Changed initialization process! Added todos and bugs to fix later :)
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1088424048
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372
asteroids.c
372
asteroids.c
@ -15,6 +15,8 @@
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#include "vector.h"
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#include "asteroids.h"
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// TODO: Export all this to a scenery (For later implementation of enemy waves)
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// Properties
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const double BULLET_Speed_Ally = 12.0f;
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const double BULLET_Speed_Enemy = 6.0f;
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@ -41,15 +43,36 @@ const SDL_Scancode SHIP_ShootButton = SDL_SCANCODE_SPACE;
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// Vars
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Bullet NULLET;
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int Asteroids_BoxWidth, Asteroids_BoxHeight, SHIP_MaxBulletCount, ENEMY_MaxBulletCount; // TODO: Explosion Texture
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int GAME_BoxWidth, GAME_BoxHeight, SHIP_MaxBulletCount, ENEMY_MaxBulletCount; // TODO: Explosion Texture
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SDL_Rect SHIP_SourceRect_Gliding, SHIP_SourceRect_Accelerating, * SHIP_SourceRect_Explosion, * ASTEROID_SourceRect_Size1, * ASTEROID_SourceRect_Size2, * ASTEROID_SourceRect_Size3;
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SDL_Texture * SHIP_Texture_Gliding, * SHIP_Texture_Accelerating, * SHIP_Texture_Explosion, * ASTEROID_Texture, * BULLET_Texture_Ally, * BULLET_Texture_Enemy, * ENEMY_Texture;
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SDL_Point SHIP_RotationCenter_Flight, SHIP_RotationCenter_Explosion;
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Asteroid ASTEROIDULLET;
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bool ASTEROID_IsDestroyed = false;
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bool ASTEROID_IsDestroyed = false, BULLET_IsInit = false, ENEMY_IsInit = false, SHIP_IsInit = false, ASTEROID_IsInit = false; // TODO: check if init successful
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// End Vars
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void BULLET_Initialize(SDL_Renderer * renderer, int width, int height){
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void ASTEROIDS_InitializeGame(SDL_Renderer * renderer, int width, int height){
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printf("Initializing Game...\n");
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GAME_BoxWidth = width;
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GAME_BoxHeight = height;
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SHIP_Initialize(renderer);
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BULLET_Initialize(renderer); // Call may be redundant
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ENEMY_Initialize(renderer);
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ASTEROID_Initialize(renderer);
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printf("Game initialized!\n");
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}
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void ASTEROIDS_DeinitializeGame(){
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printf("Make sure all resources are destroyed (not fatal)!\nDe-initializing Game...\n");
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SHIP_Deinitialize();
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BULLET_Deinitialize(); // Call may be redundant
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ENEMY_Deinitialize();
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ASTEROID_Deinitialize();
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printf("Game de-initialized!\n");
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}
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void BULLET_Initialize(SDL_Renderer * renderer){
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if (BULLET_IsInit) return;
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printf("Initializing Bullet...\n");
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NULLET = (Bullet) {
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.Rotation = 0.0f,
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@ -60,106 +83,52 @@ void BULLET_Initialize(SDL_Renderer * renderer, int width, int height){
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.IsDestroyed = true,
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.Type = AllyBullet
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}; // Default or null bullet
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Asteroids_BoxWidth = width;
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Asteroids_BoxHeight = height;
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BULLET_Texture_Ally = IMG_LoadTexture(renderer, "assets/images/bullet.png");
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if (!BULLET_Texture_Ally) printf("Ally bullet texture cannot be loaded!\n");
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BULLET_Texture_Enemy = IMG_LoadTexture(renderer, "assets/images/enemyBullet.png");
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if (!BULLET_Texture_Enemy) printf("Enemy bullet texture cannot be loaded!\n");
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printf("Bullet initialized!\n");
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BULLET_IsInit = true;
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}
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void BULLET_Deinitialize(){
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printf("De-initializing Bullet...\n");
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printf("De-initializing ally bullet texture...\n");
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SDL_DestroyTexture(BULLET_Texture_Ally);
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printf("De-initializing enemy bullet texture...\n");
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SDL_DestroyTexture(BULLET_Texture_Enemy);
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printf("De-initializing Bullet finished!\n");
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}
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void ENEMY_Initialize(SDL_Renderer * renderer){
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if (ENEMY_IsInit) return;
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printf("Initializing Enemy...\n");
