drawing player components

This commit is contained in:
Quinn
2024-06-10 16:16:15 +02:00
parent 73260f736e
commit cee2b339b9
5 changed files with 39 additions and 26 deletions

View File

@@ -1,4 +1,7 @@
#pragma once
#define SCREEN_WIDTH 960
#define SCREEN_HEIGHT 640
#define SCREEN_HEIGHT 640
#define BOUNCER_HEIGHT 5
#define BOUNCER_WIDTH_DEFAULT 60
#define BALL_SIZE_DEFAULT 10

12
level.c
View File

@@ -7,14 +7,14 @@
//prepares the level to be in a playable state
void level_init(Level* level) {
// initialize ball
level->ball.pos.x = SCREEN_WIDTH / 2;
level->ball.pos.y = SCREEN_HEIGHT / 2;
level->ball.radius = 1;
level->ball.pos.x = (SCREEN_WIDTH / 2) - (BALL_SIZE_DEFAULT / 2);
level->ball.pos.y = (SCREEN_HEIGHT / 2) - (BALL_SIZE_DEFAULT / 2);
level->ball.size = BALL_SIZE_DEFAULT;
// initialize bouncer
level->bouncer.pos.x = SCREEN_HEIGHT / 2;
level->bouncer.pos.y = 5;
level->bouncer.width = 20;
level->bouncer.pos.x = (SCREEN_WIDTH / 2) - (BOUNCER_WIDTH_DEFAULT / 2);
level->bouncer.pos.y = SCREEN_HEIGHT - (BOUNCER_HEIGHT * 2);
level->bouncer.width = BOUNCER_WIDTH_DEFAULT;
}
//updates the level

View File

@@ -9,7 +9,7 @@ typedef struct {
typedef struct {
struct {
unsigned radius;
unsigned size;
Position pos;
} ball;

22
main.c
View File

@@ -11,14 +11,14 @@
#define CLOCKS_PER_UPDATE_F (((float)CLOCKS_PER_SEC) / UPDATES_PER_SEC)
// initializes the game
static int init(SDL_Window* window, SDL_Renderer* renderer, Level* level) {
static int init(SDL_Window** window, SDL_Renderer** renderer, Level* level) {
level_init(level);
return renderer_init(&window, &renderer);
return renderer_init(window, renderer);
}
// called on each game update
static bool update(Level* level, bool* keys, RenderData* render_data) {
clock_t clock_start = clock();
const clock_t clock_start = clock();
//update the event keys
{
@@ -45,11 +45,11 @@ static bool update(Level* level, bool* keys, RenderData* render_data) {
renderer_update(render_data); //update the render
}
clock_t clock_end = clock();
const clock_t clock_end = clock();
// provide a delay if needed, otherwise log a warning
clock_t clock_diff = clock_end - clock_start; // difference / how long the operations took
int remaining_ms = (int)((CLOCKS_PER_UPDATE_F - clock_diff) / CLOCKS_PER_SEC) * 1000;
const clock_t clock_diff = clock_end - clock_start; // difference / how long the operations took
const int remaining_ms = (int)((CLOCKS_PER_UPDATE_F - clock_diff) / CLOCKS_PER_SEC) * 1000;
if (remaining_ms < 0) {
(void)printf("delay between updates was %dms too long.", -remaining_ms);
@@ -68,26 +68,24 @@ static void close(SDL_Window* window, SDL_Renderer* renderer) {
// entry-point of the application
int main(void) {
Level* level = NULL; //stores the game's state
Level level = { 0 }; //stores the game's state
SDL_Window* window = NULL; //the window that is given to the OS
SDL_Renderer* renderer = NULL; //the renderer used to draw to the window
bool keys[322] = { 0 }; //stores the key states
// initialize
{
int code = init(window, renderer, level);
const int code = init(&window, &renderer, &level);
if (code != SUCCESS)
exit(code);
}
bool quit = false;
// TEMP: tell me that the program has been initialized
(void)printf("initialized!\n");
// game-loop
RenderData render_data = { window, renderer, level }; //contains the data which is used to render the game
while (update(level, keys, &render_data));
RenderData render_data = { window, renderer, &level }; //contains the data which is used to render the game
while (update(&level, keys, &render_data));
// frees media and shuts down SDL
close(window, renderer);

View File

@@ -34,15 +34,27 @@ int renderer_init(SDL_Window** window, SDL_Renderer** renderer) {
// renders the screen
void renderer_update(RenderData* render_data) {
// render background
(void)SDL_SetRenderDrawColor(render_data->renderer, 0x00, 0x00, 0x00, 0xFF);
(void)SDL_RenderClear(render_data->renderer);
SDL_Renderer* renderer = render_data->renderer;
Level* level = render_data->level;
//TODO: render ball as a circle at render_data->level->ball.pos
//TODO: render bouncer as a bar at render_data->level->bouncer.pos
int success = 0; // if an error occurs, this value is <0
// render background
success |= SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
success |= SDL_RenderClear(renderer);
//draw player components
success |= SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
success |= SDL_RenderFillRect(renderer, &(SDL_Rect) {level->bouncer.pos.x, level->bouncer.pos.y, level->bouncer.width, 5});
success |= SDL_RenderFillRect(renderer, &(SDL_Rect) {level->ball.pos.x, level->ball.pos.y, level->ball.size, level->ball.size});
if (success < 0) {
printf("something went wrong whilst rendering: %s\n", SDL_GetError());
exit(FAILURE_SDL_RENDERER);
}
// present the result to the renderer
SDL_RenderPresent(render_data->renderer);
SDL_RenderPresent(renderer);
}
void renderer_destroy(SDL_Window* window, SDL_Renderer* renderer) {