364 lines
12 KiB
C
364 lines
12 KiB
C
// Spacewar, Barra Ó Catháin.
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// ===================================
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_image.h>
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#include <SDL2/SDL_timer.h>
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#include <SDL2/SDL_ttf.h>
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#include <math.h>
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#include <stdbool.h>
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#include <stdint.h>
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#include <sys/types.h>
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#include <arpa/inet.h>
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#include <sys/socket.h>
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#include <netinet/in.h>
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#include "xyVector.h"
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#include "spacewarPlayer.h"
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#include "spacewarGraphics.h"
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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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int width = 0, height = 0;
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uint32_t rendererFlags = SDL_RENDERER_ACCELERATED;
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uint64_t thisFrameTime = SDL_GetPerformanceCounter(), lastFrameTime = 0;
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long starPositionX = 0, starPositionY = 0;
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double deltaTime = 0, frameAccumulator = 0;
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bool quit = false, rotatingClockwise = false, rotatingAnticlockwise = false, accelerating = false;
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xyVector engineVector = {0.85, 0}, upVector = {0, 0.1}, starPosition = {0, 0};
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// Create the socket:
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int sendSocket = socket(AF_INET, SOCK_DGRAM, 0);
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if (sendSocket < 0)
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{
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fprintf(stderr, "\tSocket Creation is:\t\033[33;40mRED.\033[0m Aborting launch.\n");
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exit(0);
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}
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printf("\tSocket Creation is:\t\033[32;40mGREEN.\033[0m\n");
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// Create and fill the information needed to bind to the socket:
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struct sockaddr_in sendAddress;
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sendAddress.sin_family = AF_INET; // IPv4
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sendAddress.sin_addr.s_addr = inet_addr("127.0.0.1");
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sendAddress.sin_port = htons(12000);
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int receiveSocket = socket(AF_INET, SOCK_DGRAM, 0);
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if (receiveSocket < 0)
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{
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fprintf(stderr, "\tSocket Creation is:\t\033[33;40mRED.\033[0m Aborting launch.\n");
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exit(0);
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}
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printf("\tSocket Creation is:\t\033[32;40mGREEN.\033[0m\n");
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// Make the socket timeout:
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struct timeval readTimeout;
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readTimeout.tv_sec = 0;
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readTimeout.tv_usec = 800;
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setsockopt(receiveSocket, SOL_SOCKET, SO_RCVTIMEO, &readTimeout, sizeof(readTimeout));
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// Create and fill the information needed to bind to the socket:
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struct sockaddr_in receiveAddress;
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memset(&receiveAddress, 0, sizeof(receiveAddress));
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receiveAddress.sin_family = AF_INET; // IPv4
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receiveAddress.sin_addr.s_addr = INADDR_ANY;
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receiveAddress.sin_port = htons(12001);
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// Bind to the socket:
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if (bind(receiveSocket, (const struct sockaddr *)&receiveAddress, sizeof(receiveAddress)) < 0)
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{
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perror("bind failed");
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exit(EXIT_FAILURE);
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}
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ship shipA = createShip(32, 32, 512, 512, 1, 0, 0);
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ship shipB = createShip(32, 32, -512, -512, 0, 1, 1);
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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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{
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printf("SDL Initialization Error: %s\n", SDL_GetError());
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}
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// Initialize image loading:
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IMG_Init(IMG_INIT_PNG);
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// Initialize font support:
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TTF_Init();
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SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "2");
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SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
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playerController playerOne = createShipPlayerController(&shipA);
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playerController playerTwo = createShipPlayerController(&shipB);
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// Create an SDL window and rendering context in that window:
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SDL_Window * window = SDL_CreateWindow("SDL_TEST", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 700, 700, 0);
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SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, rendererFlags);
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// Set some properties for the window:
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SDL_SetWindowResizable(window, SDL_TRUE);
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SDL_SetWindowTitle(window, "Spacewar!");
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int keyCount = 0;
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const uint8_t * keyboardState = SDL_GetKeyboardState(&keyCount);
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SDL_Texture * starfieldTexture = IMG_LoadTexture(renderer, "./Images/Starfield.png");
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SDL_Rect starfieldRect;
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SDL_QueryTexture(starfieldTexture, NULL, NULL, NULL, &starfieldRect.h);
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SDL_QueryTexture(starfieldTexture, NULL, NULL, &starfieldRect.w, NULL);
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TTF_Font * font = TTF_OpenFont("./Robtronika.ttf", 12);
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SDL_Color white = {255, 255, 255};
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// Check for joysticks:
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if (SDL_NumJoysticks() < 1 )
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{
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playerOne.joystick = NULL;
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bool inputSelected = false;
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// Prep the titlescreen struct:
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SpacewarTitlescreen titlescreen = prepareTitleScreen(window, renderer, "./Images/Starfield.png",
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"./Images/Title.png", font, "Press Enter to play.");
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// Render the title text:
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while(!inputSelected)
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{
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// Draw the title screen according to the titlescreen struct:
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drawTitleScreen(&titlescreen);
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// Wait until they press enter:
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SDL_PumpEvents();
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SDL_GetKeyboardState(&keyCount);
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if(keyboardState[SDL_SCANCODE_RETURN] == 1)
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{
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inputSelected = true;
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}
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// Delay enough so that we run at 30 frames in the menu:
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SDL_Delay(1000 / 30);
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}
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}
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else
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{
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// Prep the titlescreen struct:
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SpacewarTitlescreen titlescreen = prepareTitleScreen(window, renderer, "./Images/Starfield.png",
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"./Images/Title.png", font,
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"Press Enter or Button 0 on your joystick to play.");
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// Load all joysticks:
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int joystickListLength = SDL_NumJoysticks();
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SDL_Joystick ** joysticksList = calloc(joystickListLength, sizeof(SDL_Joystick*));
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for(int index = 0; index < SDL_NumJoysticks(); index++)
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{
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joysticksList[index] = SDL_JoystickOpen(index);
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}
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// Choose a player joystick:
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printf("Please press button zero on the controller you wish to use, or enter to play keyboard only.\n");
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int joystickIndex = 0;
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bool inputSelected = false;
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// Render the title text:
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while(!inputSelected)
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{
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// Draw the title screen according to the titlescreen struct:
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drawTitleScreen(&titlescreen);
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SDL_PumpEvents();
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SDL_GetKeyboardState(&keyCount);
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if(keyboardState[SDL_SCANCODE_RETURN] == 1)
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{
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joysticksList[joystickIndex] = NULL;
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inputSelected = true;
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}
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joystickIndex++;
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if(joystickIndex >= joystickListLength)
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{
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joystickIndex = 0;
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}
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if(SDL_JoystickGetButton(joysticksList[joystickIndex], 0) == 1)
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{
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inputSelected = true;
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}
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// Delay enough so that we run at 30 frames in the menu:
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SDL_Delay(1000 / 30);
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}
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// Load joystick
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playerOne.joystick = joysticksList[joystickIndex];
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if (playerOne.joystick == NULL )
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{
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printf( "Warning: Unable to open game controller! SDL Error: %s\n", SDL_GetError() );
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}
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playerOne.haptic = SDL_HapticOpenFromJoystick(playerOne.joystick);
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SDL_HapticRumbleInit(playerOne.haptic);
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}
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// Load in all of our textures:
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SDL_Texture * blackHoleTexture, * idleTexture, * acceleratingTexture, * clockwiseTexture, * anticlockwiseTexture,
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* currentTexture, * acceleratingTexture2, *blackHolePointerTexture;
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idleTexture = IMG_LoadTexture(renderer, "./Images/Ship-Idle.png");
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blackHoleTexture = IMG_LoadTexture(renderer, "./Images/Black-Hole.png");
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clockwiseTexture = IMG_LoadTexture(renderer, "./Images/Ship-Clockwise.png");
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acceleratingTexture = IMG_LoadTexture(renderer, "./Images/Ship-Accelerating.png");
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anticlockwiseTexture = IMG_LoadTexture(renderer, "./Images/Ship-Anticlockwise.png");
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blackHolePointerTexture = IMG_LoadTexture(renderer, "./Images/Black-Hole-Pointer.png");
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acceleratingTexture2 = IMG_LoadTexture(renderer, "./Images/Ship-Accelerating-Frame-2.png");
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currentTexture = acceleratingTexture;
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SDL_Rect blackHoleRectangle;
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blackHoleRectangle.x = 0;
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blackHoleRectangle.y = 0;
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SDL_QueryTexture(blackHoleTexture, NULL, NULL, NULL, &blackHoleRectangle.h);
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SDL_QueryTexture(blackHoleTexture, NULL, NULL, &blackHoleRectangle.w, NULL);
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SDL_Rect blackHolePointerRectangle;
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blackHolePointerRectangle.x = 0;
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blackHolePointerRectangle.y = 0;
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blackHolePointerRectangle.w = 128;
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blackHolePointerRectangle.h = 128;
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lastFrameTime = SDL_GetPerformanceCounter();
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thisFrameTime = SDL_GetPerformanceCounter();
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while (!quit)
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{
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lastFrameTime = thisFrameTime;
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thisFrameTime = SDL_GetPerformanceCounter();
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deltaTime = (double)(((thisFrameTime - lastFrameTime) * 1000) / (double)SDL_GetPerformanceFrequency());
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sendto(sendSocket, &shipA, sizeof(ship), 0, (const struct sockaddr *)&sendAddress, sizeof(sendAddress));
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sendto(sendSocket, &shipB, sizeof(ship), 0, (const struct sockaddr *)&sendAddress, sizeof(sendAddress));
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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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// Check input:
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while (SDL_PollEvent(&event))
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{
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switch (event.type)
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{