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BULLET_Initialize(renderer);
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ENEMY_Texture = IMG_LoadTexture(renderer, "assets/images/enemy.png");
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if (!ENEMY_Texture) printf("Enemy texture cannot be loaded!\n");
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ENEMY_MaxBulletCount = ((BULLET_DecayTime_Ally / ENEMY_ShootIntevale) + 10);
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printf("Enemy initialized!\n");
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ENEMY_IsInit = true;
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} // ENEMY_Initialize
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Bullet BULLET_Fire(Vector location, double direction, BulletType type){
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return (Bullet) {
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.Rotation = direction,
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.Location = location,
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.Momentum = getScaledDirectionalUnitVector(direction, (type == AllyBullet ? BULLET_Speed_Ally : BULLET_Speed_Enemy)),
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.TargetRect = (type == AllyBullet ? (SDL_Rect) {.x = 0, .y = 0, .w = 12, .h = 35 } : (SDL_Rect) {.x = 0, .y = 0, .w = 30, .h = 30 }),
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.Lifetime = (type == AllyBullet ? BULLET_DecayTime_Ally : BULLET_DecayTime_Enemy),
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.IsDestroyed = false,
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.Type = type
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};
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}
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void BULLET_UpdateAlly(Bullet * bul, Asteroid * asts, int * astCount, Enemy * enemies, int * enemyCount) {
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if (!(bul->IsDestroyed)) {
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if ((bul->Lifetime)-- <= 0) { // Decay
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(bul->IsDestroyed) = true;
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return;
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}
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(bul->Location) = vectorAdd((bul->Location), (bul->Momentum)); // Move
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if ((bul->Location).x < 0.0f) (bul->Location).x = Asteroids_BoxWidth; // Check Boundaries
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else if ((bul->Location).x > Asteroids_BoxWidth) (bul->Location).x = 0.0f;
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if ((bul->Location).y < 0.0f) (bul->Location).y = Asteroids_BoxHeight;
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else if ((bul->Location).y > Asteroids_BoxHeight) (bul->Location).y = 0.0f;
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(bul->TargetRect).x = (int)round((bul->Location).x); // Update render Target
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(bul->TargetRect).y = (int)round((bul->Location).y);
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void SHIP_Initialize(SDL_Renderer * renderer){
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if (SHIP_IsInit) return;
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printf("Initializing Ship...\n");
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BULLET_Initialize(renderer);
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SHIP_Texture_Gliding = IMG_LoadTexture(renderer, "assets/images/ship.png");
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if (!SHIP_Texture_Gliding) printf("Ship texture 1 cannot be loaded!\n");
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SHIP_Texture_Accelerating = IMG_LoadTexture(renderer, "assets/images/shipAcc.png");
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if (!SHIP_Texture_Accelerating) printf("Ship texture 2 cannot be loaded!\n");
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SHIP_Texture_Explosion = IMG_LoadTexture(renderer, "assets/images/shipExpl.png");
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if (!SHIP_Texture_Explosion) printf("Ship texture explosion cannot be loaded!\n");
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SHIP_SourceRect_Explosion = calloc(5, sizeof(SDL_Rect));
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if (!SHIP_SourceRect_Explosion) printf("Memory for SDL_Rect (SHIP) cannot be allocated!\n");
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int i;
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for (i = 0; i < (*astCount); i++) { // Collide with Asteroids
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if (!(asts[i].IsDestroyed)) {
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if (RECT_CircleCollide(&(asts[i].TargetRect), &(bul->TargetRect))) {
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printf("Bullet is destroyed by asteroid no. %d!\n", i + 1);
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ASTEROID_TryDestroy(asts, astCount, i);
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if ((asts[i].IsDestroyed)) printf("Bullet destroyed asteroid no. %d!\n", i + 1);
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(bul->IsDestroyed) = true;
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break;
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for (i = 0; i < SHIP_DeathAnimFrameCount; i++) {
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SHIP_SourceRect_Explosion[i] = (SDL_Rect) {.x = 0, .y = (i * 1632), .w = 1280, .h = 1632 };
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}
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}
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}
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}
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} // BULLET_Update
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SHIP_SourceRect_Gliding = (SDL_Rect) {.x = 0, .y = 0, .w = 320, .h = 408 }; // TODO: Sourcerects are currently redundant considering the usage of SDL_RenderCopyEx
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SHIP_SourceRect_Accelerating = (SDL_Rect) {.x = 0, .y = 0, .w = 320, .h = 576 };
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SHIP_RotationCenter_Flight = (SDL_Point) {.x = 20, .y = 25 };
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SHIP_MaxBulletCount = ((BULLET_DecayTime_Ally / SHIP_ShootIntevale) + 10);
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printf("Ship initialized!\n");
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SHIP_IsInit = true;
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} // SHIP_Initialize
