gfx and 2-2 and multi objects
This commit is contained in:
@@ -1,4 +1,3 @@
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#include <stdlib.h>
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#include <stdbool.h>
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#include <global_objects.c>
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@@ -13,10 +12,6 @@ typedef struct {
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#include <init.h>
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float RandomFloat(float min, float max){
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return ((max - min) * ((float)rand() / RAND_MAX)) + min;
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}
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void constructor(int w, int h, OBJECT *obj){
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obj->pos.x = (float)w/2;
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obj->pos.y = (float)h/2;
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63
src/1-5-unit-vec.c
Executable file
63
src/1-5-unit-vec.c
Executable file
@@ -0,0 +1,63 @@
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#include <stdlib.h>
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#include <stdbool.h>
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#include <global_objects.c>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_video.h>
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#define PROJECT_NAME "vecotrs-main"
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typedef struct {
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Point pos;
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} OBJECT;
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#include <init.h>
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void constructor(int w, int h, OBJECT *obj){
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obj->pos.x = (float)w/2;
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obj->pos.y = (float)h/2;
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}
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OBJECT init_stuffs(int w, int h){
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OBJECT obj;
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constructor(w,h,&obj);
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return obj;
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}
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void normalize(Point *p){
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point_set_mag(p, 1);
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}
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void draw(SDL_Renderer* renderer,SDL_Window* window, STUFFS *stuff){
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SDL_SetRenderDrawColor(renderer,0,0,0,255);
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SDL_RenderClear(renderer);
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Point pos = { 200,200 };
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Point mouse = {stuff->mx, stuff->my};
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Point v = {
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mouse.x - pos.x,
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mouse.y - pos.y,
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};
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//float mag = magnitude(v.x, v.y);
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//point_div(&v,&(Point){mag,mag});
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//normalize(&v);
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//point_mul(&v,&(Point){50,50});
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point_set_mag(&v, 50);
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SDL_SetRenderDrawColor(renderer,150,50,255,255);
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SDL_RenderDrawLine(renderer,stuff->width/2,stuff->height/2,v.x + (float)stuff->width/2,v.y + (float)stuff->height/2);
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SDL_RenderPresent(renderer);
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}
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void mousePressed(STUFFS *stuff){
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}
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#include <init.c>
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80
src/1-6-mover.c
Executable file
80
src/1-6-mover.c
Executable file
@@ -0,0 +1,80 @@
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#include <stdlib.h>
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#include <stdbool.h>
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#include <global_objects.c>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_video.h>
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#include <time.h>
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#define PROJECT_NAME "vecotrs-main"
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typedef struct {
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Point pos;
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Point vel;
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Point acc;
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} OBJECT;
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#include <init.h>
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void constructor(int w, int h, OBJECT *obj){
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obj->pos.x = (float)w/2;
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obj->pos.y = (float)h/2;
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obj->vel.x = RandomFloat(-1, 1);
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obj->vel.y = RandomFloat(-1, 1);
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point_mul(&obj->vel, &(Point){3,3});
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obj->acc.x = RandomFloat(-1, 1);
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obj->acc.y = RandomFloat(-1, 1);
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point_set_mag(&obj->acc, 0.01);
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}
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OBJECT init_stuffs(int w, int h){
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srand(time(NULL));
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OBJECT obj;
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constructor(w,h,&obj);
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return obj;
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}
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Point vec_sub(Point A, Point B){
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point_sub(&A, &B);
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return A;
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}
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void update(STUFFS *stuff){
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Point mouse = {
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stuff->mx,
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stuff->my,
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};
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stuff->obj->acc = vec_sub(mouse, stuff->obj->pos);
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point_set_mag(&stuff->obj->acc, 1);
