Initial commit

This commit is contained in:
Michael Chen 2017-12-26 23:24:29 +01:00
commit 762dfd03db
26 changed files with 1033 additions and 0 deletions

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#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <stdbool.h>
#include <math.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_ttf.h>
#ifndef __nullptr__
#define Nullptr(type) (type *)0
#endif // __nullptr__
#include "vector.h"
#include "asteroids.h"
// Properties
const double BULLET_Speed_Ally = 12.0f;
const double BULLET_Speed_Enemy = 6.0f;
const int BULLET_DecayTime_Ally = 60;
const int BULLET_DecayTime_Enemy = 100;
const double SHIP_RotationValue = 4.0f;
const int SHIP_DeathAnimSpeed = 6;
const int SHIP_DeathAnimFrameCount = 5;
const double SHIP_MaxSpeed = 8.0f;
const double SHIP_Acceleration = 0.15f;
const double SHIP_ShootIntevale = 12; // Based on frame count
const double ASTEROID_MinimumSize = 50.0f; // No asteroid under this size if split
// const int ENEMY_DeathAnimSpeed = 6;
// const int ENEMY_DeathAnimFrameCount = 5;
const double ENEMY_MaxSpeed = 5.0f;
const int ENEMY_MaxTurnIntervale = 300;
const double ENEMY_Acceleration = 0.15f;
const double ENEMY_ShootIntevale = 120; // Based on frame count
const SDL_Scancode SHIP_LeftButton = SDL_SCANCODE_A;
const SDL_Scancode SHIP_RightButton = SDL_SCANCODE_D;
const SDL_Scancode SHIP_ForwardButton = SDL_SCANCODE_W;
const SDL_Scancode SHIP_ShootButton = SDL_SCANCODE_SPACE;
// End Properties
// Vars
Bullet NULLET;
int SHIP_BoxWidth, SHIP_BoxHeight, SHIP_MaxBulletCount, ASTEROID_BoxWidth, ASTEROID_BoxHeight, BULLET_BoxWidth, BULLET_BoxHeight, ENEMY_BoxWidth, ENEMY_BoxHeight, ENEMY_MaxBulletCount; // TODO: Explosion Texture
SDL_Rect SHIP_SourceRect_Gliding, SHIP_SourceRect_Accelerating, * SHIP_SourceRect_Explosion, * ASTEROID_SourceRect_Size1, * ASTEROID_SourceRect_Size2, * ASTEROID_SourceRect_Size3;
SDL_Texture * SHIP_Texture_Gliding, * SHIP_Texture_Accelerating, * SHIP_Texture_Explosion, * ASTEROID_Texture, * BULLET_Texture_Ally, * BULLET_Texture_Enemy, * ENEMY_Texture;
SDL_Point SHIP_RotationCenter_Flight, SHIP_RotationCenter_Explosion;
Asteroid ASTEROIDULLET;
bool ASTEROID_IsDestroyed = false;
// End Vars
void BULLET_Initialize(SDL_Renderer * renderer, int width, int height){
printf("Initializing Bullet...\n");
NULLET = (Bullet) {
.Rotation = 0.0f,
.Location = (Vector) {.x = 0.0f, .y = 0.0f },
.Momentum = (Vector) {.x = 0.0f, .y = 0.0f },
.TargetRect = (SDL_Rect) {.x = 0, .y = 0, .w = 0, .h = 0 },
.Lifetime = 0,
.IsDestroyed = true,
.Type = AllyBullet
}; // Default or null bullet
BULLET_BoxWidth = width;
BULLET_BoxHeight = height;
BULLET_Texture_Ally = IMG_LoadTexture(renderer, "bullet.png");
if (!BULLET_Texture_Ally) printf("Ally bullet texture cannot be loaded!\n");
BULLET_Texture_Enemy = IMG_LoadTexture(renderer, "enemyBullet.png");
if (!BULLET_Texture_Enemy) printf("Enemy bullet texture cannot be loaded!\n");
printf("Bullet initialized!\n");
}
void BULLET_Deinitialize(){
printf("De-initializing Bullet...\n");
printf("De-initializing ally bullet texture...\n");
SDL_DestroyTexture(BULLET_Texture_Ally);
printf("De-initializing enemy bullet texture...\n");
SDL_DestroyTexture(BULLET_Texture_Enemy);
printf("De-initializing Bullet finished!\n");
}
Bullet BULLET_Fire(Vector location, double direction, BulletType type){
return (Bullet) {
.Rotation = direction,
.Location = location,
.Momentum = getScaledDirectionalUnitVector(direction, (type == AllyBullet ? BULLET_Speed_Ally : BULLET_Speed_Enemy)),