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void BULLET_UpdateEnemy(Bullet * bul, Ship * shp, int * shpCount) {
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if (!(bul->IsDestroyed)) {
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if ((bul->Lifetime)-- <= 0) { // Decay
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(bul->IsDestroyed) = true;
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return;
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}
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// TODO: Export triple use of boundary check to method using pointers
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(bul->Location) = vectorAdd((bul->Location), (bul->Momentum)); // Move
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if ((bul->Location).x < 0.0f) (bul->Location).x = Asteroids_BoxWidth; // Check Boundaries
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else if ((bul->Location).x > Asteroids_BoxWidth) (bul->Location).x = 0.0f;
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if ((bul->Location).y < 0.0f) (bul->Location).y = Asteroids_BoxHeight;
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else if ((bul->Location).y > Asteroids_BoxHeight) (bul->Location).y = 0.0f;
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(bul->TargetRect).x = (int)round((bul->Location).x); // Update render Target
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(bul->TargetRect).y = (int)round((bul->Location).y);
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int i;
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for (i = 0; i < (*shpCount); i++) { // Collide with Asteroids
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if (!(shp->IsDead)) {
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if (RECT_CircleCollide(&(shp[i].TargetRect_Gliding), &(bul->TargetRect))) {
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printf("Player %d is destroyed by bullet!\n", i + 1);
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(bul->IsDestroyed) = true;
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(shp[i].IsDead) = true;
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break;
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}
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}
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}
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}
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} // BULLET_Update
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void BULLET_Draw(Bullet * bul, SDL_Renderer * renderer) {
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if (!(bul->IsDestroyed)) {
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if ((bul->Type) == AllyBullet) {
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SDL_RenderCopyEx(renderer, BULLET_Texture_Ally, NULL, &(bul->TargetRect), (bul->Rotation), NULL, SDL_FLIP_NONE);
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} else {
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SDL_RenderCopyEx(renderer, BULLET_Texture_Enemy, NULL, &(bul->TargetRect), (bul->Rotation), NULL, SDL_FLIP_NONE);
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}
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}
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}
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void ASTEROID_Initialize(SDL_Renderer * renderer, int width, int height){
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void ASTEROID_Initialize(SDL_Renderer * renderer){
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if (ASTEROID_IsInit) return;
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printf("Initializing Asteroid...\n");
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Asteroids_BoxWidth = width;
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Asteroids_BoxHeight = height;
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ASTEROID_Texture = IMG_LoadTexture(renderer, "assets/images/asteroid.png");
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ASTEROIDULLET = (Asteroid) {
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.Rotation = 0.0f,
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@ -186,15 +155,142 @@ void ASTEROID_Initialize(SDL_Renderer * renderer, int width, int height){
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ASTEROID_SourceRect_Size3[2] = (SDL_Rect) {.x = 1400, .y = 1200, .w = 200, .h = 200 };
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ASTEROID_SourceRect_Size3[3] = (SDL_Rect) {.x = 1400, .y = 1400, .w = 200, .h = 200 };
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printf("Asteroid initialized!\n");
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ASTEROID_IsInit = true;
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} // ASTEROID_Initialize
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void BULLET_Deinitialize(){
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if (!BULLET_IsInit) return;
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printf("De-initializing Bullet...\n");
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printf("De-initializing ally bullet texture...\n");
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SDL_DestroyTexture(BULLET_Texture_Ally);
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printf("De-initializing enemy bullet texture...\n");
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SDL_DestroyTexture(BULLET_Texture_Enemy);
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printf("De-initializing Bullet finished!\n");
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BULLET_IsInit = false;
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}
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void ENEMY_Deinitialize(){
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if (!ENEMY_IsInit) return;
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printf("De-initializing Enemy class...\n");
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BULLET_Deinitialize();
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printf("De-initializing Enemy texture 1...\n");
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SDL_DestroyTexture(ENEMY_Texture);
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printf("De-initializing Enemy class finished!\n");
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ENEMY_IsInit = false;
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}
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void ASTEROID_Deinitialize(){
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if (!ASTEROID_IsInit) return;
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printf("De-initializing Asteroid...\n");
