asteroids/starfield.c

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C
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#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <stdbool.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include "starfield.h"
// Properties
double STAR_Speed = 5.0f;
double STAR_MaxRotationValue = 5.0f;
// End Properties
// Vars
int STARFIELD_BoxWidth, STARFIELD_BoxHeight;
SDL_Texture * STAR_Texture;
SDL_Rect * STAR_SourceRects;
// End Vars
void STARFIELD_Initialize(SDL_Renderer * renderer, int width, int height){
printf("Initializing starfield...\n");
STARFIELD_BoxWidth = width;
STARFIELD_BoxHeight = height;
STAR_Texture = IMG_LoadTexture(renderer, "assets/images/star.png");
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if (!STAR_Texture)
printf("Star texture cannot be loaded!\n");
STAR_SourceRects = malloc(3 * sizeof(SDL_Rect));
int i;
for (i = 0; i < 3; i++) {
STAR_SourceRects[i] = (SDL_Rect) {.x = 0, .y = (100 * i), .w = 100, .h = 100 };
}
printf("Starfield initialized!\n");
}
void STARFIELD_Deinitialize(){
printf("De-initializing Starfield class...\n");
printf("De-initializing Source Rectangles...\n");
free(STAR_SourceRects);
printf("De-initializing Starfield textures...\n");
SDL_DestroyTexture(STAR_Texture);
printf("Starfield class de-initialized!\n");
}
Starfield STARFIELD_GetDefault(int count){
Star * strs = malloc(count * sizeof(Star));
int i;
for (i = 0; i < count; i++) {
strs[i] = STAR_GetDefault();
}
return (Starfield) {.Stars = strs, .StarCount = count };
}
void STARFIELD_Draw(Starfield * strf, SDL_Renderer * renderer){
int i;
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for (i = 0; i < (strf->StarCount); i++) {
STAR_Draw(&((strf->Stars)[i]), renderer);
}
}
void STARFIELD_Update(Starfield * strf){
int i;
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for (i = 0; i < (strf->StarCount); i++) {
STAR_Update(&((strf->Stars)[i]));
}
}
void STARFIELD_DestroyObject(Starfield * strf){
printf("De-initializing Starfield...\n");
printf("De-initializing Star-array...\n");
free((strf->Stars));
printf("Starfield de-initialized!\n");
}
Star STAR_GetDefault(){
return (Star) {
.x = (rand() % STARFIELD_BoxWidth) - (STARFIELD_BoxWidth / 2),
.y = (rand() % STARFIELD_BoxHeight) - (STARFIELD_BoxHeight / 2),
.z = (rand() % STARFIELD_BoxWidth),
.TargetRect = (SDL_Rect) {.x = 0, .y = 0, .w = 0, .h = 0 },
.SourceRect = STAR_SourceRects[(rand() % 3)],
.Rotation = (double)(rand() % 360),
.RotationValue = (fmod((double)(rand()), STAR_MaxRotationValue * 2.0f) - STAR_MaxRotationValue),
.OutOfBounds = false
};
}
void STAR_Update(Star * star){
if (!(star->OutOfBounds)) {
(star->Rotation) += (star->RotationValue);
(star->z) -= STAR_Speed; // increase speed (rather acceleration since it looks like a 3D room, but the speed is constant)
if ((star->z) < 1) { // respawns a star that has disappeared near the edge of the screen
*star = STAR_GetDefault();
}
double sx = (star->x) / (star->z) * STARFIELD_BoxWidth;// current distance using perspective
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if (sx > STARFIELD_BoxWidth / 2 || sx < -STARFIELD_BoxWidth / 2)
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(star->OutOfBounds) = true;
double sy = (star->y) / (star->z) * STARFIELD_BoxHeight; // current distance using perspective
if (sy * 2 > STARFIELD_BoxHeight || sy < -STARFIELD_BoxHeight / 2)
(star->OutOfBounds) = true;
double size = (((double)(STARFIELD_BoxWidth - (star->z))) / ((double)(STARFIELD_BoxWidth)) * 2.4f) + 1.0f; // radius
size = 3 * size * size; // potentially grow particles
(star->TargetRect) = (SDL_Rect) {.x = (int)round(sx) + (STARFIELD_BoxWidth / 2), .y = (int)round(sy) + (STARFIELD_BoxHeight / 2), .w = size, .h = size };
} else {
*star = STAR_GetDefault();
}
}
void STAR_Draw(Star * star, SDL_Renderer * renderer){
if (!(star->OutOfBounds)) {
// printf("Drawing star at: %d | %d with Size %d...\n", (star->TargetRect).x,(star->TargetRect).y,(star->TargetRect).w );
SDL_RenderCopyEx(renderer, STAR_Texture, &(star->SourceRect), &(star->TargetRect), (star->Rotation), NULL, SDL_FLIP_NONE);
}
}