Added space background
This commit is contained in:
11
.gitignore
vendored
11
.gitignore
vendored
@ -1 +1,12 @@
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build/
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build/
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.vscode/
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*.o
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*.exe
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*.out
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*.log
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.DS_Store
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star-invaders
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*.kra
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*.xcf
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*.png
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@ -1,16 +0,0 @@
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cmake_minimum_required(VERSION 3.10)
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project(SDL2_Example LANGUAGES C)
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# Set the C standard to C99
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set(CMAKE_C_STANDARD 99)
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set(CMAKE_C_STANDARD_REQUIRED ON)
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# Find SDL2
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find_package(SDL2 REQUIRED)
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# Add your executable target
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file(GLOB SOURCES "src/*.c")
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add_executable(star-invaders ${SOURCES})
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# Link the SDL2 libraries to your executable
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target_link_libraries(star-invaders PRIVATE SDL2::SDL2)
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29
Makefile
Normal file
29
Makefile
Normal file
@ -0,0 +1,29 @@
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# Simple Makefile using sdl-config for SDL flags
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CC := gcc
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SDL_CFLAGS := $(shell sdl2-config --cflags)
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SDL_LIBS := $(shell sdl2-config --libs)
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CFLAGS := -Wall -Wextra -std=c99 $(SDL_CFLAGS)
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SRCDIR := src
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SOURCES := $(wildcard $(SRCDIR)/*.c)
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BUILD_DIR := build
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OBJECTS := $(patsubst $(SRCDIR)/%.c,$(BUILD_DIR)/%.o,$(SOURCES))
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TARGET := star-invaders
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.PHONY: all clean
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all: $(TARGET)
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$(TARGET): $(OBJECTS)
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@echo " Linking $@"
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@$(CC) $(OBJECTS) -o $@ $(SDL_LIBS)
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|
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$(BUILD_DIR)/%.o: $(SRCDIR)/%.c | $(BUILD_DIR)
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@echo " Compiling $<"
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@$(CC) $(CFLAGS) -c $< -o $@
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|
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$(BUILD_DIR):
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@mkdir -p $(BUILD_DIR)
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clean:
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@echo "Cleaning up"
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@rm -rf $(BUILD_DIR) $(TARGET)
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BIN
res/background.bmp
Normal file
BIN
res/background.bmp
Normal file
Binary file not shown.
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After Width: | Height: | Size: 1.4 MiB |
Binary file not shown.
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Before Width: | Height: | Size: 4.1 KiB |
14
src/bullet.c
14
src/bullet.c
@ -1,6 +1,6 @@
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#include "bullet.h"
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#include "bullet.h"
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void updateBullets(Bullet* bullets, int* bulletCount, SDL_Renderer* renderer) {
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void updateBullets(Bullet *bullets, int *bulletCount, SDL_Renderer* renderer) {
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int bulletSpeed = 7;
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int bulletSpeed = 7;
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for (int i = 0; i < *bulletCount; i++) {
