a janky init

This commit is contained in:
2026-02-08 04:07:36 -06:00
commit 82f4a3b8ac
10 changed files with 360 additions and 0 deletions

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.gitignore vendored Normal file
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bin/**
**/.clangd
.clangd

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LICENSE Normal file
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MIT License
Copyright (c) 2026 iceyrazor
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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README.md Normal file
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# The Nature Of Code Vectors
Me following [The Nature Of Code](https://www.youtube.com/playlist?list=PLRqwX-V7Uu6ZV4yEcW3uDwOgGXKUUsPOM) vectors 1.1 with SDL2

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lib/global_objects.c Normal file
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#ifndef global_objects
#define global_objects
#include <math.h>
#define flaot float
typedef struct {
float x;
float y;
} Point;
void point_add(Point *A, Point *B){
A->x = A->x + B->x;
A->y = A->y + B->y;
}
void point_sub(Point *A, Point *B){
A->x = A->x - B->x;
A->y = A->y - B->y;
}
void point_mul(Point *A, Point *B){
A->x = A->x * B->x;
A->y = A->y * B->y;
}
/*
fn set_mag(x: &f64,y: &f64, mag: &f64) -> Vec<f64>{
let getmag: f64 = magnitude(*x, *y);
let rx = (*x / getmag) * mag;
let ry = (*y / getmag) * mag;
return vec![rx,ry]
}
fn magnitude(x: f64,y: f64) -> f64 {
((x).powi(2) + (y).powi(2)).sqrt()
}
*/
float magnitude(flaot x, flaot y) {
return sqrt((pow(x,2) + pow(y,2)));
}
void point_set_mag(Point *point, float mag){
flaot getmag = magnitude(point->x, point->y);
flaot rx = (point->x / getmag) * mag;
flaot ry = (point->y / getmag) * mag;
point->x = rx;
point->y = ry;
}
#endif

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lib/init.c Executable file
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#include <stdio.h>
#include <stdbool.h>
#include "init.h"
#include <SDL2/SDL.h>
#include <SDL2/SDL_video.h>
int main(int argc, char *argv[])
{
if (SDL_InitSubSystem(SDL_INIT_VIDEO) < 0)
SDL_Log("SDL fails to initialize! %s\n", SDL_GetError());
int startw=400;
int starth=400;
SDL_Window *window = SDL_CreateWindow(PROJECT_NAME, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, startw, starth, SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL);
if (!window) {
printf("Failed to create window: %s\n", SDL_GetError());
}
SDL_Renderer *renderer = SDL_CreateRenderer(window,-1,SDL_RENDERER_SOFTWARE);
if (!renderer) {
printf("Failed to create renderer: %s\n", SDL_GetError());
}
OBJECT obj = init_stuffs(startw,starth);
STUFFS stuff = {
startw,
starth,
false,
&obj,
};
bool quit = false;
SDL_Event e;
while (!quit) {
while (SDL_PollEvent(&e)) {
if (e.type == SDL_QUIT) {
quit = true;
}
else if(e.type == SDL_MOUSEBUTTONDOWN){
if(e.button.button==SDL_BUTTON_LEFT){
stuff.mousedown=true;
} else if(e.button.button==SDL_BUTTON_RIGHT){
}
} else if(e.type==SDL_MOUSEBUTTONUP){
stuff.mousedown=false;
}
}
draw(renderer,window,&stuff);
SDL_Delay(30);
}
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_QuitSubSystem(SDL_INIT_VIDEO);
SDL_Quit();
return 0;
}

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lib/init.h Executable file
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#ifndef inithell
#define inithell
#include <stdio.h>
#include <stdbool.h>
typedef struct{
int width;
int height;
bool mousedown;
OBJECT *obj;
} STUFFS;
#endif

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make Executable file
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#!/bin/sh
DEBUG=""
LIB="-Ilib/"
while getopts "d" opt; do
case "$opt" in
d) DEBUG="-Wall -fsanitize=address -g"
;;
esac
done
shift $((OPTIND-1))
[ "${1:-}" = "--" ] && shift
echo making shit
if [[ "$1" ]]; then
file="src/$1"
clang -o bin/$(basename $file | sed 's/.c$//') $file $LIB `sdl2-config --cflags --libs` -lm $DEBUG
else
for file in src/*; do
if [ -f "$file" ]; then
if [[ "$file" != ".clangd" ]]; then
clang -o bin/$(basename $file | sed 's/.c$//') $file $LIB `sdl2-config --cflags --libs` -lm $DEBUG
fi
fi
done
fi

