diff options
author | davidovski <david@sendula.com> | 2021-04-20 23:06:10 +0100 |
---|---|---|
committer | davidovski <david@sendula.com> | 2021-04-20 23:06:10 +0100 |
commit | 6f3be03e4967fa0e51cbe1096f4cbb4ef8e7a240 (patch) | |
tree | 08ec5b823ab5dd6cd9cb7780ed02dac1385197c7 | |
parent | 8e0ad49fcc20ef651e4808ac2fbc82a692611827 (diff) |
added asteroids and breaking asteroids
-rw-r--r-- | asteroids.c | 144 |
1 files changed, 123 insertions, 21 deletions
diff --git a/asteroids.c b/asteroids.c index 58b4ae6..117df9f 100644 --- a/asteroids.c +++ b/asteroids.c @@ -2,6 +2,8 @@ #include <stdlib.h> #include <raylib.h> #include <math.h> +#include <time.h> + const int width = 800; const int height = 800; @@ -13,21 +15,42 @@ const Color fg = GREEN; const float NOSE = PI/8; const int LENGTH = 36; const float THRUST = 0.1; +const int SPAWN_RATE = 20*60; - -typedef struct Asteroid{ +typedef struct Asteroids { Vector2 pos; - Vector2 velocity; - int size -}; + Vector2 vel; + int size; +} Asteroid; Vector2 sky[256]; -Vector2 asteroids[64]; +Asteroid asteroids[64]; Vector2 pos = {(float) height / 2, (float) width / 2}; Vector2 vel = {0.0f, 0.0f}; float angle = 0; +int clamp(Vector2 *vec) { + if (vec->x > width+LENGTH) vec->x -= width+LENGTH; + if (vec->x < -LENGTH) vec->x += width+LENGTH; + if (vec->y > height+LENGTH) vec->y -= height+LENGTH; + if (vec->y < -LENGTH) vec->y += height+LENGTH; +} + +double magnitude(Vector2 *vec) { + return sqrt(pow(vec->x, 2) + pow(vec->y, 2)); +} + + +int randVec(Vector2 *vec, int m) { + vec->x = rand() % 256; + vec->y = rand() % 256; + vec->x /= magnitude(vec); + vec->y /= magnitude(vec); + vec->x *= m; + vec->y *= m; +} + Vector2 wingpos(int w) { int x, y; @@ -50,26 +73,51 @@ int drawPlayer() { ); } +int addAsteroid(Vector2 position, Vector2 velocity, int size) { + int i = 0; + while (i < sizeof(asteroids) / sizeof(Asteroid)) { + if (asteroids[i].size == 0) { + asteroids[i].pos.x = position.x; + asteroids[i].pos.y = position.y; + asteroids[i].vel.x = velocity.x; + asteroids[i].vel.y = velocity.y; + asteroids[i].size = size; + return 0; + } + i++; + } + return 1; +} -int draw() { - BeginDrawing(); - ClearBackground(BLACK); - - for (int i = 0; i < 256; i++) { - DrawPixelV(sky[i], fg); +int spawnAsteroid() { + Vector2 s,v; + if (rand() % 2 == 0) { + s = (Vector2){0, rand() % height}; + } else { + s = (Vector2){rand() % width, 0}; } - drawPlayer(); - EndDrawing(); + float n = -sqrt(pow(s.x - (width/2), 2) + pow(s.y - (height/2), 2)); + float m = (float)(rand() % 4 + 1); + v = (Vector2){ + (s.x-(width/2)) / n, + (s.y-(height/2)) / n + }; + addAsteroid(s, v, (rand()%4)+1); } -int clamp(Vector2 *vec) { - if (vec->x > width+LENGTH) vec->x -= width+LENGTH; - if (vec->x < -LENGTH) vec->x += width; - if (vec->y > height+LENGTH) vec->y -= height+LENGTH; - if (vec->y < -LENGTH) vec->y += height; -} +int breakAsteroid(int i) { + asteroids[i].size -= 1; + if (asteroids[i].size > 0) { + double m = magnitude(&asteroids[i].vel)/0.5d; + randVec(&asteroids[i].vel, m); + addAsteroid(asteroids[i].pos, (Vector2){-asteroids[i].vel.x -asteroids[i].vel.y}, asteroids[i].size); + } +} +//DEBUG HERE +static int lpress = 0; +// -int update() { +int draw() { if (IsKeyDown(KEY_RIGHT)) angle -= 0.1f; if (IsKeyDown(KEY_LEFT)) angle += 0.1f; @@ -78,15 +126,69 @@ int update() { vel.y += cos(angle) * THRUST; } + //DEBUG AUTOBREAKING ASTEROIDS + if (IsKeyDown(KEY_SPACE)) { + if (lpress == 0) { + for (int i=0; i < sizeof(asteroids) / sizeof(Asteroid); i++) { + if (asteroids[i].size > 0) { + breakAsteroid(i); + break; + } + } + lpress = 1; + } + } else { + lpress = 0; + } + + pos.x += vel.x; pos.y += vel.y; clamp(&pos); + + if (rand() % SPAWN_RATE == 0) { + spawnAsteroid(); + } + + BeginDrawing(); + ClearBackground(BLACK); + + for (int i = 0; i < 256; i++) { + DrawPixelV(sky[i], fg); + } + drawPlayer(); + + for (int i=0; i < sizeof(asteroids) / sizeof(Asteroid); i++) { + if (asteroids[i].size > 0) { + DrawCircleLines( + asteroids[i].pos.x, + asteroids[i].pos.y, + pow(2, asteroids[i].size + 1), + fg + ); + asteroids[i].pos.x += asteroids[i].vel.x; + asteroids[i].pos.y += asteroids[i].vel.y; + clamp(&asteroids[i].pos); + } + } + EndDrawing(); +} + + +int update() { } int main() { + srand(time(0)); + for (int i = 0; i < 256; i++) { sky[i] = (Vector2){rand() % width, rand() % height}; } + for (int i=0; i < sizeof(asteroids) / sizeof(Asteroid); i++) { + asteroids[i] = (Asteroid){(Vector2){0,0}, (Vector2){0,0}, 0, }; + } + + spawnAsteroid(); InitWindow(width, height, "game"); |