Files
pingpong/pingpong.c
2023-11-11 15:43:35 -08:00

492 lines
14 KiB
C

#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <SDL2/SDL.h>
#include <SDL_ttf.h>
#include "types.h"
#include "settings.h"
#include "queue.h"
void exit_error(const char *error)
{
fprintf(stderr, "%s\n", error);
exit(1);
}
void initialize_window(game_state *state)
{
int sdl;
sdl = SDL_Init(SDL_INIT_EVERYTHING);
if(sdl != 0)
exit_error("Error initializing SDL.");
state->window = SDL_CreateWindow(
NULL,
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
WINDOW_WIDTH, WINDOW_HEIGHT,
SDL_WINDOW_SHOWN);
if(!state->window)
exit_error("Error creating SDL Window.");
state->renderer = SDL_CreateRenderer(state->window, -1, 0);
if(!state->renderer)
exit_error("Error creating SDL Renderer.");
}
void initialize_font(game_state *state)
{
int ttf;
ttf = TTF_Init();
if(ttf < 0)
exit_error("Error opening font.");
state->font = TTF_OpenFont("./iosevka-bold.ttf", 36);
if(!state->font)
exit_error("Error opening font.");
}
#if ENABLE_FPS
int get_fps(game_state *state)
{
return (int)(1.0f / state->delta_time);
}
#endif
int rand_num(int m, int n)
{
return m + rand() / (RAND_MAX / (n - m + 1) + 1);
}
void emit_particle(game_state *state, particle *fragment)
{
if(fragment)
qput(&state->particles, *fragment);
}
void collision_particles(game_state *state, vector3 color)
{
int i;
particle fragment;
for(i = 0; i < 20; i++) {
if(state->ball.point.x < WINDOW_WIDTH / 2)
fragment.point.x = state->ball.point.x;
else
fragment.point.x = state->ball.point.x + state->ball.dimension.x;
if(state->ball.point.y < WINDOW_HEIGHT / 2)
fragment.point.y = state->ball.point.y;
else
fragment.point.y = state->ball.point.y + state->ball.dimension.y;
fragment.velocity.x =
(float)rand_num((int)state->ball.velocity.x - 200,
(int)state->ball.velocity.x + 200) / 4.0f;
fragment.velocity.y =
(float)rand_num((int)state->ball.velocity.y - 200,
(int)state->ball.velocity.y + 200) / 4.0f;
fragment.dimension.x = (float)rand_num(3, 5);
fragment.dimension.y = fragment.dimension.x;
fragment.color.r = color.r;
fragment.color.g = color.g;
fragment.color.b = color.b;
fragment.color.a = 255.0f;
emit_particle(state, &fragment);
}
}
void handle_ball(game_state *state)
{
vector3 color;
if(state->ball.point.x < state->player_one.point.x +
state->player_one.dimension.x && (state->ball.point.y <
state->player_one.point.y + state->player_one.dimension.y &&
state->ball.point.y > state->player_one.point.y))
{
state->ball.point.x =
state->player_one.point.x + state->player_one.dimension.x;
state->ball.velocity.x *= -1;
color.r = 215.0f;
color.g = 78.0f;
color.b = 66.0f;
collision_particles(state, color);
}
if(state->ball.point.x + state->ball.dimension.x >
state->player_two.point.x && (state->ball.point.y <
state->player_two.point.y + state->player_two.dimension.y &&
state->ball.point.y > state->player_two.point.y))
{
state->ball.point.x =
state->player_two.point.x - state->ball.dimension.x;
state->ball.velocity.x *= -1;
color.r = 16.0f;
color.g = 133.0f;
color.b = 255.0f;
collision_particles(state, color);
}
if(state->ball.point.x <= 0) {
state->ball.point.x = WINDOW_WIDTH / 2;
state->ball.point.y = 1;
state->player_two.score += 1;
}
if(state->ball.point.x >= WINDOW_WIDTH - state->ball.dimension.x) {
state->ball.point.x = WINDOW_WIDTH / 2;
state->ball.point.y = 1;
state->player_one.score += 1;
}
if(state->ball.point.y < 0) {
state->ball.velocity.y *= -1;
state->ball.point.y = 1;
color.r = 198.0f;
color.g = 204.0f;
color.b = 215.0f;
collision_particles(state, color);
}
if(state->ball.point.y > WINDOW_HEIGHT - state->ball.dimension.y) {
state->ball.velocity.y *= -1;
state->ball.point.y = WINDOW_HEIGHT - state->ball.dimension.y;
color.r = 198.0f;
color.g = 204.0f;
color.b = 215.0f;
collision_particles(state, color);
}
state->ball.point.x += state->ball.velocity.x * state->delta_time;
state->ball.point.y += state->ball.velocity.y * state->delta_time;
}
void handle_paddles(game_state *state)
