pong/src/ball.c

70 lines
1.7 KiB
C

#include <stdlib.h> // srand, rand
#include <time.h> // time
#include <math.h> // sin, cos, M_PI
#include "ball.h"
#include "racket.h"
Ball*
Ball_init(int screen_width, int screen_height)
{
srand(time(NULL));
Ball *b = malloc(sizeof(Ball));
*(int *)&b->BALL_WIDTH = 20;
*(int *)&b->BALL_HEIGHT = 20;
*(int *)&b->BALL_VELOCITY = 10;
*(int *)&b->SCREEN_WIDTH = screen_width;
*(int *)&b->SCREEN_HEIGHT = screen_height;
Ball_reset(b, 1);
return b;
}
void
Ball_reset(Ball *b, int direction) {
// 120 deg angle with norm horizontal vector
const int angle = rand() % 60 + 60;
b->posX = b->SCREEN_WIDTH/2;
b->posY = b->SCREEN_HEIGHT/2;
b->velX = direction * b->BALL_VELOCITY * cos(angle * 2 * M_PI / 180);
b->velY = b->BALL_VELOCITY * sin(angle * 2 * M_PI / 180);
}
void
Ball_free(Ball *b)
{
free(b);
}
int
Ball_collision(const Ball *b, const Racket *r) {
const int leftB = b->posX;
const int rightB = leftB + b->BALL_WIDTH;
const int upB = b->posY;
const int downB = upB + b->BALL_HEIGHT;
const int leftR = r->posX;
const int rightR = leftR + r->RACKET_WIDTH;
const int upR = r->posY;
const int downR = upR + r->RACKET_HEIGHT;
if(downB <= upR
|| upB >= downR
|| rightB <= leftR
|| leftB >= rightR)
{
return false;
}
return true;
}
int
Ball_render(const Ball *b, SDL_Renderer *renderer) {
SDL_Rect rect = { b->posX, b->posY, b->BALL_WIDTH, b->BALL_HEIGHT };
if (SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255) < 0) {
printf("SDL_SetRenderDrawColor failed! SDL_Error: %s\n", SDL_GetError());
return 1;
}
SDL_RenderFillRect(renderer, &rect);
return 0;
//SDL_RenderCopy(renderer, b->texture, NULL, &rect);
}