#include #include 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 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); SDL_Window* sdlWindow = SDL_CreateWindow("ASTEROIDS", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 800, 600, SDL_WINDOW_SHOWN); 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++) { create_rock(3); } SDL_Event sdlEvent; bool should_exit = false; while(!should_exit) { while(SDL_PollEvent(&sdlEvent)) { if (sdlEvent.type == SDL_QUIT) { should_exit = true; break; } if (sdlEvent.type == SDL_KEYDOWN) { if (sdlEvent.key.keysym.scancode == SDL_SCANCODE_SPACE) { int i = 0; while (i<20 && bullet[i].ttl > 0) i++; 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; } } } const Uint8* keys = SDL_GetKeyboardState(NULL); if (keys[SDL_SCANCODE_RIGHT]) model[0].angle-=10; 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) { 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 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); } SDL_Quit(); return 0; }