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-rw-r--r--main.c116
1 files changed, 59 insertions, 57 deletions
diff --git a/main.c b/main.c
index 539180a..b79850a 100644
--- a/main.c
+++ b/main.c
@@ -125,77 +125,79 @@ void GameMain(SDL_Renderer *context) {
projectile.vx = cos(player.angle) * player.power;
}
}
- int simulation_frames = 10;
- while (simulation_frames > 0) {
- simulation_frames--;
+
double new_t = GetCurrentTimestamp();
double dt = (new_t - old_t);
old_t = new_t;
- int mouse_x, mouse_y;
- Uint32 mouse_state = SDL_GetMouseState(&mouse_x, &mouse_y);
- float size = 20;
- if (mouse_state & SDL_BUTTON_LMASK) {
- PaintTerrain(&terrain, mouse_x, WINDOW_H - mouse_y, 1.0, size);
- } else if (mouse_state & SDL_BUTTON_RMASK) {
- PaintTerrain(&terrain, mouse_x, WINDOW_H - mouse_y, 0.0, size);
- }
+ int times_to_simulate = 10;
+ while (times_to_simulate > 0) {
+ times_to_simulate--;
+
+ int mouse_x, mouse_y;
+ Uint32 mouse_state = SDL_GetMouseState(&mouse_x, &mouse_y);
+ float size = 20;
+ if (mouse_state & SDL_BUTTON_LMASK) {
+ PaintTerrain(&terrain, mouse_x, WINDOW_H - mouse_y, 1.0, size);
+ } else if (mouse_state & SDL_BUTTON_RMASK) {
+ PaintTerrain(&terrain, mouse_x, WINDOW_H - mouse_y, 0.0, size);
+ }
- const Uint8 *keys = SDL_GetKeyboardState(0);
- if (keys[SDL_SCANCODE_D] && player.x < WINDOW_W) {
- player.x += WALK_VEL * dt;
- }
- if (keys[SDL_SCANCODE_A] && player.x >= 0) {
- player.x -= WALK_VEL * dt;
- }
- if (keys[SDL_SCANCODE_W] && player.angle < PI / 2) {
- player.angle += PI / 180 * dt;
- }
- if (keys[SDL_SCANCODE_S] && player.angle > 0) {
+ const Uint8 *keys = SDL_GetKeyboardState(0);
+ if (keys[SDL_SCANCODE_D] && player.x < WINDOW_W) {
+ player.x += WALK_VEL * dt;
+ }
+ if (keys[SDL_SCANCODE_A] && player.x >= 0) {
+ player.x -= WALK_VEL * dt;
+ }
+ if (keys[SDL_SCANCODE_W] && player.angle < PI / 2) {
+ player.angle += PI / 180 * dt;
+ }
+ if (keys[SDL_SCANCODE_S] && player.angle > 0) {
- player.angle -= PI / 180 * dt;
- }
+ player.angle -= PI / 180 * dt;
+ }
- if (player.y >= WINDOW_H) {
- player.y = WINDOW_H - 1;
- player.vy = 0;
- }
- if (terrain.mask[(int)player.x + (int)player.y * WINDOW_W] == 0.0 &&
- player.y >= 0) {
- player.y += player.vy * dt;
- player.vy += GRAVITY * dt;
- while (terrain.mask[(int)player.x + (int)player.y * WINDOW_W] != 0.0) {
- player.y += 1;
+ if (player.y >= WINDOW_H) {
+ player.y = WINDOW_H - 1;
player.vy = 0;
}
- }
+ if (terrain.mask[(int)player.x + (int)player.y * WINDOW_W] == 0.0 &&
+ player.y >= 0) {
+ player.y += player.vy * dt;
+ player.vy += GRAVITY * dt;
+ while (terrain.mask[(int)player.x + (int)player.y * WINDOW_W] != 0.0) {
+ player.y += 1;
+ player.vy = 0;
+ }
+ }
- if (projectile.alive) {
- if (projectile.y >= 0 && projectile.y < WINDOW_H &&
- projectile.x >= 0 && projectile.x < WINDOW_W &&
- terrain.mask[(int)projectile.x + (int)projectile.y * WINDOW_W] == 0.0) {
- projectile.x += projectile.vx * dt;
- projectile.y += projectile.vy * dt;
- projectile.vy += GRAVITY * dt;
- } else {
- projectile.alive = 0;
- PaintTerrain(&terrain, projectile.x, projectile.y, 0.0, 40);
+ if (projectile.alive) {
+ if (projectile.y >= 0 && projectile.y < WINDOW_H &&
+ projectile.x >= 0 && projectile.x < WINDOW_W &&
+ terrain.mask[(int)projectile.x + (int)projectile.y * WINDOW_W] == 0.0) {
+ projectile.x += projectile.vx * dt;
+ projectile.y += projectile.vy * dt;
+ projectile.vy += GRAVITY * dt;
+ } else {
+ projectile.alive = 0;
+ PaintTerrain(&terrain, projectile.x, projectile.y, 0.0, 40);
+ }
}
- }
- if (terrain.updated) {
- void *pixels;
- int pitch;
- SDL_LockTexture(mask_texture, 0, &pixels, &pitch);
- Uint32 *p = (Uint32 *) pixels;
- for (int j = 0; j < WINDOW_H; j++) {
- for (int i = 0; i < WINDOW_W; i++) {
- p[i + j * WINDOW_W] = terrain.mask[i + (WINDOW_H - j) * WINDOW_W] ? 0xffffffff : 0x00000000;
+ if (terrain.updated) {
+ void *pixels;
+ int pitch;
+ SDL_LockTexture(mask_texture, 0, &pixels, &pitch);
+ Uint32 *p = (Uint32 *) pixels;
+ for (int j = 0; j < WINDOW_H; j++) {
+ for (int i = 0; i < WINDOW_W; i++) {
+ p[i + j * WINDOW_W] = terrain.mask[i + (WINDOW_H - j) * WINDOW_W] ? 0xffffffff : 0x00000000;
+ }
}
+ SDL_UnlockTexture(mask_texture);
+ terrain.updated = 0;
}
- SDL_UnlockTexture(mask_texture);
- terrain.updated = 0;
- }
}
SDL_SetRenderDrawColor(context, 40, 40, 40, 255);