.TargetRect = (type == AllyBullet ? (SDL_Rect) {.x = 0, .y = 0, .w = 12, .h = 35 } : (SDL_Rect) {.x = 0, .y = 0, .w = 30, .h = 30 }),
.Lifetime = (type == AllyBullet ? BULLET_DecayTime_Ally : BULLET_DecayTime_Enemy),
.IsDestroyed = false,
.Type = type
};
}
void BULLET_UpdateAlly(Bullet * bul, Asteroid * asts, int * astCount, Enemy * enemies, int * enemyCount) {
if (!(bul->IsDestroyed)) {
if ((bul->Lifetime)-- <= 0) { // Decay
(bul->IsDestroyed) = true;
return;
}
(bul->Location) = vectorAdd((bul->Location), (bul->Momentum)); // Move
if ((bul->Location).x < 0.0f) (bul->Location).x = BULLET_BoxWidth; // Check Boundaries
else if ((bul->Location).x > BULLET_BoxWidth) (bul->Location).x = 0.0f;
if ((bul->Location).y < 0.0f) (bul->Location).y = BULLET_BoxHeight;
else if ((bul->Location).y > BULLET_BoxHeight) (bul->Location).y = 0.0f;
(bul->TargetRect).x = (int)round((bul->Location).x); // Update render Target
(bul->TargetRect).y = (int)round((bul->Location).y);
int i;
for (i = 0; i < (*astCount); i++) { // Collide with Asteroids
if (!(asts[i].IsDestroyed)) {
if (RECT_CircleCollide(&(asts[i].TargetRect), &(bul->TargetRect))) {
printf("Bullet is destroyed by asteroid no. %d!\n", i + 1);
ASTEROID_TryDestroy(asts, astCount, i);
if ((asts[i].IsDestroyed)) printf("Bullet destroyed asteroid no. %d!\n", i + 1);
(bul->IsDestroyed) = true;
break;
}
}
}
}
} // BULLET_Update
void BULLET_UpdateEnemy(Bullet * bul, Ship * shp, int * shpCount) {
if (!(bul->IsDestroyed)) {
if ((bul->Lifetime)-- <= 0) { // Decay
(bul->IsDestroyed) = true;
return;
}
(bul->Location) = vectorAdd((bul->Location), (bul->Momentum)); // Move
if ((bul->Location).x < 0.0f) (bul->Location).x = BULLET_BoxWidth; // Check Boundaries
else if ((bul->Location).x > BULLET_BoxWidth) (bul->Location).x = 0.0f;
if ((bul->Location).y < 0.0f) (bul->Location).y = BULLET_BoxHeight;
else if ((bul->Location).y > BULLET_BoxHeight) (bul->Location).y = 0.0f;
(bul->TargetRect).x = (int)round((bul->Location).x); // Update render Target
(bul->TargetRect).y = (int)round((bul->Location).y);
int i;
for (i = 0; i < (*shpCount); i++) { // Collide with Asteroids
if (!(shp->IsDead)) {
if (RECT_CircleCollide(&(shp[i].TargetRect_Gliding), &(bul->TargetRect))) {
printf("Player %d is destroyed by bullet!\n", i + 1);
(bul->IsDestroyed) = true;
(shp[i].IsDead) = true;
break;
}
}
}
}
} // BULLET_Update
void BULLET_Draw(Bullet * bul, SDL_Renderer * renderer) {
if (!(bul->IsDestroyed)) {
if ((bul->Type) == AllyBullet) {
SDL_RenderCopyEx(renderer, BULLET_Texture_Ally, NULL, &(bul->TargetRect), (bul->Rotation), NULL, SDL_FLIP_NONE);
} else {
SDL_RenderCopyEx(renderer, BULLET_Texture_Enemy, NULL, &(bul->TargetRect), (bul->Rotation), NULL, SDL_FLIP_NONE);
}
}
}
void ASTEROID_Initialize(SDL_Renderer * renderer, int width, int height){
printf("Initializing Asteroid...\n");
ASTEROID_BoxWidth = width;
ASTEROID_BoxHeight = height;
ASTEROID_Texture = IMG_LoadTexture(renderer, "asteroid.png");
ASTEROIDULLET = (Asteroid) {
.Rotation = 0.0f,
.Size = 0.0f,
.RotationValue = 0.0f,
.Location = (Vector) {.x = 0.0f, .y = 0.0f },
.Momentum = (Vector) {.x = 0.0f, .y = 0.0f },
.TargetRect = (SDL_Rect) {.x = 0, .y = 0, .w = 0, .h = 0 },
.IsDestroyed = true,
.Health = 0
};
if (!ASTEROID_Texture) printf("Asteroid texture cannot be loaded!\n");
ASTEROID_SourceRect_Size1 = (SDL_Rect *)malloc(3 * sizeof(SDL_Rect));
ASTEROID_SourceRect_Size1[0] = (SDL_Rect) {.x = 0, .y = 0, .w = 800, .h = 800 };
