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