516 lines
14 KiB
C
516 lines
14 KiB
C
#include <stdio.h>
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#include <stdlib.h>
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#include <time.h>
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#include <SDL2/SDL.h>
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#include <SDL_ttf.h>
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#include "types.h"
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#include "settings.h"
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#include "queue.h"
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#if EMBED_FONTS
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#include "iosevka_bold.h"
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#endif
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void exit_error(const char *error)
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{
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fprintf(stderr, "%s\n", error);
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exit(1);
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}
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void initialize_window(game_state *state)
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{
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int sdl;
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sdl = SDL_Init(SDL_INIT_EVERYTHING);
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if(sdl != 0)
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exit_error("Error initializing SDL.");
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state->window = SDL_CreateWindow(
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NULL,
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SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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WINDOW_WIDTH, WINDOW_HEIGHT,
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SDL_WINDOW_SHOWN);
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if(!state->window)
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exit_error("Error creating SDL Window.");
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state->renderer = SDL_CreateRenderer(state->window, -1, 0);
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if(!state->renderer)
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exit_error("Error creating SDL Renderer.");
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}
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void initialize_font(game_state *state)
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{
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int ttf = TTF_Init();
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if(ttf < 0)
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exit_error("Error opening font.");
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#if EMBED_FONTS
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SDL_RWops *font_mem = SDL_RWFromConstMem(iosevka_bold_ttf,
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iosevka_bold_ttf_len);
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if(!font_mem)
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exit_error("Error creating font memory.");
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state->font = TTF_OpenFontRW(font_mem, TRUE, 24);
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if(!state->font)
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exit_error("Error opening memory font.");
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#else
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state->font = TTF_OpenFont("./iosevka-bold.ttf", 24);
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if(!state->font)
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exit_error("Error opening font.");
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#endif
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}
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#if ENABLE_FPS
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int get_fps(game_state *state)
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{
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return (int)(1.0f / state->delta_time);
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}
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#endif
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int rand_num(int m, int n)
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{
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return m + rand() / (RAND_MAX / (n - m + 1) + 1);
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}
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void emit_particle(game_state *state, particle *fragment)
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{
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if(fragment)
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qput(&state->particles, *fragment);
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}
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void collision_particles(game_state *state, vector3 color)
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{
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int i;
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particle fragment;
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for(i = 0; i < 30; i++) {
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if(state->ball.point.x < WINDOW_WIDTH / 2)
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fragment.point.x = state->ball.point.x;
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else
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fragment.point.x = state->ball.point.x + state->ball.dimension.x;
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if(state->ball.point.y < WINDOW_HEIGHT / 2)
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fragment.point.y = state->ball.point.y;
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else
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fragment.point.y = state->ball.point.y + state->ball.dimension.y;
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fragment.velocity.x =
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(float)rand_num((int)state->ball.velocity.x - 200,
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(int)state->ball.velocity.x + 200) / 4.0f;
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fragment.velocity.y =
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(float)rand_num((int)state->ball.velocity.y - 200,
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(int)state->ball.velocity.y + 200) / 4.0f;
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fragment.dimension.x = (float)rand_num(3, 5);
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fragment.dimension.y = fragment.dimension.x;
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fragment.color.r = color.r;
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fragment.color.g = color.g;
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fragment.color.b = color.b;
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fragment.color.a = 255.0f;
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emit_particle(state, &fragment);
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}
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}
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void handle_ball(game_state *state)
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{
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vector3 color;
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if(state->ball.point.x < state->player_one.point.x +
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state->player_one.dimension.x && (state->ball.point.y <
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state->player_one.point.y + state->player_one.dimension.y &&
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state->ball.point.y > state->player_one.point.y))
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{
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state->ball.point.x =
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state->player_one.point.x + state->player_one.dimension.x;
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state->ball.velocity.x *= -1;
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color.r = 215.0f;
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color.g = 78.0f;
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color.b = 66.0f;
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collision_particles(state, color);
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}