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case SDL_QUIT:
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{
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quit = true;
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break;
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}
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}
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}
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// Wrap the positions if the ship goes interstellar:
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if(shipA.position.xComponent > 4096)
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{
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shipA.position.xComponent = -2000;
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}
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else if(shipA.position.xComponent < -4096)
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{
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shipA.position.xComponent = 2000;
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}
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if(shipA.position.yComponent > 4096)
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{
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shipA.position.yComponent = -2000;
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}
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else if(shipA.position.yComponent < -4096)
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{
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shipA.position.yComponent = 2000;
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}
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if(shipB.position.xComponent > 4096)
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{
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shipB.position.xComponent = -2000;
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shipB.velocity.xComponent *= 0.9;
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}
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else if(shipB.position.xComponent < -4096)
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{
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shipB.position.xComponent = 2000;
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shipB.velocity.xComponent *= 0.9;
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}
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if(shipB.position.yComponent > 4096)
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{
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shipB.position.yComponent = -2000;
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shipB.velocity.yComponent *= 0.9;
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}
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else if(shipB.position.yComponent < -4096)
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{
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shipB.position.yComponent = 2000;
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shipB.velocity.yComponent *= 0.9;
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}
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// Get the needed input:
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getPlayerInput(&playerOne);
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takeNetworkInput(&playerTwo, receiveSocket);
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// Do the needed input:
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doShipInput(&playerOne, &shipA, starPosition, deltaTime);
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doShipInput(&playerTwo, &shipB, starPosition, deltaTime);
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shipA.rectangle.x = (width/2) - 16 - (shipA.velocity.xComponent * 15);
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shipA.rectangle.y = (height/2) - 16 - (shipA.velocity.yComponent * 15);
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shipB.rectangle.x = (long)((((shipB.position.xComponent - shipA.position.xComponent) - 32) + width/2) - (shipA.velocity.xComponent * 15));
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shipB.rectangle.y = (long)((((shipB.position.yComponent - shipA.position.yComponent) - 32) + height/2) - (shipA.velocity.yComponent * 15));
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// Set the colour to black:
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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// Clear the screen, filling it with black:
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SDL_RenderClear(renderer);
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starfieldRect.x = -900 - (long)shipA.position.xComponent % 800 - (shipA.velocity.xComponent * 15);
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starfieldRect.y = -900 - (long)shipA.position.yComponent % 800 - (shipA.velocity.yComponent * 15);
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while(starfieldRect.x <= (width + 800))
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{
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while(starfieldRect.y <= (height + 800))
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{
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SDL_RenderCopy(renderer, starfieldTexture, NULL, &starfieldRect);
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starfieldRect.y += 800;
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}
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starfieldRect.y = -900 - (long)shipA.position.yComponent % 800 - (shipA.velocity.yComponent * 15);
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starfieldRect.x += 800;
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}
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// Draw the ship:
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SDL_RenderCopyEx(renderer, currentTexture, NULL, &shipA.rectangle,
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angleBetweenVectors(&shipA.engine, &upVector) + 90, NULL, 0);
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SDL_RenderCopyEx(renderer, currentTexture, NULL, &shipB.rectangle,
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angleBetweenVectors(&shipB.engine, &upVector) + 90, NULL, 0);
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// Draw the black hole:
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blackHoleRectangle.x = ((long)(starPositionX - shipA.position.xComponent - (blackHoleRectangle.w / 2)) + width/2)
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- (shipA.velocity.xComponent * 15);
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blackHoleRectangle.y = ((long)(starPositionY - shipA.position.yComponent - (blackHoleRectangle.h / 2)) + height/2)
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- (shipA.velocity.yComponent * 15);
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SDL_RenderCopy(renderer, blackHoleTexture, NULL, &blackHoleRectangle);
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// Set the colour to yellow:
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SDL_SetRenderDrawColor(renderer, 255, 255, 0, 255);
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// Draw a line representing the velocity:
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SDL_RenderDrawLine(renderer, width/2 - (shipA.velocity.xComponent * 15),
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height/2 - (shipA.velocity.yComponent * 15),
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(long)((width/2) + shipA.velocity.xComponent * 15) - (shipA.velocity.xComponent * 15),
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(long)((height/2) + shipA.velocity.yComponent * 15) - (shipA.velocity.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 representing the direction of the star:
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blackHolePointerRectangle.x = width/2 - (shipA.velocity.xComponent * 15) - (blackHolePointerRectangle.w / 2);
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blackHolePointerRectangle.y = height/2 - (shipA.velocity.yComponent * 15) - (blackHolePointerRectangle.h / 2);
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SDL_RenderCopyEx(renderer, blackHolePointerTexture, NULL, &blackHolePointerRectangle,
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angleBetweenVectors(&shipA.gravity, &upVector) + 90, NULL, 0);
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// Present the rendered graphics:
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SDL_RenderPresent(renderer);
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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` Spacewar.c spacewarPlayer.c spacewarGraphics.c -lSDL2_image -lSDL2_ttf -lm -o 'Spacewar!'"
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// End:
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