gfx and 2-2 and multi objects
This commit is contained in:
@@ -1,3 +1,10 @@
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# The Nature Of Code Vectors
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Me following [The Nature Of Code](https://www.youtube.com/playlist?list=PLRqwX-V7Uu6ZV4yEcW3uDwOgGXKUUsPOM) vectors 1.1 with SDL2
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## requirements
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- clang
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- shell
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- SDL2
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- SDL2_gfx
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@@ -2,6 +2,7 @@
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#define global_objects
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#include <math.h>
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#include <stdlib.h>
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#define flaot float
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@@ -25,6 +26,11 @@ void point_mul(Point *A, Point *B){
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A->y = A->y * B->y;
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}
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void point_div(Point *A, Point *B){
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A->x = A->x / B->x;
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A->y = A->y / B->y;
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}
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float magnitude(flaot x, flaot y) {
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return sqrt((pow(x,2) + pow(y,2)));
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}
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@@ -38,4 +44,23 @@ void point_set_mag(Point *point, float mag){
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point->y = ry;
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}
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void point_limit(Point *point, float mag){
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flaot getmag = magnitude(point->x, point->y);
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flaot rx, ry;
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if (getmag > mag){
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rx = (point->x / getmag) * mag;
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ry = (point->y / getmag) * mag;
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} else {
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rx = point->x;
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ry = point->y;
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}
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point->x = rx;
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point->y = ry;
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}
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float RandomFloat(float min, float max){
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return ((max - min) * ((float)rand() / (double)RAND_MAX)) + min;
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}
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#endif
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71
lib/init-multi.c
Executable file
71
lib/init-multi.c
Executable file
@@ -0,0 +1,71 @@
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#include <stdio.h>
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#include <stdbool.h>
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#include <time.h>
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#include <init-multi.h>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_video.h>
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int main(int argc, char *argv[])
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{
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if (SDL_InitSubSystem(SDL_INIT_VIDEO) < 0)
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SDL_Log("SDL fails to initialize! %s\n", SDL_GetError());
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int startw=400;
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int starth=400;
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SDL_Window *window = SDL_CreateWindow(PROJECT_NAME, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, startw, starth, SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL);
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if (!window) {
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printf("Failed to create window: %s\n", SDL_GetError());
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}
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SDL_Renderer *renderer = SDL_CreateRenderer(window,-1,SDL_RENDERER_SOFTWARE);
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if (!renderer) {
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printf("Failed to create renderer: %s\n", SDL_GetError());
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}
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srand(time(NULL));
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OBJECT obj_storage[obj_n];
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init_stuffs(startw,starth,obj_storage);
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STUFFS stuff = {
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startw,
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starth,
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false,
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0,
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0,
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};
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for (int i = 0; i < obj_n; i++)
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stuff.obj[i] = &obj_storage[i];
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bool quit = false;
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SDL_Event e;
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while (!quit) {
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while (SDL_PollEvent(&e)) {
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if (e.type == SDL_QUIT) {
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quit = true;
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}
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else if(e.type == SDL_MOUSEBUTTONDOWN){
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if(e.button.button==SDL_BUTTON_LEFT){
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stuff.mousedown=true;
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} else if(e.button.button==SDL_BUTTON_RIGHT){
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}
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} else if(e.type==SDL_MOUSEBUTTONUP){
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stuff.mousedown=false;
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}
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stuff.mx=e.button.x;
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stuff.my=e.button.y;
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}
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draw(renderer,window,&stuff);
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SDL_Delay(10);
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}
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_QuitSubSystem(SDL_INIT_VIDEO);
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SDL_Quit();
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return 0;
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}
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15
lib/init-multi.h
Executable file
15
lib/init-multi.h
Executable file
@@ -0,0 +1,15 @@
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#ifndef inithell
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#define inithell
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#include <stdio.h>
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#include <stdbool.h>
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typedef struct{
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int width;
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int height;
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bool mousedown;
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int mx;
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int my;