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printf("De-initializing Asteroid texture...\n");
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SDL_DestroyTexture(ASTEROID_Texture);
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free(ASTEROID_SourceRect_Size1);
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free(ASTEROID_SourceRect_Size2);
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free(ASTEROID_SourceRect_Size3);
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printf("De-initializing Asteroid finished!\n");
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ASTEROID_IsInit = false;
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}
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void SHIP_Deinitialize(){
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if (!SHIP_IsInit) return;
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printf("De-initializing Ship class...\n");
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BULLET_Deinitialize();
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free(SHIP_SourceRect_Explosion);
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printf("De-initializing Ship texture 1...\n");
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SDL_DestroyTexture(SHIP_Texture_Gliding);
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printf("De-initializing Ship texture 2...\n");
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SDL_DestroyTexture(SHIP_Texture_Accelerating);
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printf("De-initializing Ship texture 2...\n");
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SDL_DestroyTexture(SHIP_Texture_Explosion);
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printf("De-initializing Ship class finished!\n");
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SHIP_IsInit = false;
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}
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Bullet BULLET_Fire(Vector location, double direction, BulletType type){
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return (Bullet) {
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.Rotation = direction,
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.Location = location,
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.Momentum = getScaledDirectionalUnitVector(direction, (type == AllyBullet ? BULLET_Speed_Ally : BULLET_Speed_Enemy)),
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.TargetRect = (type == AllyBullet ? (SDL_Rect) {.x = 0, .y = 0, .w = 12, .h = 35 } : (SDL_Rect) {.x = 0, .y = 0, .w = 30, .h = 30 }),
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.Lifetime = (type == AllyBullet ? BULLET_DecayTime_Ally : BULLET_DecayTime_Enemy),
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.IsDestroyed = false,
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.Type = type
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};
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}
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void BULLET_UpdateAlly(Bullet * bul, Asteroid * asts, int * astCount, Enemy * enemies, int * enemyCount) {
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if (!(bul->IsDestroyed)) {
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if ((bul->Lifetime)-- <= 0) { // Decay
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(bul->IsDestroyed) = true;
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return;
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}
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(bul->Location) = vectorAdd((bul->Location), (bul->Momentum)); // Move
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if ((bul->Location).x < 0.0f) (bul->Location).x = GAME_BoxWidth; // Check Boundaries
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else if ((bul->Location).x > GAME_BoxWidth) (bul->Location).x = 0.0f;
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if ((bul->Location).y < 0.0f) (bul->Location).y = GAME_BoxHeight;
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else if ((bul->Location).y > GAME_BoxHeight) (bul->Location).y = 0.0f;
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(bul->TargetRect).x = (int)round((bul->Location).x); // Update render Target
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(bul->TargetRect).y = (int)round((bul->Location).y);
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int i;
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for (i = 0; i < (*astCount); i++) { // Collide with Asteroids
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if (!(asts[i].IsDestroyed)) {
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if (RECT_CircleCollide(&(asts[i].TargetRect), &(bul->TargetRect))) {
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printf("Bullet is destroyed by asteroid no. %d!\n", i + 1);
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ASTEROID_TryDestroy(asts, astCount, i);
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if ((asts[i].IsDestroyed)) printf("Bullet destroyed asteroid no. %d!\n", i + 1);
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(bul->IsDestroyed) = true;
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break;
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}
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}
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}
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}
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} // BULLET_Update
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void BULLET_UpdateEnemy(Bullet * bul, Ship * shp, int * shpCount) {
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if (!(bul->IsDestroyed)) {
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if ((bul->Lifetime)-- <= 0) { // Decay
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(bul->IsDestroyed) = true;
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return;
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}
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// TODO: Export triple use of boundary check to method using pointers
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(bul->Location) = vectorAdd((bul->Location), (bul->Momentum)); // Move
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if ((bul->Location).x < 0.0f) (bul->Location).x = GAME_BoxWidth; // Check Boundaries
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else if ((bul->Location).x > GAME_BoxWidth) (bul->Location).x = 0.0f;
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if ((bul->Location).y < 0.0f) (bul->Location).y = GAME_BoxHeight;
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else if ((bul->Location).y > GAME_BoxHeight) (bul->Location).y = 0.0f;
