Add dynamic generated terrain
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5 changed files with 44 additions and 17 deletions
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@ -7,4 +7,5 @@
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SDL_Surface *screen = NULL;
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SDL_Event event;
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bool gameRunning = true;
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int *terrain = NULL;
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@ -9,7 +9,7 @@
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extern SDL_Surface *screen; // Screen to paint on
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extern SDL_Event event; // Event storage
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extern bool gameRunning; // Set this variable to false to shutdown the game
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extern int *terrain; // Game terrain
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// Constants
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42
src/draw.c
42
src/draw.c
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@ -17,6 +17,10 @@ int _sign(float a) {
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return a > 0 ? 1 : (a < 0 ? -1 : 0);
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}
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float _random(float from, float to) {
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return ((to-from)*((float)rand()/RAND_MAX))+from;
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}
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void drawLine(int x1, int y1, int x2, int y2, int color) {
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float u, s, v, d1x, d1y, d2x, d2y, m, n;
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int x = x1, y = y1;
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@ -73,22 +77,30 @@ void drawRect(int x1, int y1, int x2, int y2, int color, bool filled) {
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void drawCircle(int x, int y, int radius, int color, bool filled) {
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}
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void drawScreen() {
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Uint32 white = SDL_MapRGB(screen->format, 255, 255, 255);
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drawPixel(SCREEN_WIDTH/2, SCREEN_HEIGHT/2, white);
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for (int i=0; i<250; i+=1)
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drawLine(200, 300-i, 600, 300+i, SDL_MapRGB(screen->format, 0, 0, i));
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int* generateTerrain(float peakheight, float flatness) {
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time_t start; srand(start);
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drawRect(0, 50, 200, 300, white, true);
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drawRect(600, 300, 799, 550, white, false);
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float offset = (float)SCREEN_HEIGHT/2;
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float r1 = _random(1.0, 5.0);
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float r2 = _random(1.0, 5.0);
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float r3 = _random(1.0, 5.0);
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int *yvals = (int*)malloc(SCREEN_WIDTH*sizeof(int));
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printf("r1=%f, r2=%f, r3=%f\n", r1, r2, r3);
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// Random dots
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for (int i=0; i<100; i++)
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drawPixel(rand()%200+600, rand()%250+300, white);
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drawCircle(SCREEN_WIDTH/2, SCREEN_HEIGHT/2, 100, white, true);
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drawCircle(SCREEN_WIDTH/2, SCREEN_HEIGHT/2, 104, white, false);
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for (int i=0; i<=600; i++) drawLine(0, i, 799, i, white);
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for (int x=0; x<SCREEN_WIDTH; x++) {
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float y;
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y = peakheight/r1*sin((x/flatness*r1)+r1);
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y += peakheight/r2*sin((x/flatness*r2)+r2);
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y += peakheight/r3*sin((x/flatness*r3)+r3);
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y += offset;
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yvals[x] = (int)y;
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}
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return &(yvals[0]);
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}
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void drawScreen() {
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Uint32 white = SDL_MapRGB(screen->format, 255, 255, 255);
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for (int x=0; x<SCREEN_WIDTH; x++) drawLine(x, terrain[x], x, SCREEN_HEIGHT, white);
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}
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12
src/draw.h
12
src/draw.h
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@ -2,13 +2,21 @@
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#ifndef DRAW_H
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#define DRAW_H
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/*
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* Draw a single pixel on the surface with the given color. This is the basic
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/* Draw a single pixel on the surface with the given color. This is the basic
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* function to paint on the screen. We will be use this function for all paint
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* stuff.
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*/
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void drawPixel(int x, int y, int color);
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/* Some basic shapes
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*/
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void drawLine(int x1, int y1, int x2, int y2, int color);
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void drawRect(int x1, int y1, int x2, int y2, int color, bool filled);
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void drawCircle(int x, int y, int radius, int color, bool filled);
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int* generateTerrain(float peakheight, float flatness);
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/*
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* This function will be called for every frame. Here you can actual draw things
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* on the screen.
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@ -10,6 +10,9 @@ int main(int argc, char **argv) {
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SDL_Init(SDL_INIT_VIDEO);
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screen = SDL_SetVideoMode(SCREEN_WIDTH, SCREEN_HEIGHT, 32, SDL_HWSURFACE | SDL_DOUBLEBUF);
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// Initialize internal game state
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terrain = generateTerrain(150.0, 180.0);
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// the main game loop
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while (gameRunning == true) {
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// Check for events
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@ -24,6 +27,9 @@ int main(int argc, char **argv) {
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SDL_Flip(screen);
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}
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// Cleanup and quit
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free(terrain);
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SDL_Quit();
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return 0;
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}
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