Asteroids can break, explosions
This commit is contained in:
@@ -1,12 +1,34 @@
|
||||
#include <SDL2/SDL.h>
|
||||
#include <time.h>
|
||||
|
||||
struct Model { int num_lines; SDL_FPoint lines[10]; SDL_FPoint pos, speed; float angle; };
|
||||
struct Bullet { int ttl; SDL_FPoint pos, speed; };
|
||||
class Movable { public: SDL_FPoint pos, speed; };
|
||||
class Model : public Movable { public: int num_lines, size; SDL_FPoint lines[10]; float angle; };
|
||||
class Bullet : public Movable { public: int ttl; };
|
||||
Model model[20];
|
||||
Bullet bullet[20];
|
||||
Bullet debris[20];
|
||||
SDL_FPoint wl[10];
|
||||
|
||||
void create_rock(int size, int x = 0, int y = 0) {
|
||||
int i = 0; while (i<20 && model[i].num_lines > 0) { i++; }
|
||||
model[i].num_lines = 8;
|
||||
model[i].size = size; //900
|
||||
if (x == 0) { model[i].pos = { 100+rand()%600, 100+rand()%400 }; } else { model[i].pos = { x, y }; }
|
||||
model[i].angle = rand()%360;
|
||||
model[i].speed = { (rand()%10) * (4-size) * 0.1f * SDL_cosf(model[i].angle*M_PI/180.0f), (rand()%10) * (3-size) * 0.1f * SDL_sinf(model[i].angle*M_PI/180.0f) };
|
||||
float da = 0.0f;
|
||||
for (int j=0; j<model[i].num_lines; j++) {
|
||||
model[i].lines[j] = { ((size*10)+rand()%(size*5)) * SDL_cosf(da*M_PI/180), ((size*10)+rand()%(size*5)) * -SDL_sinf(da*M_PI/180) };
|
||||
da += (360/model[i].num_lines);
|
||||
}
|
||||
}
|
||||
|
||||
void move(Movable &mov) {
|
||||
mov.pos.x += mov.speed.x; mov.pos.y += mov.speed.y;
|
||||
if (mov.pos.x < -20) mov.pos.x += 840; if (mov.pos.x > 820) mov.pos.x -= 840;
|
||||
if (mov.pos.y < -20) mov.pos.y += 640; if (mov.pos.y > 620) mov.pos.y -= 640;
|
||||
}
|
||||
|
||||
int main(int argc, char* argv[]) {
|
||||
srand(time(NULL));
|
||||
SDL_Init(SDL_INIT_EVERYTHING);
|
||||
@@ -14,20 +36,7 @@ int main(int argc, char* argv[]) {
|
||||
SDL_Renderer* sdlRenderer = SDL_CreateRenderer(sdlWindow, -1, SDL_RENDERER_PRESENTVSYNC);
|
||||
|
||||
model[0].num_lines = 3; model[0].lines[0] = {15, 0}; model[0].lines[1] = {-10, 10}; model[0].lines[2] = {-10, -10}; model[0].pos = {400, 300};
|
||||
|
||||
for (int i=1; i<4; i++) {
|
||||
model[i].num_lines = 8;
|
||||
model[i].pos = { 100+rand()%600, 100+rand()%400 };
|
||||
model[i].angle = rand()%360;
|
||||
model[i].speed.x = (rand()%10) * 0.1f * SDL_cosf(model[i].angle*M_PI/180.0f);
|
||||
model[i].speed.y = (rand()%10) * 0.1f * SDL_sinf(model[i].angle*M_PI/180.0f);
|
||||
float da = 0.0f;
|
||||
for (int j=0; j<model[i].num_lines; j++) {
|
||||
model[i].lines[j].x = (30+rand()%15) * SDL_cosf(da*M_PI/180);
|
||||
model[i].lines[j].y = (30+rand()%15) * -SDL_sinf(da*M_PI/180);
|
||||
da += (360/model[i].num_lines);
|
||||
}
|
||||
}
|
||||
for (int i=1; i<4; i++) { create_rock(3); }
|
||||
|
||||
SDL_Event sdlEvent;
|
||||
bool should_exit = false;
|
||||
@@ -38,10 +47,8 @@ int main(int argc, char* argv[]) {
|
||||
if (sdlEvent.key.keysym.scancode == SDL_SCANCODE_SPACE) {
|
||||
int i = 0;
|
||||
while (i<20 && bullet[i].ttl > 0) i++;
|
||||
bullet[i].pos.x = model[0].pos.x;
|
||||
bullet[i].pos.y = model[0].pos.y;
|
||||
bullet[i].speed.x = 8.0f * SDL_cosf(model[0].angle*M_PI/180.0f);
|
||||
bullet[i].speed.y = -8.0f * SDL_sinf(model[0].angle*M_PI/180.0f);
|
||||
bullet[i].pos = model[0].pos;
|
||||
bullet[i].speed = { 8.0f * SDL_cosf(model[0].angle*M_PI/180.0f), -8.0f * SDL_sinf(model[0].angle*M_PI/180.0f) };