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(bul->TargetRect).x = (int)round((bul->Location).x); // Update render Target
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(bul->TargetRect).y = (int)round((bul->Location).y);
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int i;
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for (i = 0; i < (*shpCount); i++) { // Collide with Asteroids
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if (!(shp->IsDead)) {
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if (RECT_CircleCollide(&(shp[i].TargetRect_Gliding), &(bul->TargetRect))) {
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printf("Player %d is destroyed by bullet!\n", i + 1);
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(bul->IsDestroyed) = true;
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(shp[i].IsDead) = true;
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break;
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}
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}
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}
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}
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} // BULLET_Update
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void BULLET_Draw(Bullet * bul, SDL_Renderer * renderer) {
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if (!(bul->IsDestroyed)) {
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if ((bul->Type) == AllyBullet) {
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SDL_RenderCopyEx(renderer, BULLET_Texture_Ally, NULL, &(bul->TargetRect), (bul->Rotation), NULL, SDL_FLIP_NONE);
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} else {
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SDL_RenderCopyEx(renderer, BULLET_Texture_Enemy, NULL, &(bul->TargetRect), (bul->Rotation), NULL, SDL_FLIP_NONE);
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}
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}
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}
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Asteroid ASTEROID_CreateRandom(){
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return (Asteroid) {
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.Rotation = (double)(rand() % 360),
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.Size = 200,
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.RotationValue = fmod((double)(rand()), 4.0f) - 2.0f,
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// TODO: Reimplement random start pos here later
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// .Location = (_vector) {.x = (double)(rand() % Asteroids_BoxWidth), .y = (double)(rand() % Asteroids_BoxHeight) },
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// .Location = (_vector) {.x = (double)(rand() % GAME_BoxWidth), .y = (double)(rand() % GAME_BoxHeight) },
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.Location = (Vector) {.x = 0, .y = 0 },
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.Momentum = getScaledDirectionalUnitVector((double)(rand() % 360), fmod((double)rand(), 2.0f) + 1.0f),
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.TargetRect = (SDL_Rect) {.x = 0, .y = 0, .w = 200, .h = 200 },
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@ -259,25 +355,15 @@ double distance(SDL_Rect * r1, SDL_Rect * r2){
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return round(sqrt((dx * dx ) + (dy * dy)));
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}
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void ASTEROID_Deinitialize(){
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printf("De-initializing Asteroid...\n");
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printf("De-initializing Asteroid texture...\n");
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SDL_DestroyTexture(ASTEROID_Texture);
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free(ASTEROID_SourceRect_Size1);
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free(ASTEROID_SourceRect_Size2);
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free(ASTEROID_SourceRect_Size3);
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printf("De-initializing Asteroid finished!\n");
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}
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void ASTEROID_Update(Asteroid * ast){
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if (!(ast->IsDestroyed)) {
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(ast->Rotation) += (ast->RotationValue); // Rotate
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(ast->Location) = vectorAdd(ast->Location, ast->Momentum); // Update Position
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if ((ast->Location).x < -(ast->Size)) (ast->Location).x = Asteroids_BoxWidth; // Check Boundaries
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else if ((ast->Location).x > Asteroids_BoxWidth) (ast->Location).x = -(ast->Size);
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if ((ast->Location).y < -(ast->Size)) (ast->Location).y = Asteroids_BoxHeight;
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else if ((ast->Location).y > Asteroids_BoxHeight) (ast->Location).y = -(ast->Size);
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if ((ast->Location).x < -(ast->Size)) (ast->Location).x = GAME_BoxWidth; // Check Boundaries
|
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else if ((ast->Location).x > GAME_BoxWidth) (ast->Location).x = -(ast->Size);
|
||||
if ((ast->Location).y < -(ast->Size)) (ast->Location).y = GAME_BoxHeight;
|
||||
else if ((ast->Location).y > GAME_BoxHeight) (ast->Location).y = -(ast->Size);
|
||||
(ast->TargetRect).x = (int)round((ast->Location).x);
|
||||
(ast->TargetRect).y = (int)round((ast->Location).y);
|
||||
}
|
||||
@ -289,17 +375,6 @@ void ASTEROID_Draw(Asteroid * ast, SDL_Renderer * renderer){
|
||||
}
|
||||
}
|
||||
|
||||
void ENEMY_Initialize(SDL_Renderer * renderer, int width, int height){
|
||||
printf("Initializing Enemy...\n");
|
||||
BULLET_Initialize(renderer, width, height);
|
||||
Asteroids_BoxWidth = width;
|
||||
Asteroids_BoxHeight = height;
|
||||
ENEMY_Texture = IMG_LoadTexture(renderer, "assets/images/enemy.png");
|
||||
if (!ENEMY_Texture) printf("Enemy texture cannot be loaded!\n");
|
||||
ENEMY_MaxBulletCount = ((BULLET_DecayTime_Ally / ENEMY_ShootIntevale) + 10);
|
||||
printf("Enemy initialized!\n");
|
||||
} // ENEMY_Initialize
|
||||
|
||||
Enemy ENEMY_GetDefault(){
|
||||
Enemy temp;
|
||||
|
||||
@ -308,7 +383,7 @@ Enemy ENEMY_GetDefault(){
|
||||
for (i = 0; i < ENEMY_MaxBulletCount; i++) {
|
||||
temp.Bullets[i] = NULLET; // Nullet is set only if BULLET_Initialize() was called!