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//stuff->obj->acc.x = RandomFloat(-1, 1);
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//stuff->obj->acc.y = RandomFloat(-1, 1);
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point_add(&stuff->obj->vel,&stuff->obj->acc);
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point_limit(&stuff->obj->vel, 5);
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point_add(&stuff->obj->pos, &stuff->obj->vel);
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}
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void show(SDL_Renderer* renderer,STUFFS *stuff){
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SDL_SetRenderDrawColor(renderer,150,50,255,255);
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SDL_RenderFillRect(renderer,&(SDL_Rect){.x = stuff->obj->pos.x - 5, .y=stuff->obj->pos.y - 5, .w = 10, .h = 10});
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}
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void draw(SDL_Renderer* renderer,SDL_Window* window, STUFFS *stuff){
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SDL_SetRenderDrawColor(renderer,0,0,0,255);
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SDL_RenderClear(renderer);
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update(stuff);
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show(renderer,stuff);
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SDL_RenderPresent(renderer);
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}
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void mousePressed(STUFFS *stuff){
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}
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#include <init.c>
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103
src/2-1-gravity-wind.c
Executable file
103
src/2-1-gravity-wind.c
Executable file
@@ -0,0 +1,103 @@
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#include <stdlib.h>
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#include <stdbool.h>
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#include <global_objects.c>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_video.h>
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#include <time.h>
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#define PROJECT_NAME "vecotrs-main"
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typedef struct {
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Point pos;
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Point vel;
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Point acc;
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float r;
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} OBJECT;
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#include <init.h>
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void constructor(int w, int h, OBJECT *obj){
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obj->pos.x = (float)w/2;
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obj->pos.y = (float)h/2;
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obj->vel = (Point){0,0};
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obj->acc = (Point){0,0};
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obj->r = 40;
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}
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OBJECT init_stuffs(int w, int h){
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srand(time(NULL));
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OBJECT obj;
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constructor(w,h,&obj);
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return obj;
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}
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Point vec_sub(Point A, Point B){
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point_sub(&A, &B);
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return A;
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}
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void applyForce(OBJECT *obj, Point force){
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point_add(&obj->acc, &force);
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}
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void edges(STUFFS *stuff) {
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if (stuff->obj->pos.y >= stuff->height - stuff->obj->r / 2){
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stuff->obj->pos.y = stuff->height - stuff->obj->r / 2;
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stuff->obj->vel.y = stuff->obj->vel.y * -1;
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}
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if (stuff->obj->pos.x >= stuff->width - stuff->obj->r / 2){
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stuff->obj->pos.x = stuff->width - stuff->obj->r / 2;
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stuff->obj->vel.x = stuff->obj->vel.x * -1;
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} else if (stuff->obj->pos.x <= stuff->obj->r / 2){
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stuff->obj->pos.x = stuff->obj->r / 2;
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stuff->obj->vel.x = stuff->obj->vel.x * -1;
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}
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}
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void update(STUFFS *stuff){
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//Point mouse = {
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// stuff->mx,
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// stuff->my,
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//};
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//stuff->obj->acc = vec_sub(mouse, stuff->obj->pos);
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//point_set_mag(&stuff->obj->acc, 0.1);
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point_add(&stuff->obj->vel,&stuff->obj->acc);
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point_add(&stuff->obj->pos, &stuff->obj->vel);
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stuff->obj->acc = (Point){0,0};
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}
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void show(SDL_Renderer* renderer,STUFFS *stuff){
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SDL_SetRenderDrawColor(renderer,150,50,255,255);
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SDL_RenderFillRect(renderer,&(SDL_Rect){.x = stuff->obj->pos.x - (stuff->obj->r / 2), .y=stuff->obj->pos.y - (stuff->obj->r / 2), .w = stuff->obj->r, .h = stuff->obj->r});
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}
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void draw(SDL_Renderer* renderer,SDL_Window* window, STUFFS *stuff){
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SDL_SetRenderDrawColor(renderer,0,0,0,255);
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SDL_RenderClear(renderer);
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if(stuff->mousedown == true){
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Point wind = {0.1, 0};
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applyForce(stuff->obj, wind);
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}
