// Spacewar, Barra Ó Catháin. // =================================== #include #include #include #include #include #include #include #include #include #include #include #include "xyVector.h" #include "spacewarPlayer.h" #include "spacewarGraphics.h" 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 starPositionX = 0, starPositionY = 0; double deltaTime = 0, frameAccumulator = 0; bool quit = false, rotatingClockwise = false, rotatingAnticlockwise = false, accelerating = false; xyVector engineVector = {0.85, 0}, upVector = {0, 0.1}, starPosition = {0, 0}; // 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; 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); // Initialize the SDL library, video, sound, and input: if (SDL_Init(SDL_INIT_EVERYTHING) != 0) { printf("SDL Initialization Error: %s\n", SDL_GetError()); } // Initialize image loading: IMG_Init(IMG_INIT_PNG); TTF_Init(); 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); // 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); SDL_SetWindowResizable(window, SDL_TRUE); SDL_SetWindowTitle(window, "Spacewar!"); int keyCount = 0; const uint8_t * keyboardState = SDL_GetKeyboardState(&keyCount); // Load the title screen: SDL_Texture * titleTexture = IMG_LoadTexture(renderer, "./Images/Title.png"); SDL_Rect titleRect; titleRect.w = 317; titleRect.h = 51; // TTF_Font * font = TTF_OpenFont("./Robtronika.ttf", 12); SDL_Color white = {255, 255, 255}; // Check for joysticks: if (SDL_NumJoysticks() < 1 ) { playerOne.joystick = NULL; printf( "Warning: No joysticks connected!\n" ); bool inputSelected = false; SDL_Surface * text = TTF_RenderText_Blended(font, "Press Enter to play.", white); SDL_Rect textDestination = {0, 0, text->w, text->h}; SDL_Texture * textTexture = SDL_CreateTextureFromSurface(renderer, text); // Render the title text: while(!inputSelected) { // Draw the title screen: SDL_GetWindowSize(window, &width, &height); titleRect.x = (width/2) - (317/2); titleRect.y = (height/2) - 51; textDestination.x = (width/2) - (textDestination.w / 2); textDestination.y = (height/2) + (textDestination.h) * 2; // Set the colour to black: SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); // Clear the screen, filling it with black: SDL_RenderClear(renderer); SDL_RenderCopy(renderer, titleTexture, NULL, &titleRect); SDL_RenderCopy(renderer, textTexture, NULL, &textDestination); SDL_RenderPresent(renderer); SDL_PumpEvents(); SDL_GetKeyboardState(&keyCount); if(keyboardState[SDL_SCANCODE_RETURN] == 1) { inputSelected = true; } } } else { SDL_Surface * text = TTF_RenderText_Blended(font, "Press Button 0 on your controller, or press Enter.", white); SDL_Rect textDestination = {0, 0, text->w, text->h}; SDL_Texture * textTexture = SDL_CreateTextureFromSurface(renderer, text); // 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, or enter to play keyboard only.\n"); int joystickIndex = 0; bool inputSelected = false; // Render the title text: while(!inputSelected) { // Draw the title screen: SDL_GetWindowSize(window, &width, &height); titleRect.x = (width/2) - (317/2); titleRect.y = (height/2) - 51; textDestination.x = (width/2) - (textDestination.w / 2); textDestination.y = (height/2) + (textDestination.h) * 2; // Set the colour to black: SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); // Clear the screen, filling it with black: SDL_RenderClear(renderer); SDL_RenderCopy(renderer, titleTexture, NULL, &titleRect); SDL_RenderCopy(renderer, textTexture, NULL, &textDestination); SDL_RenderPresent(renderer); SDL_PumpEvents(); SDL_GetKeyboardState(&keyCount); if(keyboardState[SDL_SCANCODE_RETURN] == 1) { joysticksList[joystickIndex] = NULL; inputSelected = true; } joystickIndex++; if(joystickIndex >= joystickListLength) { joystickIndex = 0; } if(SDL_JoystickGetButton(joysticksList[joystickIndex], 0) == 1) { inputSelected = true; } } // Load joystick playerOne.joystick = joysticksList[joystickIndex]; if (playerOne.joystick == NULL ) { printf( "Warning: Unable to open game controller! SDL Error: %s\n", SDL_GetError() ); } playerOne.haptic = SDL_HapticOpenFromJoystick(playerOne.joystick); SDL_HapticRumbleInit(playerOne.haptic); } // Load in all of our textures: SDL_Texture * idleTexture, * acceleratingTexture, * clockwiseTexture, * anticlockwiseTexture, * currentTexture, * acceleratingTexture2; idleTexture = IMG_LoadTexture(renderer, "./Images/Ship-Idle.png"); clockwiseTexture = IMG_LoadTexture(renderer, "./Images/Ship-Clockwise.png"); 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; lastFrameTime = SDL_GetPerformanceCounter(); thisFrameTime = SDL_GetPerformanceCounter(); while (!quit) { lastFrameTime = thisFrameTime; thisFrameTime = SDL_GetPerformanceCounter(); deltaTime = (double)(((thisFrameTime - lastFrameTime) * 1000) / (double)SDL_GetPerformanceFrequency()); 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 input: while (SDL_PollEvent(&event)) { switch (event.type) { case SDL_QUIT: { quit = true; break; } } } // Wrap the positions if the ship goes interstellar: if(shipA.position.xComponent > 4096) { shipA.position.xComponent = -2000; } else if(shipA.position.xComponent < -4096) { shipA.position.xComponent = 2000; } if(shipA.position.yComponent > 4096) { shipA.position.yComponent = -2000; } else if(shipA.position.yComponent < -4096) { shipA.position.yComponent = 2000; } if(shipB.position.xComponent > 4096) { shipB.position.xComponent = -2000; shipB.velocity.xComponent *= 0.9; } else if(shipB.position.xComponent < -4096) { shipB.position.xComponent = 2000; shipB.velocity.xComponent *= 0.9; } if(shipB.position.yComponent > 4096) { shipB.position.yComponent = -2000; shipB.velocity.yComponent *= 0.9; } else if(shipB.position.yComponent < -4096) { shipB.position.yComponent = 2000; shipB.velocity.yComponent *= 0.9; } // Get the needed input: getPlayerInput(&playerOne); takeNetworkInput(&playerTwo, receiveSocket); // Do the needed input: doShipInput(&playerOne, &shipA, starPosition, deltaTime); doShipInput(&playerTwo, &shipB, starPosition, deltaTime); 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); // Clear the screen, filling it with black: SDL_RenderClear(renderer); // Draw the ship: SDL_RenderCopyEx(renderer, currentTexture, NULL, &shipA.rectangle, angleBetweenVectors(&shipA.engine, &upVector) + 90, NULL, 0); SDL_RenderCopyEx(renderer, currentTexture, NULL, &shipB.rectangle, angleBetweenVectors(&shipB.engine, &upVector) + 90, NULL, 0); // Set the colour to yellow: SDL_SetRenderDrawColor(renderer, 255, 255, 0, 255); // Draw a circle as the star: DrawCircle(renderer, (long)(starPositionX - shipA.position.xComponent) + width/2 - (shipA.velocity.xComponent * 15), (long)(starPositionY - shipA.position.yComponent) + height/2 - (shipA.velocity.yComponent * 15), 50); // Draw a line representing the velocity: SDL_RenderDrawLine(renderer, width/2 - (shipA.velocity.xComponent * 15), height/2 - (shipA.velocity.yComponent * 15), (long)((width/2) + shipA.velocity.xComponent * 15) - (shipA.velocity.xComponent * 15), (long)((height/2) + shipA.velocity.yComponent * 15) - (shipA.velocity.yComponent * 15)); // Set the colour to blue: SDL_SetRenderDrawColor(renderer, 0, 0, 255, 255); // Draw a line representing the direction of the star: normalizeXYVector(&shipA.gravity); multiplyXYVector(&shipA.gravity, 100); SDL_RenderDrawLine(renderer, width/2 - (shipA.velocity.xComponent * 15), height/2 - (shipA.velocity.yComponent * 15), (width/2 - (shipA.velocity.xComponent * 15)) + shipA.gravity.xComponent, ((height/2) - (shipA.velocity.yComponent * 15)) + shipA.gravity.yComponent); // Present the rendered graphics: SDL_RenderPresent(renderer); } return 0; } // ======================================================================================================== // Local Variables: // compile-command: "gcc `sdl2-config --libs --cflags` Spacewar.c spacewarPlayer.c -lSDL2_image -lm -o 'Spacewar!'" // End: