All const members are now static const in their header files
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46e9265365
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c8bd082866
23
src/ball.c
23
src/ball.c
@ -9,11 +9,6 @@ Ball_init(int screen_width, int screen_height, int posX_start)
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{
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srand(time(NULL));
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Ball *b = malloc(sizeof(Ball));
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*(int *)&b->BALL_WIDTH = 20;
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*(int *)&b->BALL_HEIGHT = 20;
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*(int *)&b->BALL_VELOCITY = 7;
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*(int *)&b->BALL_ANGLE_MIN_OFFSET = 10;
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*(int *)&b->BALL_ANGLE_MAX_OFFSET = 60;
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*(int *)&b->BALL_POSX_START = posX_start;
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*(int *)&b->SCREEN_WIDTH = screen_width;
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*(int *)&b->SCREEN_HEIGHT = screen_height;
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@ -26,8 +21,8 @@ Ball_reset(Ball *b, int direction) {
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// 120 deg angle with norm horizontal vector
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int angle;
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do {
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angle = rand() % b->BALL_ANGLE_MAX_OFFSET*2 + b->BALL_ANGLE_MAX_OFFSET/2 - 90;
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} while (-b->BALL_ANGLE_MIN_OFFSET <= angle && angle <= b->BALL_ANGLE_MIN_OFFSET);
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angle = rand() % BALL_ANGLE_MAX_OFFSET*2 + BALL_ANGLE_MAX_OFFSET/2 - 90;
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} while (-BALL_ANGLE_MIN_OFFSET <= angle && angle <= BALL_ANGLE_MIN_OFFSET);
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if (direction < 0) {
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b->posX = b->BALL_POSX_START;
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}
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@ -35,8 +30,8 @@ Ball_reset(Ball *b, int direction) {
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b->posX = b->SCREEN_WIDTH - b->BALL_POSX_START;
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}
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b->posY = b->SCREEN_HEIGHT/2;
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b->velX = -direction * b->BALL_VELOCITY * cos(angle * M_PI / 180);
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b->velY = b->BALL_VELOCITY * sin(angle * M_PI / 180);
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b->velX = -direction * BALL_VELOCITY * cos(angle * M_PI / 180);
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b->velY = BALL_VELOCITY * sin(angle * M_PI / 180);
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}
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void
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@ -48,14 +43,14 @@ Ball_free(Ball *b)
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int
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Ball_collision(const Ball *b, const Racket *r) {
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const int leftB = b->posX;
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const int rightB = leftB + b->BALL_WIDTH;
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const int rightB = leftB + BALL_WIDTH;
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const int upB = b->posY;
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const int downB = upB + b->BALL_HEIGHT;
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const int downB = upB + BALL_HEIGHT;
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const int leftR = r->posX;
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const int rightR = leftR + r->RACKET_WIDTH;
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const int rightR = leftR + RACKET_WIDTH;
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const int upR = r->posY;
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const int downR = upR + r->RACKET_HEIGHT;
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const int downR = upR + RACKET_HEIGHT;
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if(downB <= upR
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|| upB >= downR
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@ -69,7 +64,7 @@ Ball_collision(const Ball *b, const Racket *r) {
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int
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Ball_render(const Ball *b, SDL_Renderer *renderer) {
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SDL_Rect rect = { b->posX, b->posY, b->BALL_WIDTH, b->BALL_HEIGHT };
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SDL_Rect rect = { b->posX, b->posY, BALL_WIDTH, BALL_HEIGHT };
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if (SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255) < 0) {
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printf("SDL_SetRenderDrawColor failed! SDL_Error: %s\n", SDL_GetError());
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return 1;
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13
src/ball.h
13
src/ball.h
@ -6,15 +6,16 @@
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#include "racket.h"
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static const int BALL_WIDTH = 20;
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static const int BALL_HEIGHT = 20;
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static const int BALL_VELOCITY = 7;
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static const int BALL_ANGLE_MIN_OFFSET = 10;
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static const int BALL_ANGLE_MAX_OFFSET = 60;
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typedef struct Ball {
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const int BALL_WIDTH;
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const int BALL_HEIGHT;
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const int BALL_VELOCITY;