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if(state->ball.point.x + state->ball.dimension.x >
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state->player_two.point.x && (state->ball.point.y <
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state->player_two.point.y + state->player_two.dimension.y &&
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state->ball.point.y > state->player_two.point.y))
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{
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state->ball.point.x =
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state->player_two.point.x - state->ball.dimension.x;
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state->ball.velocity.x *= -1;
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color.r = 16.0f;
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color.g = 133.0f;
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color.b = 255.0f;
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collision_particles(state, color);
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}
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if(state->ball.point.x <= 0) {
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state->ball.point.x = WINDOW_WIDTH / 2;
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state->ball.point.y = 1;
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state->player_two.score += 1;
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}
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if(state->ball.point.x >= WINDOW_WIDTH - state->ball.dimension.x) {
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state->ball.point.x = WINDOW_WIDTH / 2;
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state->ball.point.y = 1;
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state->player_one.score += 1;
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}
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if(state->ball.point.y < 0) {
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state->ball.velocity.y *= -1;
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state->ball.point.y = 1;
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color.r = 198.0f;
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color.g = 204.0f;
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color.b = 215.0f;
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collision_particles(state, color);
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}
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if(state->ball.point.y > WINDOW_HEIGHT - state->ball.dimension.y) {
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state->ball.velocity.y *= -1;
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state->ball.point.y = WINDOW_HEIGHT - state->ball.dimension.y;
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color.r = 198.0f;
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color.g = 204.0f;
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color.b = 215.0f;
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collision_particles(state, color);
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}
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state->ball.point.x += state->ball.velocity.x * state->delta_time;
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state->ball.point.y += state->ball.velocity.y * state->delta_time;
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}
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void handle_paddles(game_state *state)
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{
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if(state->player_one.up)
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state->player_one.point.y -= state->player_one.vy * state->delta_time;
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if(state->player_one.down)
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state->player_one.point.y += state->player_one.vy * state->delta_time;
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if(state->player_two.up)
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state->player_two.point.y -= state->player_one.vy * state->delta_time;
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if(state->player_two.down)
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state->player_two.point.y += state->player_one.vy * state->delta_time;
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}
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void handle_particles(game_state *state)
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{
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if(!qempty(&state->particles)) {
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struct node *tmp = state->particles.first;
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while(tmp) {
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tmp->data.color.a -= 300.0f * state->delta_time;
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if(tmp->data.color.a < 0.0f) {
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tmp = tmp->next;
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qget(&state->particles, NULL);
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continue;
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}
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tmp->data.point.x += tmp->data.velocity.x * state->delta_time;
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tmp->data.point.y += tmp->data.velocity.y * state->delta_time;
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tmp = tmp->next;
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}
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}
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}
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void render_text_leading(game_state *state, const char *text, int fsize,
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vector2 pos, vector4 color)
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{
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/* Render */
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TTF_SetFontSize(state->font, fsize);
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SDL_Surface *text_surface;
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SDL_Color surface_color = {
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(int)color.r, (int)color.g, (int)color.b, (int)color.a };
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text_surface = TTF_RenderText_Solid(state->font, text, surface_color);
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if (!text_surface)
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exit_error("Error initializing text surface.");
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SDL_Texture *text_texture;
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text_texture = SDL_CreateTextureFromSurface(state->renderer,
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text_surface);
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if (!text_texture)
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exit_error("Error initializing text texture.");
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SDL_Rect dest = { (int)pos.x, (int)pos.y, text_surface->w,
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text_surface->h };
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SDL_RenderCopy(state->renderer, text_texture, NULL, &dest);
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/* free */
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SDL_DestroyTexture(text_texture);
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SDL_FreeSurface(text_surface);
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}
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void render_text_centered(game_state *state, const char *text, int fsize,
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vector2 pos, vector4 color)
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{
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/* Render */
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TTF_SetFontSize(state->font, fsize);
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SDL_Surface *text_surface;
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SDL_Color surface_color = {
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(int)color.r, (int)color.g, (int)color.b, (int)color.a };
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text_surface = TTF_RenderText_Solid(state->font, text, surface_color);
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if (!text_surface)