|
||||
bullet[i].ttl = 100;
|
||||
}
|
||||
}
|
||||
@@ -51,28 +58,31 @@ int main(int argc, char* argv[]) {
|
||||
if (keys[SDL_SCANCODE_LEFT]) model[0].angle+=10;
|
||||
if (keys[SDL_SCANCODE_UP]) { model[0].speed.x += 0.1f * SDL_cosf(model[0].angle*M_PI/180.0f); model[0].speed.y -= 0.1f * SDL_sinf(model[0].angle*M_PI/180.0f); }
|
||||
|
||||
for(int i=0; i<20; i++) if (model[i].num_lines > 0) {
|
||||
model[i].pos.x += model[i].speed.x;
|
||||
model[i].pos.y += model[i].speed.y;
|
||||
if (model[i].pos.x < -20) model[i].pos.x += 840;
|
||||
if (model[i].pos.x > 820) model[i].pos.x -= 840;
|
||||
if (model[i].pos.y < -20) model[i].pos.y += 640;
|
||||
if (model[i].pos.y > 620) model[i].pos.y -= 640;
|
||||
if (i > 0) model[i].angle++;
|
||||
}
|
||||
for (int i=0; i<20; i++) if (bullet[i].ttl > 0) {
|
||||
bullet[i].pos.x += bullet[i].speed.x;
|
||||
bullet[i].pos.y += bullet[i].speed.y;
|
||||
if (bullet[i].pos.x < -20) bullet[i].pos.x += 840;
|
||||
if (bullet[i].pos.x > 820) bullet[i].pos.x -= 840;
|
||||
if (bullet[i].pos.y < -20) bullet[i].pos.y += 640;
|
||||
if (bullet[i].pos.y > 620) bullet[i].pos.y -= 640;
|
||||
bullet[i].ttl--;
|
||||
for (int i=0; i<20; i++) {
|
||||
if (model[i].num_lines > 0) { move(model[i]); if (i > 0) model[i].angle++; }
|
||||
if (debris[i].ttl > 0) { move(debris[i]); debris[i].ttl--; }
|
||||
if (bullet[i].ttl > 0) {
|
||||
move(bullet[i]);
|
||||
bullet[i].ttl--;
|
||||
for(int j=1; j<20; j++) if (model[j].num_lines > 0) {
|
||||
if ( (bullet[i].pos.x-model[j].pos.x)*(bullet[i].pos.x-model[j].pos.x) + (bullet[i].pos.y-model[j].pos.y)*(bullet[i].pos.y-model[j].pos.y) < (100*model[j].size*model[j].size) ) {
|
||||
bullet[i].ttl = 0;
|
||||
if (model[j].size-1 > 0) { create_rock(model[j].size-1, model[j].pos.x, model[j].pos.y); create_rock(model[j].size-1, model[j].pos.x, model[j].pos.y); }
|
||||
model[j].num_lines = 0;
|
||||
for (int k=0; k<8; k++) {
|
||||
int d = 0; while (d<20 && debris[d].ttl > 0) { d++; }
|
||||
debris[d].pos = model[j].pos;
|
||||
int angle = rand()%360; debris[d].speed = { 1.0f * SDL_cosf(angle*M_PI/180.0f), -1.0f * SDL_sinf(angle*M_PI/180.0f) };
|
||||
debris[d].ttl = 30;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
SDL_SetRenderDrawColor(sdlRenderer, 0, 0, 0, 255);
|
||||
SDL_RenderClear(sdlRenderer);
|
||||
SDL_SetRenderDrawColor(sdlRenderer, 255, 255, 255, 255);
|
||||
|
||||
for (int i=0; i<20; i++) if (model[i].num_lines > 0) {
|
||||
for (int j=0; j<model[i].num_lines; j++) {
|
||||
wl[j].x = model[i].lines[j].x * SDL_cosf(model[i].angle*M_PI/180.0f) + model[i].lines[j].y * SDL_sinf(model[i].angle*M_PI/180.0f) + model[i].pos.x;
|
||||
@@ -80,10 +90,8 @@ int main(int argc, char* argv[]) {
|
||||
}
|
||||
wl[model[i].num_lines] = wl[0];
|
||||
SDL_RenderDrawLinesF(sdlRenderer, wl, model[i].num_lines+1);
|
||||
}
|
||||
for (int i=0; i<20; i++) if (bullet[i].ttl > 0) {
|
||||
SDL_Rect rect { bullet[i].pos.x, bullet[i].pos.y, 2, 2};
|
||||
SDL_RenderDrawRect(sdlRenderer, &rect);
|
||||
if (bullet[i].ttl > 0) { SDL_Rect rect { bullet[i].pos.x, bullet[i].pos.y, 2, 2}; SDL_RenderDrawRect(sdlRenderer, &rect); }
|
||||
if (debris[i].ttl > 0) { SDL_Rect rect { debris[i].pos.x, debris[i].pos.y, 2, 2}; SDL_RenderDrawRect(sdlRenderer, &rect); }
|
||||
}
|
||||
SDL_RenderPresent(sdlRenderer);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user