502 lines
13 KiB
C
502 lines
13 KiB
C
#include <stdio.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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#define TRUE 1
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#define FALSE 0
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#define WINDOW_WIDTH 800
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#define WINDOW_HEIGHT 600
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#define FPS 120
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#define TARGET_FRAME_TIME (1000 / FPS)
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typedef struct {
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float x;
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float y;
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} vector2;
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typedef struct {
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float r;
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float g;
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float b;
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} vector3;
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typedef struct {
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float r;
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float g;
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float b;
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float a;
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} vector4;
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typedef struct {
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float w;
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float h;
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} rect;
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typedef struct {
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vector2 point;
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vector2 velocity;
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vector2 dimension;
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vector4 color;
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} particle;
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struct node {
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struct node *next;
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particle data;
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};
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typedef struct {
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struct node *first;
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struct node *last;
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} queue;
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void qinit(queue *item)
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{
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item->first = NULL;
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item->last = NULL;
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}
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void qput(queue *item, particle data)
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{
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if(!item->first) {
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item->first = malloc(sizeof(struct node));
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item->last = item->first;
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} else {
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item->last->next = malloc(sizeof(struct node));
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item->last = item->last->next;
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}
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item->last->data = data;
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item->last->next = NULL;
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}
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void qget(queue *item, particle *data)
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{
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if(data)
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*data = item->first->data;
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struct node *tmp = item->first;
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item->first = item->first->next;
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if(!item->first)
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item->last = NULL;
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free(tmp);
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}
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int qempty(queue *item)
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{
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return !item->first;
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}
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typedef struct {
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int is_running;
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int last_frame_time;
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struct ball {
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vector2 point;
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vector2 velocity;
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vector2 dimension;
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} ball;
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struct player {
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vector2 point;
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vector2 dimension;
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float vy;
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int score;
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int up;
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int down;
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} player_one, player_two;
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queue particles;
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} game_state;
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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(SDL_Window **window, SDL_Renderer **renderer)
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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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*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(!window)
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exit_error("Error creating SDL Window.");
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*renderer = SDL_CreateRenderer(*window, -1, 0);
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if(!renderer)
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exit_error("Error creating SDL Renderer.");
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}
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void initialized_font(TTF_Font **font)
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{
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int ttf;
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ttf = TTF_Init();
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if(ttf < 0)
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exit_error("Error opening font.");
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*font = TTF_OpenFont("./iosevka-bold.ttf", 36);
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if(!font)
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exit_error("Error opening font.");
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}
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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 < 50; i++) {
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fragment.point.x = state->ball.point.x;
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fragment.point.y = state->ball.point.y;
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fragment.velocity.x =
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(float)rand_num(state->ball.velocity.x - 200, state->ball.velocity.x + 200) / 4.0f;
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fragment.velocity.y =
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(float)rand_num(state->ball.velocity.y - 200, state->ball.velocity.y + 200) / 4.0f;
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fragment.dimension.x = 3.0f;
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fragment.dimension.y = 3.0f;
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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, float delta_time)
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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 = 0;
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state->player_two.score += 1;
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if(state->player_two.score > 5) {
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state->player_two.score = 1;
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state->player_one.score = 0;
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}
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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 = 0;
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state->player_one.score += 1;
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if(state->player_one.score > 5) {
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state->player_one.score = 1;
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state->player_two.score = 0;
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}
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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 = 0;
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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 * delta_time;
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state->ball.point.y += state->ball.velocity.y * delta_time;
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}
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void handle_paddles(game_state *state, float delta_time)
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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 * delta_time;
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if(state->player_one.down)
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state->player_one.point.y += state->player_one.vy * delta_time;
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if(state->player_two.up)
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state->player_two.point.y -= state->player_one.vy * delta_time;
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if(state->player_two.down)
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state->player_two.point.y += state->player_one.vy * delta_time;
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}
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void handle_particles(game_state *state, float delta_time)
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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 -= 2; /* TODO: Lock to 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 * delta_time;
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tmp->data.point.y += tmp->data.velocity.y * 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_score(game_state *state, SDL_Renderer *renderer, TTF_Font *font)
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{
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/* Build score string */
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char *score;
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score = malloc(3*sizeof(char));
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score[0] = (char)(state->player_one.score + 48); /* FIX */
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score[1] = ':';
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score[2] = (char)(state->player_two.score + 48);
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/* Render */
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SDL_Surface *text;
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SDL_Color color = { 198, 204, 215, 255 };
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text = TTF_RenderText_Solid(font, score, color);
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if (!text)
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exit_error("Error initializing Text.");
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SDL_Texture *text_texture;
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text_texture = SDL_CreateTextureFromSurface(renderer, text);
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SDL_Rect dest = { WINDOW_WIDTH/2-20, 10, text->w, text->h };
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SDL_RenderCopy(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);
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free(score);
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}
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void render_ball(game_state *state, SDL_Renderer *renderer)
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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(renderer, 198, 204, 215, 255);
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SDL_RenderFillRect(renderer, &ball_rect);
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}
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void render_paddles(game_state *state, SDL_Renderer *renderer)
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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(renderer, 215, 78, 66, 255);
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SDL_RenderFillRect(renderer, &player_one_rect);
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SDL_SetRenderDrawColor(renderer, 16, 133, 255, 255);
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SDL_RenderFillRect(renderer, &player_two_rect);
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}
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void render_particles(game_state *state, SDL_Renderer *renderer)
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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(renderer, SDL_BLENDMODE_BLEND);
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SDL_SetRenderDrawColor(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(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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void setup(game_state *state)
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{
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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 = 500;
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state->ball.velocity.y = 600;
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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 = 600;
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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 = 600;
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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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float delta_time;
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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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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, delta_time);
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handle_paddles(state, delta_time);
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handle_particles(state, delta_time);
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}
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void render(game_state *state, SDL_Renderer *renderer, TTF_Font *font)
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{
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SDL_SetRenderDrawColor(renderer, 24, 26, 31, 255);
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SDL_RenderClear(renderer);
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render_paddles(state, renderer);
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render_ball(state, renderer);
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render_score(state, renderer, font);
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render_particles(state, renderer);
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SDL_RenderPresent(renderer);
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}
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void destroy_window(SDL_Window *window, SDL_Renderer *renderer)
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{
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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}
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int main()
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{
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srand(time(NULL));
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game_state state;
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SDL_Window *window = NULL;
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SDL_Renderer *renderer = NULL;
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TTF_Font *font;
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initialize_window(&window, &renderer);
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initialized_font(&font);
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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, renderer, font);
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}
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destroy_window(window, renderer);
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return 0;
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}
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