|
||||
}
|
||||
temp.Location = (Vector) {.x = (double)(rand() % Asteroids_BoxWidth), .y = (double)(rand() % Asteroids_BoxHeight) };
|
||||
temp.Location = (Vector) {.x = (double)(rand() % GAME_BoxWidth), .y = (double)(rand() % GAME_BoxHeight) };
|
||||
temp.Momentum = getScaledDirectionalUnitVector((rand() % 360), fmod((double)rand(), ENEMY_MaxSpeed / 2.0f) + (ENEMY_MaxSpeed / 2.0f));
|
||||
temp.TargetRect = (SDL_Rect) {.x = 0, .y = 0, .w = 80, .h = 40 };
|
||||
temp.WeaponCooldown = ENEMY_ShootIntevale;
|
||||
@ -319,14 +394,6 @@ Enemy ENEMY_GetDefault(){
|
||||
return temp;
|
||||
} // ENEMY_CreateDefault
|
||||
|
||||
void ENEMY_Deinitialize(){
|
||||
printf("De-initializing Enemy class...\n");
|
||||
BULLET_Deinitialize();
|
||||
printf("De-initializing Enemy texture 1...\n");
|
||||
SDL_DestroyTexture(ENEMY_Texture);
|
||||
printf("De-initializing Enemy class finished!\n");
|
||||
}
|
||||
|
||||
void ENEMY_DestroyObject(Enemy * enm){
|
||||
printf("De-initializing Enemy...\n");
|
||||
printf("De-initializing Bullet-array...\n");
|
||||
@ -347,10 +414,10 @@ void ENEMY_Update(Enemy * enm, Ship * targets, int targetCount){
|
||||
}
|
||||
|
||||
(enm->Location) = vectorAdd((enm->Location), (enm->Momentum)); // Update Position
|
||||
if ((enm->Location).x < -(enm->TargetRect).w) (enm->Location).x = Asteroids_BoxWidth;
|
||||
else if ((enm->Location).x > Asteroids_BoxWidth + (enm->TargetRect).w) (enm->Location).x = 0.0f;
|
||||
if ((enm->Location).y < -(enm->TargetRect).h) (enm->Location).y = Asteroids_BoxHeight;
|
||||
else if ((enm->Location).y > Asteroids_BoxHeight + (enm->TargetRect).h) (enm->Location).y = 0.0f;
|
||||
if ((enm->Location).x < -(enm->TargetRect).w) (enm->Location).x = GAME_BoxWidth;
|
||||
else if ((enm->Location).x > GAME_BoxWidth + (enm->TargetRect).w) (enm->Location).x = 0.0f;
|
||||
if ((enm->Location).y < -(enm->TargetRect).h) (enm->Location).y = GAME_BoxHeight;
|
||||
else if ((enm->Location).y > GAME_BoxHeight + (enm->TargetRect).h) (enm->Location).y = 0.0f;
|
||||
(enm->TargetRect).x = (int)round((enm->Location).x);
|
||||
(enm->TargetRect).y = (int)round((enm->Location).y);
|
||||
|
||||
@ -378,30 +445,6 @@ void ENEMY_Draw(Enemy * enm, SDL_Renderer * renderer){
|
||||
}
|
||||
}
|
||||
|
||||
void SHIP_Initialize(SDL_Renderer * renderer, int width, int height){
|
||||
printf("Initializing Ship...\n");
|
||||
BULLET_Initialize(renderer, width, height);
|
||||
Asteroids_BoxWidth = width;
|
||||
Asteroids_BoxHeight = height;
|
||||
SHIP_Texture_Gliding = IMG_LoadTexture(renderer, "assets/images/ship.png");
|
||||
if (!SHIP_Texture_Gliding) printf("Ship texture 1 cannot be loaded!\n");
|
||||
SHIP_Texture_Accelerating = IMG_LoadTexture(renderer, "assets/images/shipAcc.png");
|
||||
if (!SHIP_Texture_Accelerating) printf("Ship texture 2 cannot be loaded!\n");
|
||||
SHIP_Texture_Explosion = IMG_LoadTexture(renderer, "assets/images/shipExpl.png");