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const int BALL_POSX_START;
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const int BALL_ANGLE_MIN_OFFSET;
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const int BALL_ANGLE_MAX_OFFSET;
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const int SCREEN_WIDTH;
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const int SCREEN_HEIGHT;
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const int BALL_POSX_START;
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int posX;
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int posY;
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int velX;
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18
src/pong.c
18
src/pong.c
@ -6,20 +6,14 @@ Pong*
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Pong_init() {
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Pong *p = malloc(sizeof(Pong));
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// Cast away the const
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*(int *)&p->SCREEN_WIDTH = 640;
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*(int *)&p->SCREEN_HEIGHT = 480;
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*(int *)&p->BALL_POSX = 100;
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*(int *)&p->RACKET_POSX = 50;
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p->ball = Ball_init(p->SCREEN_WIDTH, p->SCREEN_HEIGHT, p->BALL_POSX);
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p->racketL = Racket_init(p->SCREEN_WIDTH, p->SCREEN_HEIGHT, p->RACKET_POSX, p->SCREEN_HEIGHT/2, SDL_SCANCODE_E, SDL_SCANCODE_D);
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p->ball = Ball_init(PONG_SCREEN_WIDTH, PONG_SCREEN_HEIGHT, PONG_BALL_POSX);
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p->racketL = Racket_init(PONG_SCREEN_WIDTH, PONG_SCREEN_HEIGHT, PONG_RACKET_POSX, PONG_SCREEN_HEIGHT/2, SDL_SCANCODE_E, SDL_SCANCODE_D);
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if (p->racketL == NULL) {
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Ball_free(p->ball);
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free(p);
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return NULL;
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}
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p->racketR = Racket_init(p->SCREEN_WIDTH, p->SCREEN_HEIGHT, p->SCREEN_WIDTH - p->RACKET_POSX, p->SCREEN_HEIGHT/2, SDL_SCANCODE_I, SDL_SCANCODE_K);
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p->racketR = Racket_init(PONG_SCREEN_WIDTH, PONG_SCREEN_HEIGHT, PONG_SCREEN_WIDTH - PONG_RACKET_POSX - RACKET_WIDTH, PONG_SCREEN_HEIGHT/2, SDL_SCANCODE_I, SDL_SCANCODE_K);
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if (p->racketR == NULL) {
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Ball_free(p->ball);
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Racket_free(p->racketL);
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@ -27,7 +21,7 @@ Pong_init() {
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return NULL;
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}
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p->window = SDL_CreateWindow( "Pong", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, p->SCREEN_WIDTH, p->SCREEN_HEIGHT, SDL_WINDOW_SHOWN );
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p->window = SDL_CreateWindow( "Pong", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, PONG_SCREEN_WIDTH, PONG_SCREEN_HEIGHT, SDL_WINDOW_SHOWN );
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if( p->window == NULL )
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{
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printf( "Window could not be created! SDL_Error: %s\n", SDL_GetError() );
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@ -92,14 +86,14 @@ Ball_move(Ball *b, Pong *p)
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Ball_reset(b, -1);
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}
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else if(b->posX + b->BALL_WIDTH > b->SCREEN_WIDTH)
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else if(b->posX + BALL_WIDTH > b->SCREEN_WIDTH)
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{
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p->racketL->score->score++;
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Ball_reset(b, 1);
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}
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b->posY += b->velY;
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if ((b->posY < 0) || (b->posY + b->BALL_HEIGHT > b->SCREEN_HEIGHT))
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if ((b->posY < 0) || (b->posY + BALL_HEIGHT > b->SCREEN_HEIGHT))
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{
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b->posY -= b->velY;
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b->velY = -b->velY;
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@ -5,17 +5,18 @@
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#include "ball.h"
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static const int PONG_SCREEN_WIDTH = 640;
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static const int PONG_SCREEN_HEIGHT = 480;
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static const int PONG_BALL_POSX = 100;
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static const int PONG_RACKET_POSX = 50;
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typedef struct Pong {
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const int SCREEN_WIDTH;
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const int SCREEN_HEIGHT;
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SDL_Window* window;
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SDL_Surface* screenSurface;
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SDL_Renderer* renderer;
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SDL_Event e;
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Ball *ball;
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const int BALL_POSX;
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Racket *racketL;
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const int RACKET_POSX;
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Racket *racketR;
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} Pong;