ASTEROID_SourceRect_Size1[1] = (SDL_Rect) {.x = 0, .y = 800, .w = 800, .h = 800 };
ASTEROID_SourceRect_Size1[2] = (SDL_Rect) {.x = 800, .y = 0, .w = 800, .h = 800 };
ASTEROID_SourceRect_Size2 = (SDL_Rect *)malloc(3 * sizeof(SDL_Rect));
ASTEROID_SourceRect_Size2[0] = (SDL_Rect) {.x = 800, .y = 800, .w = 400, .h = 400 };
ASTEROID_SourceRect_Size2[1] = (SDL_Rect) {.x = 800, .y = 1200, .w = 400, .h = 400 };
ASTEROID_SourceRect_Size2[2] = (SDL_Rect) {.x = 1200, .y = 800, .w = 400, .h = 400 };
ASTEROID_SourceRect_Size3 = (SDL_Rect *)malloc(4 * sizeof(SDL_Rect));
ASTEROID_SourceRect_Size3[0] = (SDL_Rect) {.x = 1200, .y = 1200, .w = 200, .h = 200 };
ASTEROID_SourceRect_Size3[1] = (SDL_Rect) {.x = 1200, .y = 1400, .w = 200, .h = 200 };
ASTEROID_SourceRect_Size3[2] = (SDL_Rect) {.x = 1400, .y = 1200, .w = 200, .h = 200 };
ASTEROID_SourceRect_Size3[3] = (SDL_Rect) {.x = 1400, .y = 1400, .w = 200, .h = 200 };
printf("Asteroid initialized!\n");
} // ASTEROID_Initialize
Asteroid ASTEROID_CreateRandom(){
return (Asteroid) {
.Rotation = (double)(rand() % 360),
.Size = 200,
.RotationValue = fmod((double)(rand()), 4.0f) - 2.0f,
// .Location = (_vector) {.x = (double)(rand() % ASTEROID_BoxWidth), .y = (double)(rand() % ASTEROID_BoxHeight) },
.Location = (Vector) {.x = 0, .y = 0 },
.Momentum = getScaledDirectionalUnitVector((double)(rand() % 360), fmod((double)rand(), 2.0f) + 1.0f),
.TargetRect = (SDL_Rect) {.x = 0, .y = 0, .w = 200, .h = 200 },
.IsDestroyed = false,
.SourceRect = ASTEROID_SourceRect_Size1[(rand() % 3)],
.Health = 4
};
}
bool ASTEROID_TryDestroy(Asteroid * asts, int * astCount, int index){
asts[index].Health--;
if (asts[index].Health <= 0) {
if (ASTEROID_CanSplit(&(asts[index]))) {
printf("Asteroid %d was split...\n", index);
asts[(*astCount)++] = ASTEROID_CreateFromSplit(&(asts[index]));
Asteroid tmp = ASTEROID_CreateFromSplit(&(asts[index]));
asts[index] = tmp;
} else {
printf("Asteroid %d was destroyed...\n", index);
asts[index].IsDestroyed = true;
}
return true;
} else {
printf("Asteroid %d was hit...\n", index);
}
return false;
}
Asteroid ASTEROID_CreateFromSplit(Asteroid * creator){
Asteroid aster = (Asteroid) {
.Rotation = (double)(rand() % 360),
.Size = (creator->Size) / 2.0f,
.RotationValue = fmod((double)(rand()), 4.0f) - 2.0f,
.Location = creator->Location,
.Momentum = getScaledDirectionalUnitVector((double)(rand() % 360), fmod((double)rand(), 2.0f) + 1.0f),
.TargetRect = (SDL_Rect) {.x = 0, .y = 0, .w = (int)round((creator->Size) / 2.0f), .h = (int)round((creator->Size) / 2.0f) },
.IsDestroyed = false,
.SourceRect = ASTEROID_SourceRect_Size1[0],
.Health = 0
};
aster.Health = (int)round(aster.Size / 50.0f) + ((rand() % 2) ? (1) : (-1)); // Bei 200 3 - 5 Hits
if (aster.Health <= 1) aster.Health = 1;
if (aster.Size > 150.0f) aster.SourceRect = ASTEROID_SourceRect_Size1[(rand() % 3)];
else if (aster.Size > 75.0f) aster.SourceRect = ASTEROID_SourceRect_Size2[(rand() % 3)];
else aster.SourceRect = ASTEROID_SourceRect_Size3[(rand() % 4)];
return aster;
}
bool ASTEROID_CanSplit(Asteroid * ast){
return ((ast->Size) >= (2 * ASTEROID_MinimumSize));
}
bool RECT_CircleCollide(SDL_Rect * rect1, SDL_Rect * rect2){
return (distance(rect1, rect2) < round(((double)(rect1->w + rect2->w)) / 2.0f));
}
double distance(SDL_Rect * r1, SDL_Rect * r2){
double dx = (((double)(r2->x) + ((double)(r2->w) / 2.0f)) - ((double)(r1->x) + ((double)(r1->w) / 2.0f)));
double dy = (((double)(r2->y) + ((double)(r2->h) / 2.0f)) - ((double)(r1->y) + ((double)(r1->h) / 2.0f)));