{
if(state->player_one.up)
state->player_one.point.y -= state->player_one.vy * state->delta_time;
if(state->player_one.down)
state->player_one.point.y += state->player_one.vy * state->delta_time;
if(state->player_two.up)
state->player_two.point.y -= state->player_one.vy * state->delta_time;
if(state->player_two.down)
state->player_two.point.y += state->player_one.vy * state->delta_time;
}
void handle_particles(game_state *state)
{
if(!qempty(&state->particles)) {
struct node *tmp = state->particles.first;
while(tmp) {
tmp->data.color.a -= 300.0f * state->delta_time;
if(tmp->data.color.a < 0.0f) {
tmp = tmp->next;
qget(&state->particles, NULL);
continue;
}
tmp->data.point.x += tmp->data.velocity.x * state->delta_time;
tmp->data.point.y += tmp->data.velocity.y * state->delta_time;
tmp = tmp->next;
}
}
}
void render_text_leading(game_state *state, const char *text, int fsize,
vector2 pos, vector4 color)
{
/* Render */
TTF_SetFontSize(state->font, fsize);
SDL_Surface *text_surface;
SDL_Color surface_color = {
(int)color.r, (int)color.g, (int)color.b, (int)color.a };
text_surface = TTF_RenderText_Solid(state->font, text, surface_color);
if (!text_surface)
exit_error("Error initializing Text.");
SDL_Texture *text_texture;
text_texture = SDL_CreateTextureFromSurface(state->renderer,
text_surface);
SDL_Rect dest = { (int)pos.x, (int)pos.y, text_surface->w,
text_surface->h };
SDL_RenderCopy(state->renderer, text_texture, NULL, &dest);
/* free */
SDL_DestroyTexture(text_texture);
SDL_FreeSurface(text_surface);
}
void render_text_centered(game_state *state, const char *text, int fsize,
vector2 pos, vector4 color)
{
/* Render */
TTF_SetFontSize(state->font, fsize);
SDL_Surface *text_surface;
SDL_Color surface_color = {
(int)color.r, (int)color.g, (int)color.b, (int)color.a };
text_surface = TTF_RenderText_Solid(state->font, text, surface_color);
if (!text_surface)
exit_error("Error initializing Text.");
SDL_Texture *text_texture;
text_texture = SDL_CreateTextureFromSurface(state->renderer,
text_surface);
SDL_Rect dest = { (int)(pos.x - (float)text_surface->w / 2), (int)pos.y,
text_surface->w, text_surface->h };
SDL_RenderCopy(state->renderer, text_texture, NULL, &dest);
/* free */
SDL_DestroyTexture(text_texture);
SDL_FreeSurface(text_surface);
}
void render_score(game_state *state)
{
/* Build score string */
char *score;
score = malloc(10*sizeof(char));
/* Render player one score */
sprintf(score, "%d", state->player_one.score);
vector2 pos = { (float)(WINDOW_WIDTH / 4), 10.0f };
vector4 color = { 198.0f, 204.0f, 215.0f, 255.0f };
render_text_centered(state, score, 30, pos, color);
/* Render player two score */
sprintf(score, "%d", state->player_two.score);
pos.x = WINDOW_WIDTH - pos.x;
render_text_centered(state, score, 30, pos, color);
sprintf(score, "%d", state->player_one.score);
/* free */
free(score);
}
#if ENABLE_FPS
void render_fps(game_state *state)
{
/* Build score string */
char *fps;
fps = malloc(10*sizeof(char));
sprintf(fps, "%d", get_fps(state));
/* Render */
vector2 pos = { 10.0f, 10.0f };
vector4 color = { 198.0f, 204.0f, 215.0f, 255.0f };
render_text_leading(state, fps, 16, pos, color);
/* free */
free(fps);
}
#endif
void render_ball(game_state *state)
{
SDL_Rect ball_rect = { state->ball.point.x, state->ball.point.y,
state->ball.dimension.x, state->ball.dimension.y };
SDL_SetRenderDrawColor(state->renderer, 198, 204, 215, 255);
SDL_RenderFillRect(state->renderer, &ball_rect);
}
void render_paddles(game_state *state)
{
SDL_Rect player_one_rect = {
state->player_one.point.x, state->player_one.point.y,
state->player_one.dimension.x, state->player_one.dimension.y };
SDL_Rect player_two_rect = {
state->player_two.point.x, state->player_two.point.y,
state->player_two.dimension.x, state->player_two.dimension.y };
SDL_SetRenderDrawColor(state->renderer, 215, 78, 66, 255);
SDL_RenderFillRect(state->renderer, &player_one_rect);
SDL_SetRenderDrawColor(state->renderer, 16, 133, 255, 255);
