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authordavidovski <david@sendula.com>2021-04-20 23:06:10 +0100
committerdavidovski <david@sendula.com>2021-04-20 23:06:10 +0100
commit6f3be03e4967fa0e51cbe1096f4cbb4ef8e7a240 (patch)
tree08ec5b823ab5dd6cd9cb7780ed02dac1385197c7
parent8e0ad49fcc20ef651e4808ac2fbc82a692611827 (diff)
added asteroids and breaking asteroids
-rw-r--r--asteroids.c144
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");