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Point gravity = {0, 0.2};
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applyForce(stuff->obj, gravity);
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update(stuff);
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edges(stuff);
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show(renderer,stuff);
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SDL_RenderPresent(renderer);
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}
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void mousePressed(STUFFS *stuff){
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}
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#include <init.c>
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107
src/2-2-mass-accel.c
Executable file
107
src/2-2-mass-accel.c
Executable file
@@ -0,0 +1,107 @@
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#include <stdbool.h>
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#include <global_objects.c>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_video.h>
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#include <SDL2/SDL2_gfxPrimitives.h>
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#define PROJECT_NAME "vecotrs-main"
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typedef struct OBJECT {
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Point pos;
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Point vel;
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Point acc;
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float r;
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float mass;
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} OBJECT;
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#define obj_n 2
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#include <init-multi.h>
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void constructor(int w, int h, OBJECT *obj, float x, float y, float mass){
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obj->pos.x = (float)w/2 + x;
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obj->pos.y = (float)h/2 + y;
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obj->vel = (Point){0,0};
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obj->acc = (Point){0,0};
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obj->mass = mass;
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obj->r = sqrt(obj->mass) * 10;
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}
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void init_stuffs(int w, int h, OBJECT *objs){
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constructor(w, h, &objs[0], 100, 100, 4);
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constructor(w, h, &objs[1], -100, 100, 10);
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}
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Point vec_sub(Point A, Point B){
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point_sub(&A, &B);
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return A;
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}
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void applyForce(OBJECT *obj, Point force){
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//no need to make a copy. tis not a pointer
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point_div(&force, &(Point){obj->mass,obj->mass});
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point_add(&obj->acc, &force);
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}
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void edges(STUFFS *stuff, OBJECT *obj) {
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if (obj->pos.y >= stuff->height - obj->r){
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obj->pos.y = stuff->height - obj->r;
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obj->vel.y = obj->vel.y * -1;
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}
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if (obj->pos.x >= stuff->width - obj->r){
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obj->pos.x = stuff->width - obj->r;
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obj->vel.x = obj->vel.x * -1;
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} else if (obj->pos.x <= obj->r){
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obj->pos.x = obj->r;
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obj->vel.x = obj->vel.x * -1;
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}
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}
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void update(STUFFS *stuff, OBJECT *obj){
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point_add(&obj->vel,&obj->acc);
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point_add(&obj->pos, &obj->vel);
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obj->acc = (Point){0,0};
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}
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void show(SDL_Renderer* renderer,STUFFS *stuff,OBJECT *obj){
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SDL_SetRenderDrawColor(renderer,150,50,255,10);
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Sint16 x = (Sint16)obj->pos.x;
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Sint16 y = (Sint16)obj->pos.y;
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filledCircleRGBA(renderer, x, y, obj->r, 150, 50, 255, 255);
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}
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void draw(SDL_Renderer* renderer,SDL_Window* window, STUFFS *stuff){
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SDL_SetRenderDrawColor(renderer,0,0,0,255);
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SDL_RenderClear(renderer);
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for (int i=0; i<obj_n; i++){
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Point gravity = {0, 0.2};
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Point weight = {0};
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weight.x = gravity.x * stuff->obj[i]->mass;
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weight.y = gravity.y * stuff->obj[i]->mass;
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if(stuff->mousedown == true){
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Point wind = {0.1, 0};
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applyForce(stuff->obj[i], wind);
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}
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applyForce(stuff->obj[i], weight);
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update(stuff,stuff->obj[i]);
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edges(stuff,stuff->obj[i]);
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show(renderer,stuff,stuff->obj[i]);
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}
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SDL_RenderPresent(renderer);
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}
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void mousePressed(STUFFS *stuff){
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}
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#include <init-multi.c>
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