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for (int i = 0; i < *bulletCount; i++) {
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@ -20,7 +20,7 @@ void updateBullets(Bullet* bullets, int* bulletCount, SDL_Renderer* renderer) {
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}
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}
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}
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}
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void fireBullet(Bullet* bullets, int* bulletCount, SDL_Rect* rect) {
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void fireBullet(Bullet *bullets, int *bulletCount, SDL_Rect* rect) {
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if (*bulletCount < MAX_BULLETS) {
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if (*bulletCount < MAX_BULLETS) {
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bullets[*bulletCount].rect.x = rect->x + rect->w / 2 - 2;
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bullets[*bulletCount].rect.x = rect->x + rect->w / 2 - 2;
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bullets[*bulletCount].rect.y = rect->y - 10;
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bullets[*bulletCount].rect.y = rect->y - 10;
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@ -30,3 +30,13 @@ void fireBullet(Bullet* bullets, int* bulletCount, SDL_Rect* rect) {
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(*bulletCount)++;
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(*bulletCount)++;
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}
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}
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}
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}
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void cleanupUnrenderedBullets(Bullet* bullets, int* bulletCount) {
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for (int i = 0; i < *bulletCount; i++){
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if(bullets[i].active == 0){
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memmove(&bullets[i], &bullets[i + 1], sizeof(Bullet) * (*bulletCount - i - 1));
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(*bulletCount)--;
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i--;
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}
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}
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}
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13
src/bullet.h
13
src/bullet.h
@ -1,16 +1,17 @@
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#ifndef BULLET_H
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#ifndef BULLET_H
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#define BULLET_H
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#define BULLET_H
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#include <SDL2/SDL.h>
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#include <SDL.h>
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#define MAX_BULLETS 100
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#define MAX_BULLETS 5
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typedef struct {
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typedef struct {
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SDL_Rect rect;
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SDL_Rect rect;
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int active;
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int active;
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} Bullet;
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} Bullet;
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void updateBullets(Bullet* bullets, int* bulletCount, SDL_Renderer* renderer);
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void updateBullets(Bullet *bullets, int *bulletCount, SDL_Renderer *renderer);
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void fireBullet(Bullet* bullets, int* bulletCount, SDL_Rect* rect);
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void fireBullet(Bullet *bullets, int *bulletCount, SDL_Rect *rect);
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void cleanupUnrenderedBullets(Bullet* bullets, int* bulletCount);
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#endif
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#endif
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288
src/main.c
288
src/main.c
@ -1,121 +1,205 @@
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#include <SDL2/SDL.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include "bullet.h"
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#include "bullet.h"
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#include "player.h"
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#include "player.h"
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#include <SDL.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#define FPS 60
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#define FPS 60
