mirror of
https://github.com/thepigeongenerator/breakout_clone.git
synced 2025-12-18 14:55:46 +01:00
moved everything to src/
This commit is contained in:
7
src/constants.h
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7
src/constants.h
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#pragma once
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#define SCREEN_WIDTH 960
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#define SCREEN_HEIGHT 640
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#define BOUNCER_HEIGHT 5
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#define BOUNCER_WIDTH_DEFAULT 60
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#define BALL_SIZE_DEFAULT 10
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17
src/error_codes.h
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17
src/error_codes.h
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#pragma once
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enum {
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SUCCESS = 0,
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FAILURE = -1,
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FAILURE_STD = 1 << 0, // 1 : marks a generic C library error
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FAILURE_MEMORY = FAILURE_STD | (1 << 1), // 3 : marks a memory related error
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// SDL ERRORS
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FAILURE_SDL = 1 << 1, // 2 : marks a generic SDL error
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FAILURE_SDL_INIT = FAILURE_SDL | (1 << 2), // 6 : marks an error during SDL initialisation
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FAILURE_SDL_WINDOW = FAILURE_SDL | (1 << 3), // 10 : marks an error with the window
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FAILURE_SDL_RENDERER = FAILURE_SDL | (1 << 4), // 18 : marks an error with the renderer
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// GAME ERRORS
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FAILURE_GAME = 1 << 2, // 4 : marks a generic game error
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};
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84
src/level.c
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84
src/level.c
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#include "level.h"
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#include <stdbool.h>
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#include <SDL2/SDL.h>
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#include "vector2.h"
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#include "constants.h"
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//prepares the level to be in a playable state
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void level_init(Level* level) {
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level->stop = false;
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// initialize ball
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level->ball.pos.x = (SCREEN_WIDTH / 2) - (BALL_SIZE_DEFAULT / 2);
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level->ball.pos.y = (SCREEN_HEIGHT / 2) - (BALL_SIZE_DEFAULT / 2);
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level->ball.size = BALL_SIZE_DEFAULT;
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level->ball.direction = (Vector2){ 0.2F, 0.2F };
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// initialize bouncer
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level->bouncer.pos.x = (SCREEN_WIDTH / 2) - (BOUNCER_WIDTH_DEFAULT / 2);
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level->bouncer.pos.y = SCREEN_HEIGHT - (BOUNCER_HEIGHT * 2);
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level->bouncer.width = BOUNCER_WIDTH_DEFAULT;
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}
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void ball_collisions(struct Ball* ball) {
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}
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//updates the level
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void level_update(Level* level, bool* keys) {
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struct Bouncer* bouncer = &level->bouncer;
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struct Ball* ball = &level->ball;
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// if move bouncer LEFT
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if (keys[SDLK_a]) {
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bouncer->pos.x -= 0.5F;
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ball->moving = true;
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if (bouncer->pos.x == 0) {
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bouncer->pos.x = SCREEN_WIDTH - bouncer->width;
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}
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}
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// if move bouncer RIGHT
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if (keys[SDLK_d]) {
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bouncer->pos.x += 0.5F; // increase the bouncer pos
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ball->moving = true;
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if ((bouncer->pos.x + bouncer->width) > SCREEN_WIDTH) {
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bouncer->pos.x = 1; //set the bouncer pos to 1
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}
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}
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if (ball->moving == false)
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return;
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// update ball position
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ball->pos.x += ball->direction.x;
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ball->pos.y += ball->direction.y;
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// check X axis out of bounds collisions
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if ((ball->pos.x + ball->size) > SCREEN_WIDTH || ball->pos.x < 0) {
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ball->direction.x *= -1;
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}
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// check Y axis out of bounds collisions
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if (ball->pos.y < 0) {
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ball->direction.y *= -1;
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}
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// check bouncer collisions
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if ((ball->pos.x + ball->size) > bouncer->pos.x && ball->pos.x < (bouncer->pos.x + bouncer->width) &&
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(ball->pos.y + ball->size) > bouncer->pos.y && ball->pos.y < (bouncer->pos.y + BOUNCER_HEIGHT)) {
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ball->direction.y *= -1;
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}
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// check lose condition
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if ((ball->pos.y + ball->size) > SCREEN_HEIGHT) {
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level->stop = true;
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ball->moving = false;
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}
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}
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24
src/level.h
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24
src/level.h
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#pragma once
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#include <stdbool.h>
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#include <SDL2/SDL.h>
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#include "vector2.h"
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typedef struct {
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bool stop;
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struct Ball {
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bool moving;
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unsigned size;
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Vector2 pos;
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Vector2 direction;
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} ball;
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struct Bouncer {
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unsigned width;
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Vector2 pos;
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} bouncer;
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} Level;
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void level_init(Level* level);
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void level_update(Level* level, bool* keys);
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93
src/main.c
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93
src/main.c
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#include <SDL2/SDL.h>
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#include <stdbool.h>
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#include <stdio.h>
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#include <time.h>
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#include "error_codes.h"
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#include "renderer.h"
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#include "level.h"
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#define UPDATES_PER_SEC 50
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#define CLOCKS_PER_UPDATE (CLOCKS_PER_SEC / UPDATES_PER_SEC)
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#define CLOCKS_PER_UPDATE_F (((float)CLOCKS_PER_SEC) / UPDATES_PER_SEC)
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// initializes the game
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static int init(SDL_Window** window, SDL_Renderer** renderer, Level* level) {
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level_init(level);
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return renderer_init(window, renderer);
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}
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// called on each game update
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static bool update(Level* level, bool* keys, RenderData* render_data) {
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const clock_t clock_start = clock();
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//update the event keys
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{
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SDL_Event e;
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while (SDL_PollEvent(&e)) {
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switch (e.type) {
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case SDL_QUIT:
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return false;
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break;
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case SDL_KEYDOWN:
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keys[e.key.keysym.sym] = true;
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break;
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case SDL_KEYUP:
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keys[e.key.keysym.sym] = false;
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break;
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}
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}
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}
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// preform updates
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{
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level_update(level, keys); //update the level
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renderer_update(render_data); //update the render
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}
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const clock_t clock_end = clock();
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// provide a delay if needed, otherwise log a warning
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const clock_t clock_diff = clock_end - clock_start; // difference / how long the operations took
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const int remaining_ms = (int)((CLOCKS_PER_UPDATE_F - clock_diff) / CLOCKS_PER_SEC) * 1000;
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if (remaining_ms < 0) {
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(void)printf("delay between updates was %dms too long.", -remaining_ms);
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}
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else {
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SDL_Delay(remaining_ms); // wait the time in ms
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}
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return true;
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}
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// cleans up resources
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static void close(SDL_Window* window, SDL_Renderer* renderer) {
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renderer_destroy(window, renderer);
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}
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// entry-point of the application
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int main(void) {
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Level level = { 0 }; //stores the game's state
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SDL_Window* window = NULL; //the window that is given to the OS
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SDL_Renderer* renderer = NULL; //the renderer used to draw to the window
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bool keys[322] = { 0 }; //stores the key states TODO: find a better method than to use 322 bytes
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// initialize
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{
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const int code = init(&window, &renderer, &level);
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if (code != SUCCESS)
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exit(code);
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}
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// TEMP: tell me that the program has been initialized
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(void)printf("initialized!\n");
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// game-loop
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RenderData render_data = { window, renderer, &level }; //contains the data which is used to render the game
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while (update(&level, keys, &render_data) && (level.stop == false));
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// frees media and shuts down SDL
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close(window, renderer);
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return 0;
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}
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64
src/renderer.c
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64
src/renderer.c
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#include "renderer.h"
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#include <SDL2/SDL.h>
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#include <stdio.h>
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#include "error_codes.h"
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#include "level.h"
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#include "constants.h"
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// initializes the window and renderer
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int renderer_init(SDL_Window** window, SDL_Renderer** renderer) {
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// initialize SDL
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if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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(void)printf("SDL Failed to initialize! SDL_Error: %s\n", SDL_GetError());
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return FAILURE_SDL_INIT;
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}
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// init the window
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*window = SDL_CreateWindow("Title", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
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if (*window == NULL) {
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(void)printf("Window failed to be created! SDL_Error: %s\n", SDL_GetError());
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return FAILURE_SDL_WINDOW;
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}
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// create a renderer
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*renderer = SDL_CreateRenderer(*window, -1, SDL_RENDERER_PRESENTVSYNC);
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if (*renderer == NULL) {
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(void)printf("Renderer failed to be created! SDL_Error: %s\n", SDL_GetError());
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return FAILURE_SDL_RENDERER;
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}
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return SUCCESS;
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}
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// renders the screen
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void renderer_update(RenderData* render_data) {
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SDL_Renderer* renderer = render_data->renderer;
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Level* level = render_data->level;
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int success = 0; // if an error occurs, this value is <0
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// render background
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success |= SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
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success |= SDL_RenderClear(renderer);
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//draw player components
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success |= SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
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success |= SDL_RenderFillRectF(renderer, &(SDL_FRect) {level->bouncer.pos.x, level->bouncer.pos.y, level->bouncer.width, 5});
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success |= SDL_RenderFillRectF(renderer, &(SDL_FRect) {level->ball.pos.x, level->ball.pos.y, level->ball.size, level->ball.size});
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if (success < 0) {
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printf("something went wrong whilst rendering: %s\n", SDL_GetError());
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exit(FAILURE_SDL_RENDERER);
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}
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// present the result to the renderer
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SDL_RenderPresent(renderer);
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}
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void renderer_destroy(SDL_Window* window, SDL_Renderer* renderer) {
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SDL_DestroyWindow(window);
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SDL_DestroyRenderer(renderer);
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SDL_Quit();
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}
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14
src/renderer.h
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14
src/renderer.h
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#pragma once
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#include <SDL2/SDL.h>
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#include "level.h"
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typedef struct {
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SDL_Window* window;
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SDL_Renderer* renderer;
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Level* level;
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} RenderData;
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int renderer_init(SDL_Window** window, SDL_Renderer** renderer);
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void renderer_update(RenderData* render_data);
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void renderer_destroy(SDL_Window* window, SDL_Renderer* renderer);
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18
src/vector2.h
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18
src/vector2.h
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#pragma once
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#define VECTOR2_UP ((Vector2){ 0, 1 })
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#define VECTOR2_DOWN ((Vector2){ 0, -1 })
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#define VECTOR2_LEFT ((Vector2){ -1, 0 })
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#define VECTOR2_RIGHT ((Vector2){ 1, 0 })
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#define VECTOR2_ZERO ((Vector2){ 0, 0 })
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#define VECTOR2_ONE ((Vector2){ 1, 1 })
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#define vec2_add(v1, v2) ((Vector2){v1.x + v2.x, v1.y + v2.y})
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#define vec2_subt(v1, v2) ((Vector2){v1.x - v2.x, v1.y - v2.y})
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#define vec2_mult(v, a) ((Vector2){v.x * a, v.y * a})
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#define vec2_div(v, a) ((Vector2){v.x / a, v.y / a})
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typedef struct {
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float x;
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float y;
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} Vector2;
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