|
||||
if (!SHIP_Texture_Explosion) printf("Ship texture explosion cannot be loaded!\n");
|
||||
SHIP_SourceRect_Explosion = calloc(5, sizeof(SDL_Rect));
|
||||
if (!SHIP_SourceRect_Explosion) printf("Memory for SDL_Rect (SHIP) cannot be allocated!\n");
|
||||
int i;
|
||||
for (i = 0; i < SHIP_DeathAnimFrameCount; i++) {
|
||||
SHIP_SourceRect_Explosion[i] = (SDL_Rect) {.x = 0, .y = (i * 1632), .w = 1280, .h = 1632 };
|
||||
}
|
||||
SHIP_SourceRect_Gliding = (SDL_Rect) {.x = 0, .y = 0, .w = 320, .h = 408 };
|
||||
SHIP_SourceRect_Accelerating = (SDL_Rect) {.x = 0, .y = 0, .w = 320, .h = 576 };
|
||||
SHIP_RotationCenter_Flight = (SDL_Point) {.x = 20, .y = 25 };
|
||||
SHIP_MaxBulletCount = ((BULLET_DecayTime_Ally / SHIP_ShootIntevale) + 10);
|
||||
printf("Ship initialized!\n");
|
||||
} // SHIP_Initialize
|
||||
|
||||
Ship SHIP_CreateDefault(){
|
||||
Ship temp;
|
||||
|
||||
@ -425,19 +468,6 @@ Ship SHIP_CreateDefault(){
|
||||
return temp;
|
||||
} // SHIP_CreateDefault
|
||||
|
||||
void SHIP_Deinitialize(){
|
||||
printf("De-initializing Ship class...\n");
|
||||
BULLET_Deinitialize();
|
||||
free(SHIP_SourceRect_Explosion);
|
||||
printf("De-initializing Ship texture 1...\n");
|
||||
SDL_DestroyTexture(SHIP_Texture_Gliding);
|
||||
printf("De-initializing Ship texture 2...\n");
|
||||
SDL_DestroyTexture(SHIP_Texture_Accelerating);
|
||||
printf("De-initializing Ship texture 2...\n");
|
||||
SDL_DestroyTexture(SHIP_Texture_Explosion);
|
||||
printf("De-initializing Ship class finished!\n");
|
||||
}
|
||||
|
||||
void SHIP_DestroyObject(Ship * shp){
|
||||
printf("De-initializing Ship...\n");
|
||||
printf("De-initializing Bullet-array...\n");
|
||||
@ -474,10 +504,10 @@ void SHIP_Update(Ship * shp, Uint8 * keystate, Asteroid * asts, int * astCount,
|
||||
}
|
||||
|
||||
(shp->Location) = vectorAdd((shp->Location), (shp->Momentum)); // Update Position
|
||||
if ((shp->Location).x < -(shp->TargetRect_Gliding).w) (shp->Location).x = Asteroids_BoxWidth;
|
||||
else if ((shp->Location).x > Asteroids_BoxWidth + (shp->TargetRect_Gliding).w) (shp->Location).x = 0.0f;
|
||||
if ((shp->Location).y < -(shp->TargetRect_Gliding).h) (shp->Location).y = Asteroids_BoxHeight;
|
||||
else if ((shp->Location).y > Asteroids_BoxHeight + (shp->TargetRect_Gliding).h) (shp->Location).y = 0.0f;
|
||||
if ((shp->Location).x < -(shp->TargetRect_Gliding).w) (shp->Location).x = GAME_BoxWidth;
|
||||
else if ((shp->Location).x > GAME_BoxWidth + (shp->TargetRect_Gliding).w) (shp->Location).x = 0.0f;
|
||||
if ((shp->Location).y < -(shp->TargetRect_Gliding).h) (shp->Location).y = GAME_BoxHeight;
|
||||
else if ((shp->Location).y > GAME_BoxHeight + (shp->TargetRect_Gliding).h) (shp->Location).y = 0.0f;
|
||||
(shp->TargetRect_Gliding).x = (int)round((shp->Location).x);
|
||||
(shp->TargetRect_Gliding).y = (int)round((shp->Location).y);
|
||||
(shp->TargetRect_Accelerating).x = (shp->TargetRect_Gliding).x;
