Hash :
b84fe2c0
Author :
Date :
2017-05-25T23:01:59
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226
/*
* accelerometer.c
* written by Holmes Futrell
* use however you want
*/
#include "SDL.h"
#include <math.h>
#include "common.h"
#define DAMPING 0.5f; /* after bouncing off a wall, damping coefficient determines final speed */
#define FRICTION 0.0008f /* coefficient of acceleration that opposes direction of motion */
#define GRAVITY_CONSTANT 0.004f /* how sensitive the ship is to the accelerometer */
/* If we aren't on an iPhone, then this definition ought to yield reasonable behavior */
#ifndef SDL_IPHONE_MAX_GFORCE
#define SDL_IPHONE_MAX_GFORCE 5.0f
#endif
static SDL_Joystick *accelerometer; /* used for controlling the ship */
static struct
{
float x, y; /* position of ship */
float vx, vy; /* velocity of ship (in pixels per millesecond) */
SDL_Rect rect; /* (drawn) position and size of ship */
} shipData;
static SDL_Texture *ship = 0; /* texture for spaceship */
static SDL_Texture *space = 0; /* texture for space (background */
void
render(SDL_Renderer *renderer, int w, int h, double deltaTime)
{
double deltaMilliseconds = deltaTime * 1000;
float speed;
/* get joystick (accelerometer) axis values and normalize them */
float ax = SDL_JoystickGetAxis(accelerometer, 0);
float ay = SDL_JoystickGetAxis(accelerometer, 1);
/* ship screen constraints */
Uint32 minx = 0.0f;
Uint32 maxx = w - shipData.rect.w;
Uint32 miny = 0.0f;
Uint32 maxy = h - shipData.rect.h;
#define SINT16_MAX ((float)(0x7FFF))
/* update velocity from accelerometer
the factor SDL_IPHONE_MAX_G_FORCE / SINT16_MAX converts between
SDL's units reported from the joytick, and units of g-force, as reported by the accelerometer
*/
shipData.vx +=
ax * SDL_IPHONE_MAX_GFORCE / SINT16_MAX * GRAVITY_CONSTANT *
deltaMilliseconds;
shipData.vy +=
ay * SDL_IPHONE_MAX_GFORCE / SINT16_MAX * GRAVITY_CONSTANT *
deltaMilliseconds;
speed = sqrt(shipData.vx * shipData.vx + shipData.vy * shipData.vy);
if (speed > 0) {
/* compensate for friction */
float dirx = shipData.vx / speed; /* normalized x velocity */
float diry = shipData.vy / speed; /* normalized y velocity */
/* update velocity due to friction */
if (speed - FRICTION * deltaMilliseconds > 0) {
/* apply friction */
shipData.vx -= dirx * FRICTION * deltaMilliseconds;
shipData.vy -= diry * FRICTION * deltaMilliseconds;
} else {
/* applying friction would MORE than stop the ship, so just stop the ship */
shipData.vx = 0.0f;
shipData.vy = 0.0f;
}
}
/* update ship location */
shipData.x += shipData.vx * deltaMilliseconds;
shipData.y += shipData.vy * deltaMilliseconds;
if (shipData.x > maxx) {
shipData.x = maxx;
shipData.vx = -shipData.vx * DAMPING;
} else if (shipData.x < minx) {
shipData.x = minx;
shipData.vx = -shipData.vx * DAMPING;
}
if (shipData.y > maxy) {
shipData.y = maxy;
shipData.vy = -shipData.vy * DAMPING;
} else if (shipData.y < miny) {
shipData.y = miny;
shipData.vy = -shipData.vy * DAMPING;
}
/* draw the background */
SDL_RenderCopy(renderer, space, NULL, NULL);
/* draw the ship */
shipData.rect.x = shipData.x;
shipData.rect.y = shipData.y;
SDL_RenderCopy(renderer, ship, NULL, &shipData.rect);
/* update screen */
SDL_RenderPresent(renderer);
}
void
initializeTextures(SDL_Renderer *renderer)
{
SDL_Surface *bmp_surface;
/* load the ship */
bmp_surface = SDL_LoadBMP("ship.bmp");
if (bmp_surface == NULL) {
fatalError("could not ship.bmp");
}
/* set blue to transparent on the ship */
SDL_SetColorKey(bmp_surface, 1,
SDL_MapRGB(bmp_surface->format, 0, 0, 255));
/* create ship texture from surface */
ship = SDL_CreateTextureFromSurface(renderer, bmp_surface);
if (ship == 0) {
fatalError("could not create ship texture");
}
SDL_SetTextureBlendMode(ship, SDL_BLENDMODE_BLEND);
/* set the width and height of the ship from the surface dimensions */
shipData.rect.w = bmp_surface->w;
shipData.rect.h = bmp_surface->h;
SDL_FreeSurface(bmp_surface);
/* load the space background */
bmp_surface = SDL_LoadBMP("space.bmp");
if (bmp_surface == NULL) {
fatalError("could not load space.bmp");
}
/* create space texture from surface */
space = SDL_CreateTextureFromSurface(renderer, bmp_surface);
if (space == 0) {
fatalError("could not create space texture");
}
SDL_FreeSurface(bmp_surface);
}
int
main(int argc, char *argv[])
{
SDL_Window *window; /* main window */
SDL_Renderer *renderer;
int done; /* should we clean up and exit? */
int w, h;
/* initialize SDL */
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) {
fatalError("Could not initialize SDL");
}
/* create main window and renderer */
window = SDL_CreateWindow(NULL, 0, 0, 320, 480, SDL_WINDOW_FULLSCREEN | SDL_WINDOW_ALLOW_HIGHDPI);
renderer = SDL_CreateRenderer(window, 0, 0);
SDL_GetWindowSize(window, &w, &h);
SDL_RenderSetLogicalSize(renderer, w, h);
/* print out some info about joysticks and try to open accelerometer for use */
printf("There are %d joysticks available\n", SDL_NumJoysticks());
printf("Default joystick (index 0) is %s\n", SDL_JoystickName(0));
accelerometer = SDL_JoystickOpen(0);
if (accelerometer == NULL) {
fatalError("Could not open joystick (accelerometer)");
}
printf("joystick number of axis = %d\n",
SDL_JoystickNumAxes(accelerometer));
printf("joystick number of hats = %d\n",
SDL_JoystickNumHats(accelerometer));
printf("joystick number of balls = %d\n",
SDL_JoystickNumBalls(accelerometer));
printf("joystick number of buttons = %d\n",
SDL_JoystickNumButtons(accelerometer));
/* load graphics */
initializeTextures(renderer);
/* setup ship */
shipData.x = (w - shipData.rect.w) / 2;
shipData.y = (h - shipData.rect.h) / 2;
shipData.vx = 0.0f;
shipData.vy = 0.0f;
done = 0;
/* enter main loop */
while (!done) {
double deltaTime = updateDeltaTime();
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
done = 1;
}
}
render(renderer, w, h, deltaTime);
SDL_Delay(1);
}
/* delete textures */
SDL_DestroyTexture(ship);
SDL_DestroyTexture(space);
/* shutdown SDL */
SDL_Quit();
return 0;
}