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exit_error("Error initializing text surface.");
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SDL_Texture *text_texture;
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text_texture = SDL_CreateTextureFromSurface(state->renderer,
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text_surface);
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if (!text_texture)
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exit_error("Error initializing text texture.");
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SDL_Rect dest = { (int)(pos.x - (float)text_surface->w / 2), (int)pos.y,
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text_surface->w, text_surface->h };
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SDL_RenderCopy(state->renderer, text_texture, NULL, &dest);
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/* free */
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SDL_DestroyTexture(text_texture);
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SDL_FreeSurface(text_surface);
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}
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void render_score(game_state *state)
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{
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/* Build score string */
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char *score;
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score = malloc(10*sizeof(char));
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/* Render player one score */
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sprintf(score, "%d", state->player_one.score);
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vector2 pos = { (float)(WINDOW_WIDTH / 4), 10.0f };
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vector4 color = { 198.0f, 204.0f, 215.0f, 255.0f };
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render_text_centered(state, score, 30, pos, color);
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/* Render player two score */
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sprintf(score, "%d", state->player_two.score);
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pos.x = WINDOW_WIDTH - pos.x;
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render_text_centered(state, score, 30, pos, color);
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sprintf(score, "%d", state->player_one.score);
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/* free */
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free(score);
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}
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#if ENABLE_FPS
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void render_fps(game_state *state)
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{
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/* Build score string */
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char *fps;
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fps = malloc(10*sizeof(char));
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sprintf(fps, "%d", get_fps(state));
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/* Render */
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vector2 pos = { 10.0f, 10.0f };
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vector4 color = { 198.0f, 204.0f, 215.0f, 255.0f };
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render_text_leading(state, fps, 16, pos, color);
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/* free */
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free(fps);
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}
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#endif
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void render_ball(game_state *state)
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{
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SDL_Rect ball_rect = { state->ball.point.x, state->ball.point.y,
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state->ball.dimension.x, state->ball.dimension.y };
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SDL_SetRenderDrawColor(state->renderer, 198, 204, 215, 255);
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SDL_RenderFillRect(state->renderer, &ball_rect);
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}
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void render_paddles(game_state *state)
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{
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SDL_Rect player_one_rect = {
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state->player_one.point.x, state->player_one.point.y,
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state->player_one.dimension.x, state->player_one.dimension.y };
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SDL_Rect player_two_rect = {
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state->player_two.point.x, state->player_two.point.y,
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state->player_two.dimension.x, state->player_two.dimension.y };
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SDL_SetRenderDrawColor(state->renderer, 215, 78, 66, 255);
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SDL_RenderFillRect(state->renderer, &player_one_rect);
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SDL_SetRenderDrawColor(state->renderer, 16, 133, 255, 255);
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SDL_RenderFillRect(state->renderer, &player_two_rect);
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}
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void render_particles(game_state *state)
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{
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if(!qempty(&state->particles)) {
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SDL_Rect particle_rect;
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struct node *tmp = state->particles.first;
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while(tmp) {
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particle_rect.x = tmp->data.point.x;
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particle_rect.y = tmp->data.point.y;
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particle_rect.w = tmp->data.dimension.x;
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particle_rect.h = tmp->data.dimension.y;
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SDL_SetRenderDrawBlendMode(state->renderer, SDL_BLENDMODE_BLEND);
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SDL_SetRenderDrawColor(state->renderer,
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(Uint8)tmp->data.color.r, (Uint8)tmp->data.color.g,
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(Uint8)tmp->data.color.b, (Uint8)tmp->data.color.a);
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SDL_RenderFillRect(state->renderer, &particle_rect);
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tmp = tmp->next;
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}
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}
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}
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/* TODO: ??? */
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void render_divider(game_state *state)
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{
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SDL_SetRenderDrawColor(state->renderer, 13, 17, 23, 255);
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SDL_RenderDrawLine(state->renderer, (int)(WINDOW_WIDTH / 2), 0,
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(int)(WINDOW_WIDTH / 2), WINDOW_HEIGHT);
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SDL_RenderDrawLine(state->renderer, (int)(WINDOW_WIDTH / 2) - 1, 0,
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(int)(WINDOW_WIDTH / 2) - 1, WINDOW_HEIGHT);
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SDL_RenderDrawLine(state->renderer, (int)(WINDOW_WIDTH / 2) + 1, 0,
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(int)(WINDOW_WIDTH / 2) + 1, WINDOW_HEIGHT);
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}
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void setup(game_state *state)
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{
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srand(time(NULL));
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initialize_window(state);
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initialize_font(state);
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state->is_running = TRUE;
