Add simple particle system. Finish next time.

This commit is contained in:
2023-11-07 19:40:08 -08:00
parent ef96b26786
commit cad0a25d59

View File

@@ -1,4 +1,5 @@
#include <stdio.h>
#include <time.h>
#include <SDL2/SDL.h>
#include <SDL_ttf.h>
@@ -11,7 +12,7 @@
#define FPS 120
#define TARGET_FRAME_TIME (1000 / FPS)
typedef struct game_state {
typedef struct {
int is_running;
int last_frame_time;
@@ -36,42 +37,222 @@ typedef struct game_state {
} player_one, player_two;
} game_state;
void initialize_window(SDL_Window **window, SDL_Renderer **renderer)
/* --------------------------------------------------------------------- */
typedef struct {
float x;
float y;
float vel_x;
float vel_y;
float w;
float h;
float alpha;
} particle;
particle particles[] = {
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
{0, 0, 0, 0, 2, 2, 0},
};
#define PARTICLE_COUNT sizeof(particles) / sizeof(particle)
/* --------------------------------------------------------------------- */
void exit_error(const char *error)
{
if(SDL_Init(SDL_INIT_EVERYTHING) != 0) {
fprintf(stderr, "Error initializing SDL.\n");
fprintf(stderr, "%s\n", error);
exit(1);
}
void initialize_window(SDL_Window **window, SDL_Renderer **renderer)
{
int sdl;
sdl = SDL_Init(SDL_INIT_EVERYTHING);
if(sdl != 0)
exit_error("Error initializing SDL.");
*window = SDL_CreateWindow(
NULL,
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
WINDOW_WIDTH, WINDOW_HEIGHT,
SDL_WINDOW_SHOWN);
if(!window) {
fprintf(stderr, "Error creating SDL Window.\n");
exit(1);
}
if(!window)
exit_error("Error creating SDL Window.");
*renderer = SDL_CreateRenderer(*window, -1, 0);
if(!renderer) {
fprintf(stderr, "Error creating SDL Renderer.\n");
exit(1);
}
if(!renderer)
exit_error("Error creating SDL Renderer.");
}
void initialized_font(TTF_Font **font)
{
if(TTF_Init() < 0) {
fprintf(stderr, "Error opening font.\n");
exit(1);
}
int ttf;
ttf = TTF_Init();
if(ttf < 0)
exit_error("Error opening font.");
*font = TTF_OpenFont("./iosevka-bold.ttf", 36);
if(!font) {
fprintf(stderr, "Error opening font.\n");
exit(1);
}
if(!font)
exit_error("Error opening font.");
}
void handle_ball(game_state *state, float delta_time)
@@ -82,6 +263,17 @@ void handle_ball(game_state *state, float delta_time)
{
state->ball.x = state->player_one.x + state->player_one.width;
state->ball.acceleration_x *= -1;
/* TODO: Add particles. */
int i;
for(i = 0; i < (int)(PARTICLE_COUNT); i++) {
particles[i].vel_x = rand() % 61 + 60;
particles[i].vel_y = rand() % 121 - 60;
particles[i].x = state->ball.x;
particles[i].y = state->ball.y;
particles[i].alpha = 255.0f;
}
}
if(state->ball.x + state->ball.width > state->player_two.x &&
@@ -90,6 +282,17 @@ void handle_ball(game_state *state, float delta_time)
{
state->ball.x = state->player_two.x - state->ball.width;
state->ball.acceleration_x *= -1;
/* TODO: Add particles. */
int i;
for(i = 0; i < (int)(PARTICLE_COUNT); i++) {
particles[i].vel_x = -(rand() % 61 + 60);
particles[i].vel_y = rand() % 81 - 40;
particles[i].x = state->ball.x + state->ball.width;
particles[i].y = state->ball.y;
particles[i].alpha = 255.0f;
}
}
if(state->ball.x <= 0) {
@@ -149,10 +352,9 @@ void render_score(game_state *state, SDL_Renderer *renderer, TTF_Font *font)
