moved everything to src/

This commit is contained in:
Quinn
2024-06-10 20:34:28 +02:00
parent ea38499178
commit d28ebc81dd
8 changed files with 0 additions and 0 deletions

7
src/constants.h Normal file
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#pragma once
#define SCREEN_WIDTH 960
#define SCREEN_HEIGHT 640
#define BOUNCER_HEIGHT 5
#define BOUNCER_WIDTH_DEFAULT 60
#define BALL_SIZE_DEFAULT 10

17
src/error_codes.h Normal file
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#pragma once
enum {
SUCCESS = 0,
FAILURE = -1,
FAILURE_STD = 1 << 0, // 1 : marks a generic C library error
FAILURE_MEMORY = FAILURE_STD | (1 << 1), // 3 : marks a memory related error
// SDL ERRORS
FAILURE_SDL = 1 << 1, // 2 : marks a generic SDL error
FAILURE_SDL_INIT = FAILURE_SDL | (1 << 2), // 6 : marks an error during SDL initialisation
FAILURE_SDL_WINDOW = FAILURE_SDL | (1 << 3), // 10 : marks an error with the window
FAILURE_SDL_RENDERER = FAILURE_SDL | (1 << 4), // 18 : marks an error with the renderer
// GAME ERRORS
FAILURE_GAME = 1 << 2, // 4 : marks a generic game error
};

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src/level.c Normal file
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#include "level.h"
#include <stdbool.h>
#include <SDL2/SDL.h>
#include "vector2.h"
#include "constants.h"
//prepares the level to be in a playable state
void level_init(Level* level) {
level->stop = false;
// initialize ball
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;
level->ball.direction = (Vector2){ 0.2F, 0.2F };
// initialize bouncer
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;
}
void ball_collisions(struct Ball* ball) {
}
//updates the level
void level_update(Level* level, bool* keys) {
struct Bouncer* bouncer = &level->bouncer;
struct Ball* ball = &level->ball;
// if move bouncer LEFT
if (keys[SDLK_a]) {
bouncer->pos.x -= 0.5F;
ball->moving = true;
if (bouncer->pos.x == 0) {
bouncer->pos.x = SCREEN_WIDTH - bouncer->width;
}
}
// if move bouncer RIGHT
if (keys[SDLK_d]) {
bouncer->pos.x += 0.5F; // increase the bouncer pos
ball->moving = true;
if ((bouncer->pos.x + bouncer->width) > SCREEN_WIDTH) {
bouncer->pos.x = 1; //set the bouncer pos to 1
}
}
if (ball->moving == false)
return;
// update ball position
ball->pos.x += ball->direction.x;
ball->pos.y += ball->direction.y;
// check X axis out of bounds collisions
if ((ball->pos.x + ball->size) > SCREEN_WIDTH || ball->pos.x < 0) {
ball->direction.x *= -1;
}
// check Y axis out of bounds collisions
if (ball->pos.y < 0) {
ball->direction.y *= -1;
}
// check bouncer collisions
if ((ball->pos.x + ball->size) > bouncer->pos.x && ball->pos.x < (bouncer->pos.x + bouncer->width) &&
(ball->pos.y + ball->size) > bouncer->pos.y && ball->pos.y < (bouncer->pos.y + BOUNCER_HEIGHT)) {
ball->direction.y *= -1;
}
// check lose condition
if ((ball->pos.y + ball->size) > SCREEN_HEIGHT) {
level->stop = true;
ball->moving = false;
}
}

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src/level.h Normal file
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#pragma once
#include <stdbool.h>
#include <SDL2/SDL.h>
#include "vector2.h"
typedef struct {
bool stop;
struct Ball {
bool moving;
unsigned size;
Vector2 pos;
Vector2 direction;
} ball;
struct Bouncer {
unsigned width;
Vector2 pos;
} bouncer;
} Level;
void level_init(Level* level);
void level_update(Level* level, bool* keys);

