242 lines
6.8 KiB
C
242 lines
6.8 KiB
C
#include <stdio.h>
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#include <SDL2/SDL.h>
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#include <time.h>
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#include <sys/time.h>
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#include "projectile.h"
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/* State of projectile */
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int isLaunch;
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/*
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* This function initialize our Projectile
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*/
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static void initProjectile(struct window *s_w, struct projectile *s_p){
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s_w->r = SDL_CreateRenderer(s_w->win, -1, 0);
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if(s_w->r == NULL){
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printf("Failed to create renderer\n");
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destroyWindow(s_w->win, s_w->r, s_w->font);
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exit(1);
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}
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s_p->s = loadImage("sdl/imgs/projectile.png");
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if(s_p->s == NULL){
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destroyWindow(s_w->win, s_w->r, s_w->font);
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exit(1);
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}
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s_p->t = SDL_CreateTextureFromSurface(s_w->r, s_p->s);
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}
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/*
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* This function init our rect for drawing Informations on the projectile
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*/
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static void initInfos(TTF_Font *font, SDL_Rect *r, const SDL_Surface *s, int x, int y){
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r->w = s->w;
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r->h = s->h;
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r->x = x;
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r->y = y;
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}
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/*
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* This function draw an celestial object, for instance a planet
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*/
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static void drawCelestialObject(const struct window window, const SDL_Rect rectObject){
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// Draw celestial object
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SDL_SetRenderDrawColor(window.r, 55, 27, 7, 255);
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SDL_RenderFillRect(window.r, &rectObject);
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}
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/*
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* This function draw a text from SDL_Surface *surface in window
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*/
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static void drawText(const struct window window, const SDL_Rect rect, SDL_Surface *surface){
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SDL_Texture *tFont = SDL_CreateTextureFromSurface(window.r, surface);
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SDL_RenderCopy(window.r, tFont, NULL, &rect);
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SDL_DestroyTexture(tFont);
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}
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/*
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* This function draw all objects in our screen
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*/
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static void drawObjects(const struct window window, const struct projectile *s_projectile, const SDL_Rect rectObject, const SDL_Rect *rectInfos, SDL_Surface **sInfos){
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/* Draw screen */
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SDL_SetRenderDrawColor(window.r, 0, 0, 0, 255);
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SDL_RenderClear(window.r);
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/* Draw grid */
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drawGrid(window);
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// Draw celestial object
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drawCelestialObject(window, rectObject);
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drawText(window, *rectInfos, *sInfos);
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// Draw infos
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drawText(window, *(rectInfos + 1), *(sInfos + 1));
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drawText(window, *(rectInfos + 2), *(sInfos + 2));
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drawText(window, *(rectInfos + 3), *(sInfos + 3));
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// Draw balle
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SDL_RenderCopy(window.r, s_projectile->t, NULL, &s_projectile->rect);
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SDL_RenderPresent(window.r);
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}
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/*
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* This function draw a grid in window
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*/
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static void drawGrid(const struct window window){
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int i;
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int scale = SCALE * 5;
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SDL_SetRenderDrawColor(window.r, 83, 83, 83, 255);
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// Draw vertical lines
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for (i = 0; i < window.w; i = i + scale)
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SDL_RenderDrawLine(window.r, i, 0, i, window.h);
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// Draw horizontal lines
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for (i = 0; i < window.h; i = i + scale)
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SDL_RenderDrawLine(window.r, 0, i, window.w, i);
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}
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/*
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* This function execute the thread
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*/
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static int run(void *args){
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int i = 0;
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struct thread_projectile_args *arg = (struct thread_projectile_args*)args;
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double v0x = arg->projectile->v0x * SCALE;
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double v0y = arg->projectile->v0y * SCALE;
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double x0 = arg->projectile->x;
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double y0;
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SDL_Rect rectObject = arg->rectObject;
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SDL_Rect *rectInfos = arg->rectInfos;
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SDL_Surface **sInfos = arg->sInfos;
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/* Position projectile in altitude */
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arg->projectile->rect.y = rectObject.y + (-arg->projectile->y) - arg->projectile->width;
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y0 = arg->projectile->rect.y;
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arg->projectile->rect.x = arg->projectile->x - (arg->projectile->width / 2);
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x0 = arg->projectile->rect.x;
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/* Draw projectile */
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drawObjects(arg->window, arg->projectile, rectObject, rectInfos, sInfos);
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while(1){
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while(isLaunch != LANDING && isLaunch != STOP) {
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int res = y0 - ((v0y * i) - arg->planet->grav * (i * i));
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if((res + arg->projectile->height) > rectObject.y){
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arg->projectile->rect.y = rectObject.y - arg->projectile->height;
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isLaunch = LANDING;
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}
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else{
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arg->projectile->rect.x = x0 + v0x * i;
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arg->projectile->rect.y = res;
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}
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drawObjects(arg->window, arg->projectile, rectObject, rectInfos, sInfos);
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SDL_Delay(50);
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if(arg->debug == TRUE)
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printf("x: %d y:%d\n", arg->projectile->rect.x, arg->projectile->rect.y);
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i++;
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}
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}
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return 0;
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}
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/*
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* This is main function, init our objects and create a thread
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*/
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void handleProjectile(struct projectile *s_projectile, const struct object *s_planet, int debug){
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SDL_Event event;
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SDL_Thread *sthread;
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static struct thread_projectile_args args;
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SDL_Rect rectObject;
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SDL_Rect rectInfos[4];
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SDL_Surface *sInfos[4];
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SDL_Color colorFont = {255, 255, 255};
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char buf[BUF_SIZE];
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int done = 1;
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struct window s_window;
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s_window.h = WIN_PROJECTILE_HEIGHT;
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s_window.w = WIN_PROJECTILE_WIDTH;
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args.projectile = s_projectile;
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args.planet = s_planet;
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args.debug = debug;
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// Init celestial object
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rectObject.x = 0;
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rectObject.y = WIN_PROJECTILE_HEIGHT - (WIN_PROJECTILE_HEIGHT / 5);
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rectObject.h = WIN_PROJECTILE_HEIGHT - 200;
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rectObject.w = WIN_PROJECTILE_WIDTH;
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args.rectObject = rectObject;
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// Init Video
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initWindow(&s_window.win, &s_window.font, "Projectile simulator", s_window.h, s_window.w);
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// Init projectile
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initProjectile(&s_window, s_projectile);
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args.window = s_window;
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/* Init celestial object */
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*sInfos = TTF_RenderText_Blended(s_window.font, "Earth", colorFont);
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initInfos(s_window.font, &rectInfos[0], sInfos[0], (WIN_PROJECTILE_WIDTH / 2) - sInfos[0]->w, rectObject.y + 15);
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/* Get distance and time */
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sprintf(buf, "Distance: %f m", s_projectile->distance);
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*(sInfos + 1) = TTF_RenderText_Blended(s_window.font, buf, colorFont);
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initInfos(s_window.font, &rectInfos[1], sInfos[1], 10, rectInfos[0].y + 20);
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memset(buf, 0, BUF_SIZE);
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sprintf(buf, "Time: %f s", s_projectile->deltat);
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*(sInfos + 2) = TTF_RenderText_Blended(s_window.font, buf, colorFont);
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initInfos(s_window.font, &rectInfos[2], sInfos[2], 10, rectInfos[1].y + 30);
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memset(buf, 0, BUF_SIZE);
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sprintf(buf, "Height max: %f m", s_projectile->hmax);
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*(sInfos + 3) = TTF_RenderText_Blended(s_window.font, buf, colorFont);
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initInfos(s_window.font, &rectInfos[3], sInfos[3], 10, rectInfos[2].y + 30);
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args.rectInfos = rectInfos;
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args.sInfos = sInfos;
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// Create our thread
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isLaunch = STOP;
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sthread = SDL_CreateThread(run, "Projectile", (void*)&args);
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if(sthread == NULL){
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printf("SDL_CreateThread failed: %s\n", SDL_GetError());
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exit(1);
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}
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while(done){
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SDL_WaitEvent(&event);
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switch(event.type){
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case SDL_KEYDOWN:
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switch(event.key.keysym.sym){
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case SDLK_ESCAPE:
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done = 0;
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break;
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case SDLK_RETURN:
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// launch the projectile
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isLaunch = LAUNCH;
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break;
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}
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break;
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}
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}
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SDL_FreeSurface(sInfos[0]);
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SDL_FreeSurface(sInfos[1]);
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SDL_FreeSurface(sInfos[2]);
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SDL_FreeSurface(sInfos[3]);
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cleanProjectile(&s_window, s_projectile);
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}
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/*
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* This function clean our projectile object
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*/
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static void cleanProjectile(struct window *s_window, struct projectile *p){
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if(p->t != NULL)
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SDL_DestroyTexture(p->t);
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if(p->s != NULL)
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SDL_FreeSurface(p->s);
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destroyWindow(s_window->win, s_window->r, s_window->font);
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}
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