return round(sqrt((dx * dx ) + (dy * dy)));
}
void ASTEROID_Deinitialize(){
printf("De-initializing Asteroid...\n");
printf("De-initializing Asteroid texture...\n");
SDL_DestroyTexture(ASTEROID_Texture);
free(ASTEROID_SourceRect_Size1);
free(ASTEROID_SourceRect_Size2);
free(ASTEROID_SourceRect_Size3);
printf("De-initializing Asteroid finished!\n");
}
void ASTEROID_Update(Asteroid * ast){
if (!(ast->IsDestroyed)) {
(ast->Rotation) += (ast->RotationValue); // Rotate
(ast->Location) = vectorAdd(ast->Location, ast->Momentum); // Update Position
if ((ast->Location).x < -(ast->Size)) (ast->Location).x = ASTEROID_BoxWidth; // Check Boundaries
else if ((ast->Location).x > ASTEROID_BoxWidth) (ast->Location).x = -(ast->Size);
if ((ast->Location).y < -(ast->Size)) (ast->Location).y = ASTEROID_BoxHeight;
else if ((ast->Location).y > ASTEROID_BoxHeight) (ast->Location).y = -(ast->Size);
(ast->TargetRect).x = (int)round((ast->Location).x);
(ast->TargetRect).y = (int)round((ast->Location).y);
}
} // ASTEROID_Update
void ASTEROID_Draw(Asteroid * ast, SDL_Renderer * renderer){
if (!(ast->IsDestroyed)) {
SDL_RenderCopyEx(renderer, ASTEROID_Texture, &(ast->SourceRect), &(ast->TargetRect), ast->Rotation, NULL, SDL_FLIP_NONE); // Draw Image
}
}
void ENEMY_Initialize(SDL_Renderer * renderer, int width, int height){
printf("Initializing Enemy...\n");
BULLET_Initialize(renderer, width, height);
ENEMY_BoxWidth = width;
ENEMY_BoxHeight = height;
ENEMY_Texture = IMG_LoadTexture(renderer, "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;
temp.Bullets = (Bullet *)malloc(ENEMY_MaxBulletCount * sizeof(Bullet));
int i;
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() % ENEMY_BoxWidth), .y = (double)(rand() % ENEMY_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;
temp.lastBulletIndex = 0;
temp.IsDead = false;
temp.TurnCooldown = (rand() % ENEMY_MaxTurnIntervale);
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");
free((enm->Bullets));
printf("De-initializing Enemy...\n");
}
void ENEMY_Update(Enemy * enm, Ship * targets, int targetCount){
if (!(enm->IsDead)) {
int i;
for (i = 0; i < ENEMY_MaxBulletCount; i++) { // Update Bullets
BULLET_UpdateEnemy(&((enm->Bullets)[i]), targets, &targetCount);
}
if ((enm->TurnCooldown)-- <= 0){
(enm->TurnCooldown) = (rand() % ENEMY_MaxTurnIntervale);
(enm->Momentum) = getScaledDirectionalUnitVector((rand() % 360), fmod((double)rand(), ENEMY_MaxSpeed / 2.0f) + (ENEMY_MaxSpeed / 2.0f));
}
(enm->Location) = vectorAdd((enm->Location), (enm->Momentum)); // Update Position
if ((enm->Location).x < -(enm->TargetRect).w) (enm->Location).x = ENEMY_BoxWidth;
else if ((enm->Location).x > ENEMY_BoxWidth + (enm->TargetRect).w) (enm->Location).x = 0.0f;
if ((enm->Location).y < -(enm->TargetRect).h) (enm->Location).y = ENEMY_BoxHeight;
else if ((enm->Location).y > ENEMY_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);
if ((enm->WeaponCooldown) <= 0) { // Shoot instantly if cooldown ends
(enm->WeaponCooldown) = ENEMY_ShootIntevale;
(enm->lastBulletIndex)++;
if ((enm->lastBulletIndex) >= ENEMY_MaxBulletCount) (enm->lastBulletIndex) = 0;
Vector startPoint = vectorAdd((enm->Location), (Vector) {.x = (double)((enm->TargetRect).w) / 2.0f, .y = (double)((enm->TargetRect).h) / 2.0f });
(enm->Bullets)[(enm->lastBulletIndex)] = BULLET_Fire(startPoint, vectorRotation(vectorSub((targets[rand() % targetCount].Location), (enm->Location))), EnemyBullet); // Maybe check if bullet space is already taken from another bullet being fired...
