mirror of
https://github.com/thepigeongenerator/breakout_clone.git
synced 2025-12-17 06:15:46 +01:00
95 lines
2.7 KiB
C
95 lines
2.7 KiB
C
#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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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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clock_t clock_end = clock();
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// provide a delay if needed, otherwise log a warning
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clock_t clock_diff = clock_end - clock_start; // difference / how long the operations took
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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 = NULL; //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
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// initialize
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{
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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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bool quit = false;
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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));
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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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} |