SDL_Surface *text;
SDL_Color color = { 198, 204, 215, 255 };
text = TTF_RenderText_Solid(font, score, color);
if (!text) {
fprintf(stderr, "Error initializing Text.\n");
exit(1);
}
if (!text)
exit_error("Error initializing Text.");
SDL_Texture *text_texture;
text_texture = SDL_CreateTextureFromSurface(renderer, text);
SDL_Rect dest = { WINDOW_WIDTH/2-20, 10, text->w, text->h };
@@ -164,6 +366,14 @@ void render_score(game_state *state, SDL_Renderer *renderer, TTF_Font *font)
free(score);
}
void render_ball(game_state *state, SDL_Renderer *renderer)
{
SDL_Rect ball_rect = { state->ball.x, state->ball.y, state->ball.width,
state->ball.height };
SDL_SetRenderDrawColor(renderer, 198, 204, 215, 255);
SDL_RenderFillRect(renderer, &ball_rect);
}
void render_paddles(game_state *state, SDL_Renderer *renderer)
{
SDL_Rect player_one_rect = { state->player_one.x, state->player_one.y,
@@ -178,19 +388,17 @@ void render_paddles(game_state *state, SDL_Renderer *renderer)
SDL_RenderFillRect(renderer, &player_two_rect);
}
void render_ball(game_state *state, SDL_Renderer *renderer)
{
SDL_Rect ball_rect = { state->ball.x, state->ball.y, state->ball.width,
state->ball.height };
SDL_SetRenderDrawColor(renderer, 198, 204, 215, 255);
SDL_RenderFillRect(renderer, &ball_rect);
}
void setup(game_state *state)
{
state->is_running = TRUE;
state->last_frame_time = 0;
int i;
for(i = 0; i < (int)(PARTICLE_COUNT); i++) {
particles[i].w = rand() % 3 + 1;
particles[i].y = particles[i].w;
}
state->ball.x = 40;
state->ball.y = 40;
state->ball.width = 15;
@@ -251,8 +459,11 @@ void process_input(game_state *state)
state->is_running = FALSE;
break;
case SDL_KEYDOWN:
if(event.key.keysym.sym == SDLK_ESCAPE)
if(event.key.keysym.sym == SDLK_ESCAPE ||
event.key.keysym.sym == SDLK_q)
{
state->is_running = FALSE;
}
break;
}
}
@@ -261,6 +472,7 @@ void update(game_state *state)
{
int time_to_wait;
float delta_time;
int i;
time_to_wait = TARGET_FRAME_TIME - (SDL_GetTicks() - state->last_frame_time);
@@ -273,6 +485,15 @@ void update(game_state *state)
handle_ball(state, delta_time);
handle_paddles(state, delta_time);
for(i = 0; i < (int)(PARTICLE_COUNT); i++) {
particles[i].alpha -= 2.0f;
if(particles[i].alpha < 0.0f)
particles[i].alpha = 0.0f;
particles[i].x += particles[i].vel_x * delta_time;
particles[i].y += particles[i].vel_y * delta_time;
}
}
void render(game_state *state, SDL_Renderer *renderer, TTF_Font *font)
@@ -284,6 +505,19 @@ void render(game_state *state, SDL_Renderer *renderer, TTF_Font *font)
render_ball(state, renderer);
render_score(state, renderer, font);
SDL_Rect particle_rect;
int i;
for(i = 0; i < (int)(PARTICLE_COUNT); i++) {
particle_rect.x = particles[i].x;
particle_rect.y = particles[i].y;
particle_rect.w = particles[i].w;
particle_rect.h = particles[i].h;
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(renderer, 198, 204, 215, (int)particles[i].alpha);
SDL_RenderFillRect(renderer, &particle_rect);
}
SDL_RenderPresent(renderer);
}
@@ -296,6 +530,8 @@ void destroy_window(SDL_Window *window, SDL_Renderer *renderer)
int main()
{
srand(time(NULL));
game_state state;
SDL_Window *window = NULL;
SDL_Renderer *renderer = NULL;