}
(enm->WeaponCooldown)--;
} else {
(enm->DeadTime)++;
}
} // ENEMY_Update
void ENEMY_Draw(Enemy * enm, SDL_Renderer * renderer){
if (!(enm->IsDead)) {
int i;
for (i = 0; i < ENEMY_MaxBulletCount; i++) { // Draw Bullets
BULLET_Draw(&((enm->Bullets)[i]), renderer);
}
SDL_RenderCopyEx(renderer, ENEMY_Texture, NULL, &(enm->TargetRect), 0.0f, NULL, SDL_FLIP_NONE); // Draw Image
}
}
void SHIP_Initialize(SDL_Renderer * renderer, int width, int height){
printf("Initializing Ship...\n");
BULLET_Initialize(renderer, width, height);
SHIP_BoxWidth = width;
SHIP_BoxHeight = height;
SHIP_Texture_Gliding = IMG_LoadTexture(renderer, "ship.png");
if (!SHIP_Texture_Gliding) printf("Ship texture 1 cannot be loaded!\n");
SHIP_Texture_Accelerating = IMG_LoadTexture(renderer, "shipAcc.png");
if (!SHIP_Texture_Accelerating) printf("Ship texture 2 cannot be loaded!\n");
SHIP_Texture_Explosion = IMG_LoadTexture(renderer, "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;
temp.Bullets = (Bullet *)malloc(SHIP_MaxBulletCount * sizeof(Bullet));
int i;
for (i = 0; i < SHIP_MaxBulletCount; i++) {
temp.Bullets[i] = NULLET; // Nullet is set only if BULLET_Initialize() was called!
}
temp.Rotation = 0.0f;
temp.FacingDirection = (Vector) {.x = 0.0f, .y = 0.0f };
temp.Location = (Vector) {.x = 800.0f, .y = 450.0f };
temp.Momentum = (Vector) {.x = 0.0f, .y = 0.0f };
temp.TargetRect_Gliding = (SDL_Rect) {.x = 0, .y = 0, .w = 40, .h = 51 };
temp.TargetRect_Accelerating = (SDL_Rect) {.x = 0, .y = 0, .w = 40, .h = 74 };
temp.TargetRect_Explosion = (SDL_Rect) {.x = 0, .y = 0, .w = 160, .h = 204 };
temp.WeaponCooldown = 0;
temp.DeadTime = 0;
temp.lastBulletIndex = 0;
temp.IsDead = false;
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");
free((shp->Bullets));
printf("De-initializing Ship...\n");
}
void SHIP_Update(Ship * shp, Uint8 * keystate, Asteroid * asts, int * astCount, Enemy * enemies, int * enemyCount){
if (!(shp->IsDead)) {
(shp->TurnLeftButtonPressed) = keystate[SHIP_LeftButton];
(shp->TurnRightButtonPressed) = keystate[SHIP_RightButton];
(shp->ForwardButtonPressed) = keystate[SHIP_ForwardButton];
(shp->ShootButtonPressed) = keystate[SHIP_ShootButton];
int i;
for (i = 0; i < SHIP_MaxBulletCount; i++) { // Update Bullets
BULLET_UpdateAlly(&((shp->Bullets)[i]), asts, astCount, enemies, enemyCount);
}
if (((shp->TurnLeftButtonPressed) + (shp->TurnRightButtonPressed)) == 1) { // Handle rotation
if ((shp->TurnLeftButtonPressed)) { // Rotate to the left
(shp->Rotation) -= SHIP_RotationValue;
} else if ((shp->TurnRightButtonPressed)) { // Rotate to the right
(shp->Rotation) += SHIP_RotationValue;
}
(shp->FacingDirection) = getScaledDirectionalUnitVector((shp->Rotation), SHIP_Acceleration);
}
if ((shp->ForwardButtonPressed)) { // Handle forward acceleration
(shp->Momentum) = vectorAdd((shp->FacingDirection), (shp->Momentum));
if (vectorMagnitude((shp->Momentum)) > SHIP_MaxSpeed) {
(shp->Momentum) = vectorScaleTo((shp->Momentum), SHIP_MaxSpeed);
}
}
(shp->Location) = vectorAdd((shp->Location), (shp->Momentum)); // Update Position
if ((shp->Location).x < -(shp->TargetRect_Gliding).w) (shp->Location).x = SHIP_BoxWidth;
else if ((shp->Location).x > SHIP_BoxWidth + (shp->TargetRect_Gliding).w) (shp->Location).x = 0.0f;
if ((shp->Location).y < -(shp->TargetRect_Gliding).h) (shp->Location).y = SHIP_BoxHeight;
else if ((shp->Location).y > SHIP_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;
(shp->TargetRect_Accelerating).y = (shp->TargetRect_Gliding).y;
if ((shp->ShootButtonPressed)) { // Fire bullet
if ((shp->WeaponCooldown) <= 0) {
(shp->WeaponCooldown) = SHIP_ShootIntevale;
(shp->lastBulletIndex)++;
if ((shp->lastBulletIndex) >= SHIP_MaxBulletCount) (shp->lastBulletIndex) = 0;
(shp->Bullets)[(shp->lastBulletIndex)] = BULLET_Fire(vectorAdd((shp->Location), (Vector) {.x = (double)(SHIP_RotationCenter_Flight.x) / 2.0f, .y = (double)(SHIP_RotationCenter_Flight.y) / 2.0f }), (shp->Rotation), AllyBullet); // Maybe check if bullet space is already taken from another bullet being fired...
