Beispiel #1
0
void targetNearestAsteroid(Advanced2D::Sprite* asteroid)
{
	Advanced2D::Vector3<float> target = asteroid->getPosition();
	float dist = static_cast<float>(ship_position.distance2d(target));

	if (dist < nearest_distance)
	{
		nearest_asteroid = target;
		nearest_distance = dist;
		target_lead.mX = (asteroid->getVelocity().mX * 0.01f);
		target_lead.mY = (asteroid->getVelocity().mY * 0.01f);
		nearest_asteroid.mX = (nearest_asteroid.mX + target_lead.mX);
		nearest_asteroid.mY = (nearest_asteroid.mY + target_lead.mY);
		ship_angle = (90 + Advanced2D::Mathematic<float>::toDegrees(
		                  Advanced2D::Mathematic<float>::angleToTarget(ship_position, nearest_asteroid)));
	}

	if ((nearest_distance < 1200.0f) && fireTimer.stopwatch(100))
	{
		firebullet();
	}
}
Beispiel #2
0
int main(int ac, char *av[])
{
	pthread_t	thrds[NUMALL];		/* the threads		*/
	void		*animate();		/* the function		*/
	int		num_msg ;		/* number of strings	*/
	int		c;			/* user input		*/
	int		i;

	setup(elements);

	/* create all the threads */
	for(i=0 ; i<NUMALL; i++)
		if ( pthread_create(&thrds[i], NULL, animate, &elements[i])){
			fprintf(stderr,"error creating thread");
			endwin();
			exit(0);
		}
	moveplayer('.');
	/* process user input */
	while(1) {
		c = getch();
		if (c == 'Q' || escape >= NUMLOSE) break;
		if (c == ' ')
			firebullet();
		if (c == ',' || c == '.')
			moveplayer(c);
	}
	
	/* cancel all the threads */
	pthread_mutex_lock(&drawlock);
	for (i=0; i<NUMALL; i++ )
		pthread_cancel(thrds[i]);
	endwin();
	printf("Your final score was: %d\n", score);
	return 0;
}
Beispiel #3
0
void run(){
	
	SDL_Window* window;
	SDL_Renderer* renderer;
	SDL_Surface* mover;
	SDL_Texture *tmover, *tbullet;
	SDL_Rect rmover;
	SDL_Event e;
	int quit = 0, mx, my, cx, cy;
	double rotate = 0;
	Bullet **bulletarray;
	const Uint8* currentKeyStates;
	
	/* Creating Window */
	SDL_Init(SDL_INIT_EVERYTHING);
	window = SDL_CreateWindow("Player", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
	renderer = SDL_CreateRenderer(window, -1, 0);
	SDL_SetRenderDrawColor(renderer, 90, 90, 90, 0);
	bulletarray = initialiseshoot(renderer, &tbullet);
	
	
	/* Load Player */
	mover = SDL_LoadBMP("mover2.bmp");
	tmover = SDL_CreateTextureFromSurface(renderer, mover);
	SDL_FreeSurface(mover);
	mover = NULL;
	
	rmover.x = 320;
	rmover.y = 240;
	rmover.h = PLAYER_HEIGHT;
	rmover.w = PLAYER_WIDTH;

	/*Event loop*/
	do{
		SDL_PollEvent(&e);
		if(e.type == SDL_QUIT){
			quit = 1;
		}
		
		/* Moving Direction */
		currentKeyStates = SDL_GetKeyboardState(NULL);
		if( currentKeyStates[ SDL_SCANCODE_W ] )
		{
			rmover.y -= 2;
		}
		if( currentKeyStates[ SDL_SCANCODE_S ] )
		{
			rmover.y += 2;
		}
		if( currentKeyStates[ SDL_SCANCODE_A ] )
		{
			rmover.x -= 2;
		}
		if( currentKeyStates[ SDL_SCANCODE_D ] )
		{
			rmover.x += 2;
		}
		
		/* Rotation Angle */
		SDL_GetMouseState(&mx, &my);
		cy = rmover.y + PLAYER_HEIGHT/2;
		cx = rmover.x + PLAYER_WIDTH/2;
		rotate = (atan2(my-cy, mx-cx))*57.295;
		
		/* fire bullet */
		if(e.type == SDL_MOUSEBUTTONDOWN){
			if(e.button.button == SDL_BUTTON_LEFT){
				firebullet(bulletarray, cx, cy);
			}
		}
		
		deletebulletatboundary(bulletarray);
		bulletmovement(bulletarray);
		
		/* Update Screen */
		SDL_RenderClear(renderer);
		renderbullets(renderer, tbullet, bulletarray);
		SDL_RenderCopyEx(renderer, tmover, NULL, &rmover, rotate, NULL, SDL_FLIP_NONE);
		SDL_RenderPresent(renderer);
		
		SDL_Delay(20);
		
	}while(quit == 0);
	
	/* Memory Cleanup */
	SDL_DestroyTexture(tmover);
	SDL_DestroyRenderer(renderer);
	SDL_DestroyWindow(window);
	quitshoot(tbullet, bulletarray);
	tmover = NULL;
	renderer = NULL;
	window = NULL;
	SDL_Quit();
}