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src/1-1-walker.c Executable file
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#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include <time.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_video.h>
#define PROJECT_NAME "vecotrs-main"
typedef struct {
float x;
float y;
} OBJECT;
#include <init.h>
void constructor(int w, int h, OBJECT *obj){
obj->x = (float)w/2;
obj->y = (float)h/2;
}
OBJECT init_stuffs(int w, int h){
OBJECT obj;
constructor(w,h,&obj);
return obj;
}
void update(OBJECT *obj){
obj->x = obj->x + (rand() % 2 - 0.5);
obj->y = obj->y + (rand() % 2 - 0.5);
}
void show(SDL_Renderer* renderer,OBJECT *obj){
SDL_SetRenderDrawColor(renderer,150,50,255,255);
SDL_RenderDrawPoint(renderer,obj->x,obj->y);
}
void draw(SDL_Renderer* renderer,SDL_Window* window, STUFFS *stuff){
//SDL_SetRenderDrawColor(renderer,0,0,0,255);
//SDL_RenderClear(renderer);
update(stuff->obj);
show(renderer,stuff->obj);
SDL_RenderPresent(renderer);
//SDL_UpdateWindowSurface(window);
}
void mousePressed(STUFFS *stuff){
}
#include <init.c>

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src/1-2-vec-math.c Executable file
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#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include <time.h>
#include "global_objects.c"
#include <SDL2/SDL.h>
#include <SDL2/SDL_video.h>
#define PROJECT_NAME "vecotrs-main"
typedef struct {
Point pos;
Point vel;
} OBJECT;
#include <init.h>
void constructor(int w, int h, OBJECT *obj){
obj->pos.x = (float)w/2;
obj->pos.y = (float)h/2;
obj->vel.x = 1;
obj->vel.y = -1;
}
OBJECT init_stuffs(int w, int h){
OBJECT obj;
constructor(w,h,&obj);
return obj;
}
void update(OBJECT *obj){
point_add(&obj->pos, &obj->vel);
}
void show(SDL_Renderer* renderer,OBJECT *obj){
SDL_SetRenderDrawColor(renderer,150,50,255,255);
SDL_RenderFillRect(renderer,&(SDL_Rect){.x = obj->pos.x - 5, .y=obj->pos.y - 5, .w = 10, .h = 10});
}
void draw(SDL_Renderer* renderer,SDL_Window* window, STUFFS *stuff){
SDL_SetRenderDrawColor(renderer,0,0,0,255);
SDL_RenderClear(renderer);
update(stuff->obj);
show(renderer,stuff->obj);
SDL_RenderPresent(renderer);
}
void mousePressed(STUFFS *stuff){
}
#include <init.c>

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src/1-3-rand-vec.c Executable file
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#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include <time.h>
#include "global_objects.c"
#include <SDL2/SDL.h>
#include <SDL2/SDL_video.h>
#define PROJECT_NAME "vecotrs-main"
typedef struct {
Point pos;
} OBJECT;
#include <init.h>
float RandomFloat(float min, float max){
return ((max - min) * ((float)rand() / RAND_MAX)) + min;
}
void constructor(int w, int h, OBJECT *obj){
obj->pos.x = (float)w/2;
obj->pos.y = (float)h/2;
}
OBJECT init_stuffs(int w, int h){
OBJECT obj;
constructor(w,h,&obj);
return obj;
}
void update(STUFFS *stuff){
Point rand_point = {RandomFloat(-1, 1),RandomFloat(-1, 1)};
point_set_mag(&rand_point, 1);
float random_mul = RandomFloat(50, 100);
point_mul(&rand_point,&(Point){.x = random_mul, .y = random_mul});
stuff->obj->pos.x = rand_point.x + (float)stuff->width / 2;;
stuff->obj->pos.y = rand_point.y + (float)stuff->height / 2;
}
void show(SDL_Renderer* renderer,STUFFS *stuff){
SDL_SetRenderDrawColor(renderer,150,50,255,255);
//SDL_RenderFillRect(renderer,&(SDL_Rect){.x = obj->pos.x - 5, .y=obj->pos.y - 5, .w = 10, .h = 10});
SDL_RenderDrawLine(renderer,stuff->width/2,stuff->height/2,stuff->obj->pos.x,stuff->obj->pos.y);
}
void draw(SDL_Renderer* renderer,SDL_Window* window, STUFFS *stuff){
//SDL_SetRenderDrawColor(renderer,0,0,0,255);
//SDL_RenderClear(renderer);
update(stuff);
show(renderer,stuff);
SDL_RenderPresent(renderer);
}
void mousePressed(STUFFS *stuff){
}
#include <init.c>