|
||||
|
10
asteroids.h
10
asteroids.h
@ -44,13 +44,15 @@ typedef struct asteroidStruct {
|
||||
// End Structs
|
||||
|
||||
// Prototypes
|
||||
void BULLET_Initialize(SDL_Renderer * renderer, int width, int height);
|
||||
void ASTEROIDS_InitializeGame(SDL_Renderer * renderer, int width, int height);
|
||||
void ASTEROIDS_DeinitializeGame();
|
||||
void BULLET_Initialize(SDL_Renderer * renderer);
|
||||
void BULLET_Deinitialize();
|
||||
Bullet BULLET_Fire(Vector location, double direction, BulletType type);
|
||||
void BULLET_UpdateAlly(Bullet * bul, Asteroid * asts, int * astCount, Enemy * enemies, int * enemyCount);
|
||||
void BULLET_UpdateEnemy(Bullet * bul, Ship * shp, int * shpCount);
|
||||
void BULLET_Draw(Bullet * bul, SDL_Renderer * renderer);
|
||||
void ASTEROID_Initialize(SDL_Renderer * renderer, int width, int height);
|
||||
void ASTEROID_Initialize(SDL_Renderer * renderer);
|
||||
Asteroid ASTEROID_CreateRandom();
|
||||
bool ASTEROID_TryDestroy(Asteroid * asts, int * astCount, int index);
|
||||
Asteroid ASTEROID_CreateFromSplit(Asteroid * creator);
|
||||
@ -60,13 +62,13 @@ double distance(SDL_Rect * r1, SDL_Rect * r2);
|
||||
void ASTEROID_Deinitialize();
|
||||
void ASTEROID_Update(Asteroid * ast);
|
||||
void ASTEROID_Draw(Asteroid * ast, SDL_Renderer * renderer);
|
||||
void ENEMY_Initialize(SDL_Renderer * renderer, int width, int height);
|
||||
void ENEMY_Initialize(SDL_Renderer * renderer);
|
||||
Enemy ENEMY_GetDefault();
|
||||
void ENEMY_Deinitialize();
|
||||
void ENEMY_DestroyObject(Enemy * enm);
|
||||
void ENEMY_Update(Enemy * enm, Ship * targets, int targetCount);
|
||||
void ENEMY_Draw(Enemy * enm, SDL_Renderer * renderer);
|
||||
void SHIP_Initialize(SDL_Renderer * renderer, int width, int height);
|
||||
void SHIP_Initialize(SDL_Renderer * renderer);
|
||||
Ship SHIP_CreateDefault();
|
||||
void SHIP_Deinitialize();
|
||||
void SHIP_DestroyObject(Ship * shp);
|
||||
|
9
main.c
9
main.c
@ -130,10 +130,9 @@ void INITIALIZE() {
|
||||
printf("Window was created!\n");
|
||||
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
|
||||
printf("Renderer was created!\n");
|
||||
|
||||
STARFIELD_Initialize(renderer, width, height);
|
||||
SHIP_Initialize(renderer, width, height);
|
||||
ENEMY_Initialize(renderer, width, height);
|
||||
ASTEROID_Initialize(renderer, width, height);
|
||||
ASTEROIDS_InitializeGame(renderer, width, height);
|
||||
|
||||
starfield = STARFIELD_GetDefault(100);
|
||||
ship = SHIP_CreateDefault();
|
||||
@ -159,9 +158,7 @@ void QUIT(){
|
||||
free(enemies);
|
||||
STARFIELD_DestroyObject(&starfield);
|
||||
STARFIELD_Deinitialize();
|
||||
SHIP_Deinitialize();
|
||||
ENEMY_Deinitialize();
|
||||
ASTEROID_Deinitialize();
|
||||
ASTEROIDS_DeinitializeGame();
|
||||
TTF_CloseFont(Sans);
|
||||
TTF_Quit();
|
||||
free(asteroids);
|
||||
|
Loading…
Reference in New Issue
Block a user