}
}
(shp->WeaponCooldown)--;
for (i = 0; i < (*astCount); i++) {
if (RECT_CircleCollide(&(asts[i].TargetRect), &(shp->TargetRect_Gliding))) {
printf("Ship is destroyed by asteroid no. %d!\n", i + 1);
(shp->IsDead) = true;
(shp->TargetRect_Explosion).x = ((int)round((shp->Location).x) - ((shp->TargetRect_Explosion).w / 4));
(shp->TargetRect_Explosion).y = ((int)round((shp->Location).y) - ((shp->TargetRect_Explosion).h / 4));
break;
}
}
} else {
(shp->DeadTime)++;
}
} // SHIP_Update
void SHIP_Draw(Ship * shp, SDL_Renderer * renderer){
if (!(shp->IsDead)) {
int i;
for (i = 0; i < SHIP_MaxBulletCount; i++) { // Draw Bullets
BULLET_Draw(&((shp->Bullets)[i]), renderer);
}
if ((shp->ForwardButtonPressed))
SDL_RenderCopyEx(renderer, SHIP_Texture_Accelerating, &SHIP_SourceRect_Accelerating, &(shp->TargetRect_Accelerating), (shp->Rotation), &SHIP_RotationCenter_Flight, SDL_FLIP_NONE); // Draw Image
else
SDL_RenderCopyEx(renderer, SHIP_Texture_Gliding, &SHIP_SourceRect_Gliding, &(shp->TargetRect_Gliding), (shp->Rotation), NULL, SDL_FLIP_NONE); // Draw Image
} else if ((shp->DeadTime) < SHIP_DeathAnimSpeed * SHIP_DeathAnimFrameCount) {
SDL_RenderCopyEx(renderer, SHIP_Texture_Explosion, &(SHIP_SourceRect_Explosion[((shp->DeadTime) / SHIP_DeathAnimSpeed)]), &(shp->TargetRect_Explosion), (shp->Rotation), NULL, SDL_FLIP_NONE); // Draw Image
}
}

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#ifndef __asteroids_h__
#define __asteroids_h__
#include "vector.h"
// Filebindings
const char *
// End Filebindings
// Enums
typedef enum bullettype { AllyBullet = 0, EnemyBullet = 1 } BulletType;
// End Enums
// Structs
typedef struct bulletStruct {
double Rotation;
Vector Location, Momentum;
SDL_Rect TargetRect;
int Lifetime;
bool IsDestroyed;
BulletType Type;
} Bullet;
typedef struct enemyStruct {
bool IsDead;
Vector Location, Momentum;
SDL_Rect TargetRect;
int WeaponCooldown, lastBulletIndex, DeadTime, TurnCooldown;
Bullet * Bullets;
} Enemy;
typedef struct shipStruct{
bool TurnRightButtonPressed, TurnLeftButtonPressed, ForwardButtonPressed, ShootButtonPressed, IsDead;
double Rotation;
Vector FacingDirection, Location, Momentum;
SDL_Rect TargetRect_Gliding, TargetRect_Accelerating, TargetRect_Explosion;
int WeaponCooldown, lastBulletIndex, DeadTime;
Bullet * Bullets;
} Ship;
typedef struct asteroidStruct {
double Rotation, Size, RotationValue;
Vector Location, Momentum;
SDL_Rect TargetRect, SourceRect;
bool IsDestroyed;
int Health;
} Asteroid;
// End Structs
// Prototypes
void BULLET_Initialize(SDL_Renderer * renderer, int width, int height);
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);
Asteroid ASTEROID_CreateRandom();
bool ASTEROID_TryDestroy(Asteroid * asts, int * astCount, int index);
Asteroid ASTEROID_CreateFromSplit(Asteroid * creator);
bool ASTEROID_CanSplit(Asteroid * ast);
bool RECT_CircleCollide(SDL_Rect * rect1, SDL_Rect * rect2);
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);
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);
Ship SHIP_CreateDefault();
void SHIP_Deinitialize();
void SHIP_DestroyObject(Ship * shp);
void SHIP_Update(Ship * shp, Uint8 * keystate, Asteroid * asts, int * astCount, Enemy * enemies, int * enemyCount);
void SHIP_Draw(Ship * shp, SDL_Renderer * renderer);
// End Prototypes
#endif // __asteroids_h__

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#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <stdbool.h>
#include <math.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_ttf.h>
#include "vector.h"
#include "asteroids.h"
#include "starfield.h"
#ifndef __nullptr__
#define Nullptr(type) (type *)0
#endif // __nullptr__
void DrawFrame();
void INITIALIZE();
void QUIT();
void GAMELOOP();
void mousePress(SDL_MouseButtonEvent b);
const int width = 1600;
const int height = 900;
const int totalAsteroidCount = 6;