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14
src/racket.c
14
src/racket.c
@ -4,15 +4,11 @@ Racket*
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Racket_init(int screen_width, int screen_height, int posX, int posY, SDL_Keycode up, SDL_Keycode down)
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{
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Racket *r = malloc(sizeof(Racket));
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*(int *)&r->RACKET_WIDTH = 20;
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*(int *)&r->RACKET_HEIGHT = 100;
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*(int *)&r->RACKET_VELOCITY = 10;
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*(int *)&r->SCREEN_WIDTH = screen_width;
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*(int *)&r->SCREEN_HEIGHT = screen_height;
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*(int *)&r->posX = posX;
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r->posY = posY;
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*(int *)&r->vel = 5;
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r->score = Score_init(r->posX, 20);
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r->score = Score_init(r->posX, RACKET_WIDTH);
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if (r->score == NULL) {
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free(r);
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return NULL;
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@ -32,7 +28,7 @@ Racket_free(Racket *r)
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int
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Racket_render(const Racket *r, SDL_Renderer *renderer) {
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SDL_Rect rect = { r->posX, r->posY, r->RACKET_WIDTH, r->RACKET_HEIGHT };
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SDL_Rect rect = { r->posX, r->posY, RACKET_WIDTH, RACKET_HEIGHT };
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if (SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255) < 0) {
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printf("SDL_SetRenderDrawColor failed! SDL_Error: %s\n", SDL_GetError());
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return 1;
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@ -53,10 +49,10 @@ Racket_handle_event(Racket *r, const Uint8 *keystate) {
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void
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Racket_move(Racket *r) {
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r->posY += r->updown * r->vel;
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if ((r->posY < 0) || (r->posY + r->RACKET_HEIGHT > r->SCREEN_HEIGHT))
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r->posY += r->updown * RACKET_VELOCITY;
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if ((r->posY < 0) || (r->posY + RACKET_HEIGHT > r->SCREEN_HEIGHT))
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{
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r->posY -= r->updown * r->vel;
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r->posY -= r->updown * RACKET_VELOCITY;
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}
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r->updown = 0;
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}
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12
src/racket.h
12
src/racket.h
@ -5,18 +5,18 @@
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#include "score.h"
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static const int RACKET_WIDTH = 20;
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static const int RACKET_HEIGHT = 100;
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static const int RACKET_VELOCITY = 5;
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typedef struct Racket {
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const int RACKET_WIDTH;
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const int RACKET_HEIGHT;
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const int RACKET_VELOCITY;
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const int SCREEN_WIDTH;
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const int SCREEN_HEIGHT;
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const int posX;
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int posY;
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const int vel;
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Score* score;
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const SDL_Keycode up;
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const SDL_Keycode down;
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int posY;
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Score* score;
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int updown;
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} Racket;
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@ -27,7 +27,7 @@ Score_free(Score *s) {
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int
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Score_render(const Score *s, SDL_Renderer *renderer) {
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char score_str[3];
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SDL_Rect scoreRect = { s->POSX , s->POSY, 50, 50 };
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SDL_Rect scoreRect = { s->POSX , s->POSY, SCORE_WIDTH, SCORE_HEIGHT };
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sprintf(score_str, "%i", s->score);
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SDL_Surface *scoreSurface = TTF_RenderText_Solid(s->font, score_str, s->textColor);
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@ -4,6 +4,9 @@
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#include <SDL.h>
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#include <SDL_ttf.h>
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static const int SCORE_WIDTH = 50;
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static const int SCORE_HEIGHT = 50;
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typedef struct Score {
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const int POSX;
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const int POSY;
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