SDL_RenderFillRect(state->renderer, &player_two_rect);
}
void render_particles(game_state *state)
{
if(!qempty(&state->particles)) {
SDL_Rect particle_rect;
struct node *tmp = state->particles.first;
while(tmp) {
particle_rect.x = tmp->data.point.x;
particle_rect.y = tmp->data.point.y;
particle_rect.w = tmp->data.dimension.x;
particle_rect.h = tmp->data.dimension.y;
SDL_SetRenderDrawBlendMode(state->renderer, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(state->renderer,
(Uint8)tmp->data.color.r, (Uint8)tmp->data.color.g,
(Uint8)tmp->data.color.b, (Uint8)tmp->data.color.a);
SDL_RenderFillRect(state->renderer, &particle_rect);
tmp = tmp->next;
}
}
}
/* TODO: ??? */
void render_divider(game_state *state)
{
SDL_SetRenderDrawColor(state->renderer, 13, 17, 23, 255);
SDL_RenderDrawLine(state->renderer, (int)(WINDOW_WIDTH / 2), 0,
(int)(WINDOW_WIDTH / 2), WINDOW_HEIGHT);
SDL_RenderDrawLine(state->renderer, (int)(WINDOW_WIDTH / 2) - 1, 0,
(int)(WINDOW_WIDTH / 2) - 1, WINDOW_HEIGHT);
SDL_RenderDrawLine(state->renderer, (int)(WINDOW_WIDTH / 2) + 1, 0,
(int)(WINDOW_WIDTH / 2) + 1, WINDOW_HEIGHT);
}
void setup(game_state *state)
{
srand(time(NULL));
initialize_window(state);
initialize_font(state);
state->is_running = TRUE;
state->last_frame_time = 0;
qinit(&state->particles);
state->ball.point.x = 40;
state->ball.point.y = 40;
state->ball.dimension.x = 15;
state->ball.dimension.y = 15;
state->ball.velocity.x = 500;
state->ball.velocity.y = 600;
state->player_one.point.x = 10;
state->player_one.point.y = 10;
state->player_one.dimension.x = 10;
state->player_one.dimension.y = 100;
state->player_one.vy = 600;
state->player_one.score = 0;
state->player_one.up = FALSE;
state->player_one.down = FALSE;
state->player_two.point.x = WINDOW_WIDTH - 20;
state->player_two.point.y = 10;
state->player_two.dimension.x = 10;
state->player_two.dimension.y = 100;
state->player_two.vy = 600;
state->player_two.score = 0;
state->player_two.up = FALSE;
state->player_two.down = FALSE;
}
void process_input(game_state *state)
{
SDL_Event event;
const Uint8 *currentKeyStates;
SDL_PollEvent(&event);
currentKeyStates = SDL_GetKeyboardState(NULL);
if(currentKeyStates[SDL_SCANCODE_W]) {
state->player_one.up = TRUE;
state->player_one.down = FALSE;
} else if(currentKeyStates[SDL_SCANCODE_S]) {
state->player_one.up = FALSE;
state->player_one.down = TRUE;
} else {
state->player_one.up = FALSE;
state->player_one.down = FALSE;
}
if(currentKeyStates[SDL_SCANCODE_UP]) {
state->player_two.up = TRUE;
state->player_two.down = FALSE;
} else if(currentKeyStates[SDL_SCANCODE_DOWN]) {
state->player_two.up = FALSE;
state->player_two.down = TRUE;
} else {
state->player_two.up = FALSE;
state->player_two.down = FALSE;
}
switch(event.type) {
case SDL_QUIT:
state->is_running = FALSE;
break;
case SDL_KEYDOWN:
if(event.key.keysym.sym == SDLK_ESCAPE ||
event.key.keysym.sym == SDLK_q)
{
state->is_running = FALSE;
}
break;
}
}
void update(game_state *state)
{
int time_to_wait;
time_to_wait = TARGET_FRAME_TIME - (SDL_GetTicks() -
state->last_frame_time);
if(time_to_wait > 0 && time_to_wait <= TARGET_FRAME_TIME)
SDL_Delay(time_to_wait);
state->delta_time = (SDL_GetTicks() - state->last_frame_time) / 1000.0f;
state->last_frame_time = SDL_GetTicks();
handle_ball(state);
handle_paddles(state);
handle_particles(state);
}
void render(game_state *state)
{
SDL_SetRenderDrawColor(state->renderer, 24, 26, 31, 255);
SDL_RenderClear(state->renderer);
render_divider(state);
render_paddles(state);
render_ball(state);
render_particles(state);
render_score(state);
#if ENABLE_FPS
render_fps(state);
#endif
SDL_RenderPresent(state->renderer);
}
void destroy_window(game_state *state)
{
SDL_DestroyRenderer(state->renderer);
SDL_DestroyWindow(state->window);
SDL_Quit();
}
int main()
{
game_state state;
setup(&state);
while(state.is_running) {
process_input(&state);
update(&state);
render(&state);
}
destroy_window(&state);
return 0;
}