asteroids/asteroids.c

525 lines
24 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>
#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 Asteroids_BoxWidth, Asteroids_BoxHeight, SHIP_MaxBulletCount, 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
Asteroids_BoxWidth = width;
Asteroids_BoxHeight = height;
BULLET_Texture_Ally = IMG_LoadTexture(renderer, "assets/images/bullet.png");
if (!BULLET_Texture_Ally) printf("Ally bullet texture cannot be loaded!\n");
BULLET_Texture_Enemy = IMG_LoadTexture(renderer, "assets/images/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 = Asteroids_BoxWidth; // Check Boundaries
else if ((bul->Location).x > Asteroids_BoxWidth) (bul->Location).x = 0.0f;
if ((bul->Location).y < 0.0f) (bul->Location).y = Asteroids_BoxHeight;
else if ((bul->Location).y > Asteroids_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;
}
// TODO: Export triple use of boundary check to method using pointers
(bul->Location) = vectorAdd((bul->Location), (bul->Momentum)); // Move
if ((bul->Location).x < 0.0f) (bul->Location).x = Asteroids_BoxWidth; // Check Boundaries
else if ((bul->Location).x > Asteroids_BoxWidth) (bul->Location).x = 0.0f;
if ((bul->Location).y < 0.0f) (bul->Location).y = Asteroids_BoxHeight;
else if ((bul->Location).y > Asteroids_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");
Asteroids_BoxWidth = width;
Asteroids_BoxHeight = height;
ASTEROID_Texture = IMG_LoadTexture(renderer, "assets/images/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,
// TODO: Reimplement random start pos here later
// .Location = (_vector) {.x = (double)(rand() % Asteroids_BoxWidth), .y = (double)(rand() % Asteroids_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 = Asteroids_BoxWidth; // Check Boundaries
else if ((ast->Location).x > Asteroids_BoxWidth) (ast->Location).x = -(ast->Size);
if ((ast->Location).y < -(ast->Size)) (ast->Location).y = Asteroids_BoxHeight;
else if ((ast->Location).y > Asteroids_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);
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;
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() % Asteroids_BoxWidth), .y = (double)(rand() % Asteroids_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 = 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;
(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);
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;
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 = 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;
(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
}
}