#include #include #include #include #include #define GRAVITY -9.8 #define PI 3.141592 #define WINDOW_W 1280 #define WINDOW_H 720 #define WALK_VEL 20 typedef struct { float x; float y; float vy; float angle; float power; } Cannon; typedef struct { float x; float y; float vy; float vx; int alive; } Projectile; typedef struct { float *mask; int width; int height; int updated; } Terrain; void PaintTerrain(Terrain *t, float x, float y, float color, float size) { for (int j = y - size; j < y + size; j++) { for (int i = x - size; i < x + size; i++) { float dj = y - j; float di = x - i; if (i > 0 && i < t->width && j > 0 && j < t->height && dj * dj + di * di <= size * size / 2) { size_t index = i + j * t->width; t->mask[index] = color; } } } t->updated = 1; } static inline double GetCurrentTimestamp() { return (double) SDL_GetTicks64() / 1000.0; } SDL_Texture *CreateTiledTexture(SDL_Renderer *context, const char *filename, int width, int height) { SDL_Surface *texture_surface = SDL_LoadBMP(filename); SDL_Texture *texture_tile = SDL_CreateTextureFromSurface(context, texture_surface); int tile_w = texture_surface->w; int tile_h = texture_surface->h; SDL_FreeSurface(texture_surface); SDL_Texture *texture = SDL_CreateTexture(context, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, width, height); SDL_SetRenderTarget(context, texture); for (int y = 0; y < height; y += tile_h) { for (int x = 0; x < width; x += tile_w) { SDL_Rect tile_rect = { x, y, tile_w, tile_h }; SDL_RenderCopy(context, texture_tile, 0, &tile_rect); } } SDL_DestroyTexture(texture_tile); SDL_SetRenderTarget(context, 0); return texture; } void GameMain(SDL_Renderer *context) { SDL_Texture *background = CreateTiledTexture(context, "background.bmp", WINDOW_W, WINDOW_H); SDL_Texture *foreground = CreateTiledTexture(context, "foreground.bmp", WINDOW_W, WINDOW_H); SDL_SetTextureBlendMode(foreground, SDL_BLENDMODE_MOD); SDL_Texture *terrain_texture = SDL_CreateTexture(context, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, WINDOW_W, WINDOW_H); SDL_SetTextureBlendMode(terrain_texture, SDL_BLENDMODE_BLEND); SDL_Texture *mask_texture = SDL_CreateTexture(context, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_STREAMING, WINDOW_W, WINDOW_H); Terrain terrain = {0}; terrain.width = WINDOW_W; terrain.height = WINDOW_H; terrain.mask = calloc(WINDOW_W * WINDOW_H, sizeof(float)); for (int i = 0; i < 100 * WINDOW_W; i++) { terrain.mask[i] = 1.0; } terrain.updated = 1; Cannon player = {0}; player.x = 100; player.y = 500; player.power = 100; Projectile projectile = {0}; float old_t = 0.0; int exit = 0; while (!exit) { SDL_Event event; while (SDL_PollEvent(&event)) { if (event.type == SDL_QUIT) { exit = 1; } else if (event.type == SDL_KEYDOWN && event.key.state == SDL_PRESSED && event.key.keysym.sym == SDLK_SPACE && !projectile.alive) { projectile.alive = 1; projectile.x = player.x; projectile.y = player.y; projectile.vy = sin(player.angle) * player.power; 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); } 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; } 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 (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_SetRenderDrawColor(context, 40, 40, 40, 255); SDL_RenderClear(context); SDL_RenderCopy(context, background, 0, 0); SDL_SetRenderTarget(context, terrain_texture); SDL_SetRenderDrawColor(context, 0, 0, 0, 0); SDL_RenderClear(context); SDL_RenderCopy(context, mask_texture, 0, 0); SDL_RenderCopy(context, foreground, 0, 0); SDL_SetRenderTarget(context, 0); SDL_RenderCopy(context, terrain_texture, 0, 0); SDL_SetRenderDrawColor(context, 255, 0, 0, 255); SDL_Rect player_rect = {player.x - 5, WINDOW_H - player.y - 10, 10, 10 }; SDL_RenderFillRect(context, &player_rect); SDL_RenderDrawLine(context, player.x, WINDOW_H - player.y, player.x + cos(player.angle) * 100, WINDOW_H - player.y - sin(player.angle) * 100); if (projectile.alive) { SDL_SetRenderDrawColor(context, 0, 255, 0, 255); SDL_Rect projectile_rect = {projectile.x - 5, WINDOW_H - projectile.y - 10, 10, 10 }; SDL_RenderFillRect(context, &projectile_rect); } SDL_RenderPresent(context); SDL_Delay(1); } } int main() { SDL_Init(SDL_INIT_VIDEO); SDL_Window *window = SDL_CreateWindow("Cannons", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WINDOW_W, WINDOW_H, 0); SDL_Renderer *context = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED); GameMain(context); SDL_DestroyRenderer(context); SDL_DestroyWindow(window); SDL_Quit(); return 0; }