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#define FRAME_DELAY (1000 / FPS) // Milliseconds per frame
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#define FRAME_DELAY (1000 / FPS) // Milliseconds per frame
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#define SCREEN_WIDTH 800
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#define SCREEN_WIDTH 800
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#define SCREEN_HEIGHT 600
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#define SCREEN_HEIGHT 600
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void handlePlayer(SDL_Renderer* renderer, Player* player, int speed) {
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void handlePlayer(SDL_Renderer *renderer, Player *player, int speed, const Uint8 *keys) {
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// Get current keyboard state
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if (keys[SDL_SCANCODE_LEFT] || keys[SDL_SCANCODE_A]) {
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const Uint8* keys = SDL_GetKeyboardState(NULL);
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movePlayerLeft(player, speed);
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|
}
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|
if (keys[SDL_SCANCODE_RIGHT] || keys[SDL_SCANCODE_D]) {
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|
movePlayerRight(player, speed, SCREEN_WIDTH);
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|
}
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if (keys[SDL_SCANCODE_LEFT] || keys[SDL_SCANCODE_A]) {
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// Render player flipped vertically
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movePlayerLeft(player, speed);
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renderPlayerFlipped(renderer, player, SDL_FLIP_VERTICAL);
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}
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if (keys[SDL_SCANCODE_RIGHT] || keys[SDL_SCANCODE_D]) {
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movePlayerRight(player, speed, SCREEN_WIDTH);
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}
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// Render player flipped vertically
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renderPlayerFlipped(renderer, player, SDL_FLIP_VERTICAL);
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}
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}
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int main(int argc, char* argv[]) {
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int main(int argc, char *argv[]) {
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if (SDL_Init(SDL_INIT_VIDEO) != 0) {
|
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
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fprintf(stderr, "Could not initialize SDL: %s\n", SDL_GetError());
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fprintf(stderr, "Could not initialize SDL: %s\n", SDL_GetError());
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return EXIT_FAILURE;
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return EXIT_FAILURE;
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}
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char *resLocation = "./res/";
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for (int args = 1; args < argc; args++) {
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if (strcmp(argv[args], "--help") == 0 ||
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strcmp(argv[args], "-h") == 0) {
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printf("Star Invaders Help:\n");
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printf("Use arrow keys or A/D to move the spaceship left and right.\n");
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printf("Press SPACE to fire bullets.\n");
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printf("Press ESC or close the window to exit the game.\n");
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printf("Use --res-location or -rl to specify the resource location.\n");
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SDL_Quit();
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return EXIT_SUCCESS;
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} else if (strcmp(argv[args], "--version") == 0 ||
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strcmp(argv[args], "-v") == 0) {
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printf("Star Invaders Version 1.0.0\n");
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SDL_Quit();
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return EXIT_SUCCESS;
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} else if (strcmp(argv[args], "--res-location") == 0 ||
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strcmp(argv[args], "-rl") == 0) {
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resLocation = argv[args + 1];
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args++;