const int totalEnemyCount = 6;
Uint8 * keystate;
SDL_Window * window;
SDL_Renderer * renderer;
SDL_Event event;
bool running = true;
SDL_Color messageColor;
TTF_Font * Sans;
SDL_Surface * messageSurface;
SDL_Rect messageRect;
SDL_Texture * messageTexture;
Asteroid * asteroids;
Ship ship;
Enemy * enemies;
Starfield starfield;
int asteroidCount = 0, enemyCount = 0;
int main(int argc, char * args[]){
INITIALIZE();
while (running) {
GAMELOOP();
DrawFrame();
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
running = false;
break;
case SDL_KEYDOWN:
if (event.key.keysym.scancode == SDL_SCANCODE_ESCAPE) running = false;
break;
}
}
}
QUIT();
return 0;
} /* main */
void QUIT(){
printf("De-initializing started...\n");
free(keystate);
SDL_FreeSurface(messageSurface);
SDL_DestroyTexture(messageTexture);
SHIP_DestroyObject(&ship);
int i;
for (i = 0; i < enemyCount; i++){
ENEMY_DestroyObject(&(enemies[i]));
}
free(enemies);
STARFIELD_DestroyObject(&starfield);
STARFIELD_Deinitialize();
SHIP_Deinitialize();
ENEMY_Deinitialize();
ASTEROID_Deinitialize();
TTF_CloseFont(Sans);
TTF_Quit();
free(asteroids);
IMG_Quit();
printf("Quitting SDL_IMG finished!\n");
SDL_DestroyRenderer(renderer);
printf("De-initializing renderer finished!\n");
SDL_DestroyWindow(window);
printf("De-initializing window finished!\n");
SDL_Quit();
printf("Quitting SDL finished!\n");
printf("De-initializing finished!\n");
}
void DrawFrame(){
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
STARFIELD_Draw(&starfield, renderer);
SHIP_Draw(&ship, renderer);
int i;
for (i = 0; i < enemyCount; i++){
ENEMY_Draw(&(enemies[i]), renderer);
}
for (i = 0; i < asteroidCount; i++) {
ASTEROID_Draw(&(asteroids[i]), renderer);
}
// SDL_RenderCopy(renderer, messageTexture, NULL, &messageRect);
SDL_RenderPresent(renderer);
}
void INITIALIZE() {
srand(time(NULL));
if (SDL_Init(SDL_INIT_EVERYTHING) != 0) printf("SDL could not initialize! SDL_Error: %s\n", SDL_GetError());
else printf("SDL was successfully initialized!\n");
if (IMG_Init(IMG_INIT_PNG) != IMG_INIT_PNG) printf("IMG could not initialize! IMG_Error: %s\n", IMG_GetError());
else printf("IMG was successfully initialized!\n");
TTF_Init();
Sans = TTF_OpenFont("bulky.ttf", 12);
if (!Sans) printf("Font cannot be initialized!\n");
else printf("Font was successfully initialized!\n");
messageColor = (SDL_Color) {.r = 125,.g=255,.b = 125,.a = 255};
messageSurface = TTF_RenderText_Solid(Sans, "A", messageColor);
if (!messageSurface) printf("Text surface is null!\n");
else printf("Text surface was created!\n");
messageTexture = SDL_CreateTextureFromSurface(renderer, messageSurface);
if (!messageTexture) printf("Text texture is null!\n");
else printf("Text texture was created!\n");
messageRect = (SDL_Rect) {.x = 100, .y = 100, .w = (messageSurface->w), .h = (messageSurface->h) };
window = SDL_CreateWindow("Asteroids Game", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, width, height, SDL_WINDOW_OPENGL);
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);
starfield = STARFIELD_GetDefault(100);
ship = SHIP_CreateDefault();
enemies = calloc(20, sizeof(Enemy));
int i;
enemies[enemyCount++] = ENEMY_GetDefault();
asteroids = calloc(200, sizeof(Asteroid));
for (i = 0; i < totalAsteroidCount; i++) {
asteroids[asteroidCount++] = ASTEROID_CreateRandom();
}
} /* INITIALIZE */
void GAMELOOP() {
keystate = SDL_GetKeyboardState(NULL); // Get key changes
SHIP_Update(&ship, keystate, asteroids, &asteroidCount, enemies, &enemyCount);
int i;
for (i = 0; i < enemyCount; i++){
ENEMY_Update(&(enemies[i]), &ship, 1);
}
STARFIELD_Update(&starfield);
if (!(ship.IsDead)) {
for (i = 0; i < asteroidCount; i++) {
ASTEROID_Update(&(asteroids[i]));
}
}
} /* GAMELOOP */
void mousePress(SDL_MouseButtonEvent b){
return;
if (b.button == SDL_BUTTON_LEFT) {
printf("Left mouse pressed...\n");
