asteroids/main.c

175 lines
5.4 KiB
C

#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; // 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); // Z-Layer Background
int i;
for (i = 0; i < asteroidCount; i++) { // Z-Layer Bottom
ASTEROID_Draw(&(asteroids[i]), renderer);
}
for (i = 0; i < enemyCount; i++) { // Z-Layer Mid
ENEMY_Draw(&(enemies[i]), renderer);
}
SHIP_Draw(&ship, renderer); // Z-Layer Top
// 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);
ASTEROIDS_InitializeGame(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();
ASTEROIDS_DeinitializeGame();
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 */