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} else {
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printf("Unknown argument: %s\n", argv[args]);
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printf("Use --help or -h for usage information.\n");
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SDL_Quit();
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return EXIT_FAILURE;
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}
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}
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}
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printf("Using resource location: %s\n", resLocation);
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SDL_Window* window = SDL_CreateWindow("Star Invaders",
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// Build full paths for assets
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SDL_WINDOWPOS_CENTERED,
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size_t pathLen;
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SDL_WINDOWPOS_CENTERED,
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char *spaceshipPath;
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SCREEN_WIDTH, SCREEN_HEIGHT,
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char *backgroundPath;
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SDL_WINDOW_SHOWN);
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const char *shipFile = "spaceship.bmp";
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if (!window) {
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const char *bgFile = "background.bmp";
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fprintf(stderr, "Could not create window: %s\n", SDL_GetError());
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SDL_Quit();
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return EXIT_FAILURE;
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}
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SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
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pathLen = strlen(resLocation) + strlen(shipFile) + 2;
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if (!renderer) {
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spaceshipPath = (char *)malloc(pathLen);
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fprintf(stderr, "Could not create renderer: %s\n", SDL_GetError());
|
if (!spaceshipPath) {
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SDL_DestroyWindow(window);
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fprintf(stderr, "Out of memory\n");
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SDL_Quit();
|
SDL_Quit();
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return EXIT_FAILURE;
|
return EXIT_FAILURE;
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}
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}
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|
if (resLocation[strlen(resLocation) - 1] == '/') {
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snprintf(spaceshipPath, pathLen, "%s%s", resLocation, shipFile);
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|
} else {
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|
snprintf(spaceshipPath, pathLen, "%s/%s", resLocation, shipFile);
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|
}
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|
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// Rectangle position and size
|
pathLen = strlen(resLocation) + strlen(bgFile) + 2;
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SDL_Rect rect = {400, 500, 50, 50};
|
backgroundPath = (char *)malloc(pathLen);
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int speed = 5;
|
if (!backgroundPath) {
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|
free(spaceshipPath);
|
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|
fprintf(stderr, "Out of memory\n");
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|
SDL_Quit();
|
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|
return EXIT_FAILURE;
|
||||||
|
}
|
||||||
|
if (resLocation[strlen(resLocation) - 1] == '/') {
|
||||||
|
snprintf(backgroundPath, pathLen, "%s%s", resLocation, bgFile);
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|
} else {
|
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|
snprintf(backgroundPath, pathLen, "%s/%s", resLocation, bgFile);
|
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|
}
|
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|
|
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// Bullets array
|
SDL_Window *window = SDL_CreateWindow("Star Invaders", SDL_WINDOWPOS_CENTERED,
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Bullet bullets[MAX_BULLETS];
|
SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH,
|
||||||
int bulletCount = 0;
|
SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
|
||||||
for (int i = 0; i < MAX_BULLETS; i++) {
|
if (!window) {
|
||||||
bullets[i].active = 0;
|
fprintf(stderr, "Could not create window: %s\n", SDL_GetError());
