:
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