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src/main.c Normal file
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#include <SDL2/SDL.h>
#include <stdbool.h>
#include <stdio.h>
#include <time.h>
#include "error_codes.h"
#include "renderer.h"
#include "level.h"
#define UPDATES_PER_SEC 50
#define CLOCKS_PER_UPDATE (CLOCKS_PER_SEC / UPDATES_PER_SEC)
#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) {
level_init(level);
return renderer_init(window, renderer);
}
// called on each game update
static bool update(Level* level, bool* keys, RenderData* render_data) {
const clock_t clock_start = clock();
//update the event keys
{
SDL_Event e;
while (SDL_PollEvent(&e)) {
switch (e.type) {
case SDL_QUIT:
return false;
break;
case SDL_KEYDOWN:
keys[e.key.keysym.sym] = true;
break;
case SDL_KEYUP:
keys[e.key.keysym.sym] = false;
break;
}
}
}
// preform updates
{
level_update(level, keys); //update the level
renderer_update(render_data); //update the render
}
const clock_t clock_end = clock();
// provide a delay if needed, otherwise log a warning
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);
}
else {
SDL_Delay(remaining_ms); // wait the time in ms
}
return true;
}
// cleans up resources
static void close(SDL_Window* window, SDL_Renderer* renderer) {
renderer_destroy(window, renderer);
}
// entry-point of the application
int main(void) {
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 TODO: find a better method than to use 322 bytes
// initialize
{
const int code = init(&window, &renderer, &level);
if (code != SUCCESS)
exit(code);
}
// 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) && (level.stop == false));
// frees media and shuts down SDL
close(window, renderer);
return 0;
}

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src/renderer.c Normal file
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#include "renderer.h"
#include <SDL2/SDL.h>
#include <stdio.h>
#include "error_codes.h"
#include "level.h"
#include "constants.h"
// initializes the window and renderer
int renderer_init(SDL_Window** window, SDL_Renderer** renderer) {
// initialize SDL
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
(void)printf("SDL Failed to initialize! SDL_Error: %s\n", SDL_GetError());
return FAILURE_SDL_INIT;
}
// init the window
*window = SDL_CreateWindow("Title", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
if (*window == NULL) {
(void)printf("Window failed to be created! SDL_Error: %s\n", SDL_GetError());
return FAILURE_SDL_WINDOW;
}
// create a renderer
*renderer = SDL_CreateRenderer(*window, -1, SDL_RENDERER_PRESENTVSYNC);
if (*renderer == NULL) {
(void)printf("Renderer failed to be created! SDL_Error: %s\n", SDL_GetError());
return FAILURE_SDL_RENDERER;
}
return SUCCESS;
}
// renders the screen
void renderer_update(RenderData* render_data) {
SDL_Renderer* renderer = render_data->renderer;
Level* level = render_data->level;
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_RenderFillRectF(renderer, &(SDL_FRect) {level->bouncer.pos.x, level->bouncer.pos.y, level->bouncer.width, 5});
success |= SDL_RenderFillRectF(renderer, &(SDL_FRect) {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(renderer);
}
void renderer_destroy(SDL_Window* window, SDL_Renderer* renderer) {
SDL_DestroyWindow(window);
SDL_DestroyRenderer(renderer);
SDL_Quit();
}

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src/renderer.h Normal file
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#pragma once
#include <SDL2/SDL.h>
#include "level.h"
typedef struct {
SDL_Window* window;
SDL_Renderer* renderer;
Level* level;
} RenderData;
int renderer_init(SDL_Window** window, SDL_Renderer** renderer);
void renderer_update(RenderData* render_data);
void renderer_destroy(SDL_Window* window, SDL_Renderer* renderer);

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src/vector2.h Normal file
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#pragma once
#define VECTOR2_UP ((Vector2){ 0, 1 })
#define VECTOR2_DOWN ((Vector2){ 0, -1 })
#define VECTOR2_LEFT ((Vector2){ -1, 0 })
#define VECTOR2_RIGHT ((Vector2){ 1, 0 })
#define VECTOR2_ZERO ((Vector2){ 0, 0 })
#define VECTOR2_ONE ((Vector2){ 1, 1 })
#define vec2_add(v1, v2) ((Vector2){v1.x + v2.x, v1.y + v2.y})
#define vec2_subt(v1, v2) ((Vector2){v1.x - v2.x, v1.y - v2.y})
#define vec2_mult(v, a) ((Vector2){v.x * a, v.y * a})
#define vec2_div(v, a) ((Vector2){v.x / a, v.y / a})
typedef struct {
float x;
float y;
} Vector2;