|
||||||
}
|
SDL_Quit();
|
||||||
|
return EXIT_FAILURE;
|
||||||
|
}
|
||||||
|
|
||||||
// Create player
|
SDL_Renderer *renderer =
|
||||||
Player* player = createPlayer(renderer, "../res/spaceship.bmp", 400, 500);
|
SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
|
||||||
if (!player) {
|
if (!renderer) {
|
||||||
SDL_DestroyRenderer(renderer);
|
fprintf(stderr, "Could not create renderer: %s\n", SDL_GetError());
|
||||||
SDL_DestroyWindow(window);
|
|
||||||
SDL_Quit();
|
|
||||||
return EXIT_FAILURE;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Main loop flag
|
|
||||||
int running = 1;
|
|
||||||
SDL_Event event;
|
|
||||||
Uint32 frameStart;
|
|
||||||
int frameTime;
|
|
||||||
int spacePressedLastFrame = 0;
|
|
||||||
|
|
||||||
// Main loop
|
|
||||||
while (running) {
|
|
||||||
frameStart = SDL_GetTicks();
|
|
||||||
|
|
||||||
while (SDL_PollEvent(&event)) {
|
|
||||||
if (event.type == SDL_QUIT) {
|
|
||||||
running = 0;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Get current keyboard state for space key
|
|
||||||
const Uint8* keys = SDL_GetKeyboardState(NULL);
|
|
||||||
if (keys[SDL_SCANCODE_SPACE] && !spacePressedLastFrame) {
|
|
||||||
fireBullet(bullets, &bulletCount, &player->rect);
|
|
||||||
}
|
|
||||||
spacePressedLastFrame = keys[SDL_SCANCODE_SPACE];
|
|
||||||
|
|
||||||
// Clear screen with black
|
|
||||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
|
|
||||||
SDL_RenderClear(renderer);
|
|
||||||
|
|
||||||
// Update and draw bullets
|
|
||||||
updateBullets(bullets, &bulletCount, renderer);
|
|
||||||
|
|
||||||
// Handle player movement and rendering
|
|
||||||
handlePlayer(renderer, player, speed);
|
|
||||||
|
|
||||||
// Present the rendered frame
|
|
||||||
SDL_RenderPresent(renderer);
|
|
||||||
|
|
||||||
// Cap framerate at 60 FPS
|
|
||||||
frameTime = SDL_GetTicks() - frameStart;
|
|
||||||
if (frameTime < FRAME_DELAY) {
|
|
||||||
SDL_Delay(FRAME_DELAY - frameTime);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
destroyPlayer(player);
|
|
||||||
SDL_DestroyRenderer(renderer);
|
|
||||||
SDL_DestroyWindow(window);
|
SDL_DestroyWindow(window);
|
||||||
SDL_Quit();
|
SDL_Quit();
|
||||||
return EXIT_SUCCESS;
|
return EXIT_FAILURE;
|
||||||
|
}
|
||||||
|
|
||||||
|
int speed = 5;
|
||||||
|
|
||||||
|
// Bullets array
|
||||||
|
Bullet bullets[MAX_BULLETS];
|
||||||
|
int bulletCount = 0;
|
||||||
|
for (int i = 0; i < MAX_BULLETS; i++) {
|
||||||
|
bullets[i].active = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create player
|
||||||
|
Player *player = createPlayer(renderer, spaceshipPath, 400, 500);
|
||||||
|
if (!player) {
|
||||||
|
SDL_DestroyRenderer(renderer);
|
||||||
|
SDL_DestroyWindow(window);
|
||||||
|
free(spaceshipPath);
|
||||||
|
free(backgroundPath);
|
||||||
|
SDL_Quit();
|
||||||
|
return EXIT_FAILURE;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Load background
|
||||||
|
SDL_Texture *background = NULL;
|
||||||
|
SDL_Surface *bgSurface = SDL_LoadBMP(backgroundPath);
|
||||||
|
if (!bgSurface) {
|
||||||
|
fprintf(stderr, "Could not load background %s: %s\n", backgroundPath, SDL_GetError());
|
||||||
|
} else {
|
||||||
|
background = SDL_CreateTextureFromSurface(renderer, bgSurface);
|
||||||
|
SDL_FreeSurface(bgSurface);
|
||||||
|
if (!background) {
|
||||||
|
fprintf(stderr, "Could not create background texture: %s\n", SDL_GetError());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Main loop flag
|
||||||
|
int running = 1;
|
||||||
|
SDL_Event event;
|
||||||
|
Uint32 frameStart;
|
||||||
|
int frameTime;
|
||||||
|
int spacePressedLastFrame = 0;
|
||||||
|
|
||||||
|
// Main loop
|
||||||
|
while (running) {
|
||||||
|
frameStart = SDL_GetTicks();
|
||||||
|
|
||||||
|
while (SDL_PollEvent(&event)) {
|
||||||
|
if (event.type == SDL_QUIT) {
|
||||||
|
running = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Get current keyboard state for space key
|
||||||
|
const Uint8 *keys = SDL_GetKeyboardState(NULL);
|
||||||
|
if (keys[SDL_SCANCODE_SPACE] && !spacePressedLastFrame) {
|
||||||
|
fireBullet(bullets, &bulletCount, &player->rect);
|
||||||
|
}
|
||||||
|
spacePressedLastFrame = keys[SDL_SCANCODE_SPACE];
|
||||||
|
|
||||||
|
// Clear screen with black
|
||||||
|
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
|
||||||
|
SDL_RenderClear(renderer);
|
||||||
|
// Draw background if available
|
||||||
|
if (background) {
|
||||||
|
SDL_RenderCopy(renderer, background, NULL, NULL);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update and draw bullets
|
||||||
|
updateBullets(bullets, &bulletCount, renderer);
|
||||||
|
cleanupUnrenderedBullets(bullets, &bulletCount);
|
||||||
|
|
||||||
|
// Handle player movement and rendering
|
||||||
|
handlePlayer(renderer, player, speed, keys);
|
||||||
|
|
||||||
|
// Present the rendered frame
|
||||||
|
SDL_RenderPresent(renderer);
|
||||||
|
|
||||||
|
// Cap framerate at 60 FPS
|
||||||
|
frameTime = SDL_GetTicks() - frameStart;
|
||||||
|
if (frameTime < FRAME_DELAY) {
|
||||||
|