} else if (b.button == SDL_BUTTON_RIGHT) {
printf("Right mouse pressed...\n");
} else {
printf("Unknown mouse button pressed: %d\n", b.button);
}
}

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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, "star.png");
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){
printf("Drawing starfield...\n");
int i;
for (i = 0; i < (strf->StarCount); i++) {
STAR_Draw(&((strf->Stars)[i]), renderer);
}
printf("Starfield drawn!\n");
}
void STARFIELD_Update(Starfield * strf){
int i;
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
if (sx > STARFIELD_BoxWidth / 2|| sx < -STARFIELD_BoxWidth / 2)
(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);
}
}

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#ifndef __starfield_h__
#define __starfield_h__
#include <stdbool.h>
// Structs
typedef struct starStruct {
double x, y, z, Rotation, RotationValue;
SDL_Rect TargetRect, SourceRect;
bool OutOfBounds;
} Star;
typedef struct starfieldStruct {
Star * Stars;
int StarCount;
} Starfield;
// End Structs
// Prototypes
void STARFIELD_Initialize(SDL_Renderer * renderer, int width, int height);
void STARFIELD_Deinitialize();
Starfield STARFIELD_GetDefault(int count);
void STARFIELD_Draw(Starfield * strf, SDL_Renderer * renderer);
void STARFIELD_Update(Starfield * strf);
void STARFIELD_DestroyObject(Starfield * strf);
Star STAR_GetDefault();
void STAR_Update(Star * star);
void STAR_Draw(Star * star, SDL_Renderer * renderer);
// End Prototypes
#endif // __starfield_h__

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#include <math.h>
#include "vector.h"
// Properties
const double degreeToRadians = M_PI / 180.0f;
// End Properties
Vector vectorScale(Vector v, double factor){
return (Vector)
{
.x = v.x * factor,
.y = v.y * factor
};
}
double vectorMagnitude(Vector v){
return sqrt((v.x * v.x) + (v.y * v.y));
}
double vectorRotation(Vector v){
double da=atan2(v.x, -v.y)/degreeToRadians;
if (da < 0.0f) return (da+360.0f);
else return da;
}
Vector vectorScaleTo(Vector v, double magnitude){
return vectorScale(v, magnitude / vectorMagnitude(v));
}
double dotProduct(Vector v1, Vector v2){
return (v1.x * v2.x ) + (v1.y * v2.y);
}
double vectorDist(Vector v1, Vector v2){
return sqrt(dotProduct(v1, v2));
}
Vector vectorAdd(Vector v1, Vector v2){
return (Vector)
{
.x = v1.x + v2.x,
.y = v1.y + v2.y
};
}
Vector vectorSub(Vector v1, Vector v2){
return (Vector)
{
.x = v1.x - v2.x,
.y = v1.y - v2.y
};
}
double degreeSin(double x){
return sin(x * degreeToRadians);
}
double degreeCos(double x){
return cos(x * degreeToRadians);
}
Vector getDirectionalUnitVector(double rotation){
return (Vector)
{
.x = degreeSin(rotation),
.y = -degreeCos(rotation)
};
}
Vector getScaledDirectionalUnitVector(double rotation, double Magnitude){
Vector v = (Vector)
{
.x = degreeSin(rotation),
.y = -degreeCos(rotation)
};
return vectorScale(v, Magnitude);
}
Vector getScaledVectorFromTo(Vector from, Vector to, double Magnitude){
return vectorScale(vectorSub(to, from), Magnitude);
}

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#ifndef __vector_h__
#define __vector_h__
// Structs
typedef struct vectorStruct {
double x, y;
} Vector;
// End Structs
// Prototypes
Vector vectorScale(Vector v, double factor);
double vectorMagnitude(Vector v);
double vectorRotation(Vector v);
Vector vectorScaleTo(Vector v, double magnitude);
double dotProduct(Vector v1, Vector v2);
double vectorDist(Vector v1, Vector v2);
Vector vectorAdd(Vector v1, Vector v2);
Vector vectorSub(Vector v1, Vector v2);
double degreeSin(double x);
double degreeCos(double x);
Vector getDirectionalUnitVector(double rotation);
Vector getScaledDirectionalUnitVector(double rotation, double Magnitude);
Vector getScaledVectorFromTo(Vector from, Vector to, double Magnitude);
// End Prototypes
#endif // __vector_h__