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state->last_frame_time = 0;
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qinit(&state->particles);
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state->ball.point.x = 40;
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state->ball.point.y = 40;
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state->ball.dimension.x = 15;
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state->ball.dimension.y = 15;
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state->ball.velocity.x = 700;
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state->ball.velocity.y = 400;
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state->player_one.point.x = 10;
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state->player_one.point.y = 10;
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state->player_one.dimension.x = 10;
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state->player_one.dimension.y = 100;
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state->player_one.vy = 800;
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state->player_one.score = 0;
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state->player_one.up = FALSE;
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state->player_one.down = FALSE;
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state->player_two.point.x = WINDOW_WIDTH - 20;
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state->player_two.point.y = 10;
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state->player_two.dimension.x = 10;
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state->player_two.dimension.y = 100;
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state->player_two.vy = 800;
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state->player_two.score = 0;
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state->player_two.up = FALSE;
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state->player_two.down = FALSE;
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}
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void process_input(game_state *state)
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{
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SDL_Event event;
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const Uint8 *currentKeyStates;
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SDL_PollEvent(&event);
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currentKeyStates = SDL_GetKeyboardState(NULL);
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if(currentKeyStates[SDL_SCANCODE_W]) {
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state->player_one.up = TRUE;
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state->player_one.down = FALSE;
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} else if(currentKeyStates[SDL_SCANCODE_S]) {
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state->player_one.up = FALSE;
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state->player_one.down = TRUE;
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} else {
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state->player_one.up = FALSE;
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state->player_one.down = FALSE;
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}
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if(currentKeyStates[SDL_SCANCODE_UP]) {
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state->player_two.up = TRUE;
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state->player_two.down = FALSE;
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} else if(currentKeyStates[SDL_SCANCODE_DOWN]) {
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state->player_two.up = FALSE;
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state->player_two.down = TRUE;
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} else {
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state->player_two.up = FALSE;
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state->player_two.down = FALSE;
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}
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switch(event.type) {
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case SDL_QUIT:
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state->is_running = FALSE;
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break;
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case SDL_KEYDOWN:
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if(event.key.keysym.sym == SDLK_ESCAPE ||
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event.key.keysym.sym == SDLK_q)
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{
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state->is_running = FALSE;
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}
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break;
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}
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}
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void update(game_state *state)
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{
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int time_to_wait;
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time_to_wait = TARGET_FRAME_TIME - (SDL_GetTicks() -
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state->last_frame_time);
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if(time_to_wait > 0 && time_to_wait <= TARGET_FRAME_TIME)
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SDL_Delay(time_to_wait);
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state->delta_time = (SDL_GetTicks() - state->last_frame_time) / 1000.0f;
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state->last_frame_time = SDL_GetTicks();
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handle_ball(state);
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handle_paddles(state);
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handle_particles(state);
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}
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void render(game_state *state)
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{
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SDL_SetRenderDrawColor(state->renderer, 24, 26, 31, 255);
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SDL_RenderClear(state->renderer);
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render_divider(state);
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render_paddles(state);
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render_ball(state);
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render_particles(state);
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render_score(state);
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#if ENABLE_FPS
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render_fps(state);
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#endif
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SDL_RenderPresent(state->renderer);
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}
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void destroy_window(game_state *state)
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{
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SDL_DestroyRenderer(state->renderer);
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SDL_DestroyWindow(state->window);
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SDL_Quit();
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}
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void destroy_font(game_state *state)
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{
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TTF_CloseFont(state->font);
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TTF_Quit();
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}
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int main()
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{
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game_state state;
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setup(&state);
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while(state.is_running) {
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process_input(&state);
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update(&state);
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render(&state);
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}
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|
|
|
destroy_font(&state);
|
|
destroy_window(&state);
|
|
|
|
return 0;
|
|
}
|