SDL_Delay(FRAME_DELAY - frameTime);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
destroyPlayer(player);
|
||||||
|
if (background) {
|
||||||
|
SDL_DestroyTexture(background);
|
||||||
|
}
|
||||||
|
free(spaceshipPath);
|
||||||
|
free(backgroundPath);
|
||||||
|
SDL_DestroyRenderer(renderer);
|
||||||
|
SDL_DestroyWindow(window);
|
||||||
|
SDL_Quit();
|
||||||
|
return EXIT_SUCCESS;
|
||||||
}
|
}
|
||||||
87
src/player.c
87
src/player.c
@ -2,56 +2,59 @@
|
|||||||
#include <stdio.h>
|
#include <stdio.h>
|
||||||
#include <stdlib.h>
|
#include <stdlib.h>
|
||||||
|
|
||||||
Player* createPlayer(SDL_Renderer* renderer, const char* imagePath, int x, int y) {
|
Player *createPlayer(SDL_Renderer *renderer, const char *imagePath, int x,
|
||||||
Player* player = (Player*)malloc(sizeof(Player));
|
int y) {
|
||||||
|
Player *player = (Player *)malloc(sizeof(Player));
|
||||||
SDL_Surface* surface = SDL_LoadBMP(imagePath);
|
|
||||||
if (!surface) {
|
SDL_Surface *surface = SDL_LoadBMP(imagePath);
|
||||||
fprintf(stderr, "Could not load image %s: %s\n", imagePath, SDL_GetError());
|
if (!surface) {
|
||||||
free(player);
|
fprintf(stderr, "Could not load image %s: %s\n", imagePath, SDL_GetError());
|
||||||
return NULL;
|
free(player);
|
||||||
}
|
return NULL;
|
||||||
|
}
|
||||||
player->texture = SDL_CreateTextureFromSurface(renderer, surface);
|
|
||||||
SDL_FreeSurface(surface);
|
player->texture = SDL_CreateTextureFromSurface(renderer, surface);
|
||||||
|
SDL_FreeSurface(surface);
|
||||||
if (!player->texture) {
|
|
||||||
fprintf(stderr, "Could not create texture: %s\n", SDL_GetError());
|
if (!player->texture) {
|
||||||
free(player);
|
fprintf(stderr, "Could not create texture: %s\n", SDL_GetError());
|
||||||
return NULL;
|
free(player);
|
||||||
}
|
return NULL;
|
||||||
|
}
|
||||||
player->rect.x = x;
|
|
||||||
player->rect.y = y;
|
player->rect.x = x;
|
||||||
player->rect.w = 50;
|
player->rect.y = y;
|
||||||
player->rect.h = 50;
|
player->rect.w = 50;
|
||||||
|
player->rect.h = 50;
|
||||||
return player;
|
|
||||||
|
return player;
|
||||||
}
|
}
|
||||||
|
|
||||||
void renderPlayer(SDL_Renderer* renderer, Player* player) {
|
void renderPlayer(SDL_Renderer *renderer, Player *player) {
|
||||||
SDL_RenderCopy(renderer, player->texture, NULL, &player->rect);
|
SDL_RenderCopy(renderer, player->texture, NULL, &player->rect);
|
||||||
}
|
}
|
||||||
|
|
||||||
void renderPlayerFlipped(SDL_Renderer* renderer, Player* player, SDL_RendererFlip flip) {
|
void renderPlayerFlipped(SDL_Renderer *renderer, Player *player,
|
||||||
SDL_RenderCopyEx(renderer, player->texture, NULL, &player->rect, 0, NULL, flip);
|
SDL_RendererFlip flip) {
|
||||||
|
SDL_RenderCopyEx(renderer, player->texture, NULL, &player->rect, 0, NULL,
|
||||||
|
flip);
|
||||||
}
|
}
|
||||||
|
|
||||||
void movePlayerLeft(Player* player, int speed) {
|
void movePlayerLeft(Player *player, int speed) {
|
||||||
if (player->rect.x - speed >= 0) {
|
if (player->rect.x - speed >= 0) {
|
||||||
player->rect.x -= speed;
|
player->rect.x -= speed;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void movePlayerRight(Player* player, int speed, int screenWidth) {
|
void movePlayerRight(Player *player, int speed, int screenWidth) {
|
||||||
if (player->rect.x + player->rect.w + speed <= screenWidth) {
|
if (player->rect.x + player->rect.w + speed <= screenWidth) {
|
||||||
player->rect.x += speed;
|
player->rect.x += speed;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void destroyPlayer(Player* player) {
|
void destroyPlayer(Player *player) {
|
||||||
if (player) {
|
if (player) {
|
||||||
SDL_DestroyTexture(player->texture);
|
SDL_DestroyTexture(player->texture);
|
||||||
free(player);
|
free(player);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
20
src/player.h
20
src/player.h
@ -1,18 +1,20 @@
|
|||||||
#ifndef PLAYER_H
|
#ifndef PLAYER_H
|
||||||
#define PLAYER_H
|
#define PLAYER_H
|
||||||
|
|
||||||
#include <SDL2/SDL.h>
|
#include <SDL.h>
|
||||||
|
|
||||||
typedef struct {
|
typedef struct {
|
||||||
SDL_Texture* texture;
|
SDL_Texture *texture;
|
||||||
SDL_Rect rect;
|
SDL_Rect rect;
|
||||||
} Player;
|
} Player;
|
||||||
|
|
||||||
Player* createPlayer(SDL_Renderer* renderer, const char* imagePath, int x, int y);
|
Player *createPlayer(SDL_Renderer *renderer, const char *imagePath, int x,
|
||||||
void renderPlayer(SDL_Renderer* renderer, Player* player);
|
int y);
|
||||||
void renderPlayerFlipped(SDL_Renderer* renderer, Player* player, SDL_RendererFlip flip);
|
void renderPlayer(SDL_Renderer *renderer, Player *player);
|
||||||
void movePlayerLeft(Player* player, int speed);
|
void renderPlayerFlipped(SDL_Renderer *renderer, Player *player,
|
||||||
void movePlayerRight(Player* player, int speed, int screenWidth);
|
SDL_RendererFlip flip);
|
||||||
void destroyPlayer(Player* player);
|
void movePlayerLeft(Player *player, int speed);
|
||||||
|
void movePlayerRight(Player *player, int speed, int screenWidth);
|
||||||
|
void destroyPlayer(Player *player);
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|||||||
Reference in New Issue
Block a user