#include #include #include #include #include #include #include #include #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; // TODO: Fullscreen const int height = 900; const int totalAsteroidCount = 6; const int totalEnemyCount = 6; Uint8 * keystate; // TODO: export all this into scenery and enemy waves 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; case SDL_MOUSEBUTTONDOWN: mousePress(event.button); break; } } } QUIT(); return 0; } /* main */ 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){ 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); } } 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("assets/fonts/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 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"); } /* QUIT */