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OBJECT *obj[obj_n];
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} STUFFS;
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#endif
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@@ -1,5 +1,6 @@
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#include <stdio.h>
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#include <stdbool.h>
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#include <time.h>
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#include <init.h>
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#include <SDL2/SDL.h>
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@@ -23,12 +24,15 @@ int main(int argc, char *argv[])
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}
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srand(time(NULL));
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OBJECT obj = init_stuffs(startw,starth);
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STUFFS stuff = {
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startw,
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starth,
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false,
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0,
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0,
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&obj,
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};
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@@ -47,9 +51,11 @@ int main(int argc, char *argv[])
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} else if(e.type==SDL_MOUSEBUTTONUP){
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stuff.mousedown=false;
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}
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stuff.mx=e.button.x;
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stuff.my=e.button.y;
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}
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draw(renderer,window,&stuff);
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SDL_Delay(30);
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SDL_Delay(10);
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}
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SDL_DestroyRenderer(renderer);
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@@ -8,6 +8,8 @@ typedef struct{
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int width;
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int height;
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bool mousedown;
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int mx;
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int my;
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OBJECT *obj;
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} STUFFS;
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#endif
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5
make
5
make
@@ -1,7 +1,7 @@
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#!/bin/sh
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DEBUG=""
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LIB="-Ilib/"
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LIB="-Ilib/ -lSDL2_gfx"
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while getopts "d" opt; do
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case "$opt" in
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@@ -13,14 +13,15 @@ done
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shift $((OPTIND-1))
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[ "${1:-}" = "--" ] && shift
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echo making shit
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if [[ "$1" ]]; then
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echo making src/$1
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file="src/$1"
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clang -o bin/$(basename $file | sed 's/.c$//') $file $LIB `sdl2-config --cflags --libs` -lm $DEBUG
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else
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for file in src/*; do
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if [ -f "$file" ]; then
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if [[ "$file" != ".clangd" ]]; then
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echo making $file
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clang -o bin/$(basename $file | sed 's/.c$//') $file $LIB `sdl2-config --cflags --libs` -lm $DEBUG
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fi
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fi
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@@ -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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|
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SDL_RenderPresent(renderer);
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}
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|
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void mousePressed(STUFFS *stuff){
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|
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}
|
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|
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#include <init.c>
|
||||
107
src/2-2-mass-accel.c
Executable file
107
src/2-2-mass-accel.c
Executable file
@@ -0,0 +1,107 @@
|
||||
#include <stdbool.h>
|
||||
#include <global_objects.c>
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include <SDL2/SDL_video.h>
|
||||
#include <SDL2/SDL2_gfxPrimitives.h>
|
||||
|
||||
#define PROJECT_NAME "vecotrs-main"
|
||||
|
||||
typedef struct OBJECT {
|
||||
Point pos;
|
||||
Point vel;
|
||||
Point acc;
|
||||
float r;
|
||||
float mass;
|
||||
} OBJECT;
|
||||
|
||||
#define obj_n 2
|
||||
|
||||
#include <init-multi.h>
|
||||
|
||||
void constructor(int w, int h, OBJECT *obj, float x, float y, float mass){
|
||||
obj->pos.x = (float)w/2 + x;
|
||||
obj->pos.y = (float)h/2 + y;
|
||||
obj->vel = (Point){0,0};
|
||||
obj->acc = (Point){0,0};
|
||||
obj->mass = mass;
|
||||
obj->r = sqrt(obj->mass) * 10;
|
||||
}
|
||||
|
||||
void init_stuffs(int w, int h, OBJECT *objs){
|
||||
constructor(w, h, &objs[0], 100, 100, 4);
|
||||
constructor(w, h, &objs[1], -100, 100, 10);
|
||||
}
|
||||
|
||||
Point vec_sub(Point A, Point B){
|
||||
point_sub(&A, &B);
|
||||
return A;
|
||||
}
|
||||
|
||||
void applyForce(OBJECT *obj, Point force){
|
||||
//no need to make a copy. tis not a pointer
|
||||
point_div(&force, &(Point){obj->mass,obj->mass});
|
||||
point_add(&obj->acc, &force);
|
||||
}
|
||||
|
||||
void edges(STUFFS *stuff, OBJECT *obj) {
|
||||
if (obj->pos.y >= stuff->height - obj->r){
|
||||
obj->pos.y = stuff->height - obj->r;
|
||||
obj->vel.y = obj->vel.y * -1;
|
||||
}
|
||||
|
||||
if (obj->pos.x >= stuff->width - obj->r){
|
||||
obj->pos.x = stuff->width - obj->r;
|
||||
obj->vel.x = obj->vel.x * -1;
|
||||
} else if (obj->pos.x <= obj->r){
|
||||
obj->pos.x = obj->r;
|
||||
obj->vel.x = obj->vel.x * -1;
|
||||
}
|
||||
}
|
||||
|
||||
void update(STUFFS *stuff, OBJECT *obj){
|
||||
point_add(&obj->vel,&obj->acc);
|
||||
point_add(&obj->pos, &obj->vel);
|
||||
obj->acc = (Point){0,0};
|
||||
}
|
||||
|
||||
void show(SDL_Renderer* renderer,STUFFS *stuff,OBJECT *obj){
|
||||
SDL_SetRenderDrawColor(renderer,150,50,255,10);
|
||||
|
||||
Sint16 x = (Sint16)obj->pos.x;
|
||||
Sint16 y = (Sint16)obj->pos.y;
|
||||
|
||||
filledCircleRGBA(renderer, x, y, obj->r, 150, 50, 255, 255);
|
||||
}
|
||||
|
||||
void draw(SDL_Renderer* renderer,SDL_Window* window, STUFFS *stuff){
|
||||
SDL_SetRenderDrawColor(renderer,0,0,0,255);
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
for (int i=0; i<obj_n; i++){
|
||||
Point gravity = {0, 0.2};
|
||||
Point weight = {0};
|
||||
|
||||
weight.x = gravity.x * stuff->obj[i]->mass;
|
||||
weight.y = gravity.y * stuff->obj[i]->mass;
|
||||
if(stuff->mousedown == true){
|
||||
Point wind = {0.1, 0};
|
||||
applyForce(stuff->obj[i], wind);
|
||||
}
|
||||
|
||||
applyForce(stuff->obj[i], weight);
|
||||
|
||||
|
||||
update(stuff,stuff->obj[i]);
|
||||
edges(stuff,stuff->obj[i]);
|
||||
show(renderer,stuff,stuff->obj[i]);
|
||||
}
|
||||
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
||||
|
||||
void mousePressed(STUFFS *stuff){
|
||||
|
||||
}
|
||||
|
||||
#include <init-multi.c>
|
||||
Reference in New Issue
Block a user