/* ** game.c - The game ** ** 2014 - Frank Villaro-Dixon */ #include #include #include #include "game.h" #include "polygons.h" #include "obs.h" #include "SDL_prims.h" #include "SDL/SDL.h" void draw_background(struct s_game *g) { int face; for(face = 0; face < g->polygon_type; face++) { } } int get_face_from_cursor(struct s_game *g) { return g->cursor_angle * g->polygon_type / ANGLE_MAX; } SDL_Point get_circle_vertice(int angle, int dist) { //{{{ SDL_Point p; p.x = cos((double)angle*2*M_PI/ANGLE_MAX) * dist; p.y = sin((double)angle*2*M_PI/ANGLE_MAX) * dist; OFFSET_POINT(p); return p; } //}}} void draw_cursor(struct s_game *g) { //{{{ SDL_Point p1, p2, p3; p1 = get_circle_vertice(g->cursor_angle, CURSOR_DIST); p2 = get_circle_vertice(g->cursor_angle-TO_DEG(8), CURSOR_DIST-10); p3 = get_circle_vertice(g->cursor_angle+TO_DEG(8), CURSOR_DIST-10); SDL_Point pts[3] = {p1, p2, p3}; SDL_FillPolygon(g->screen, pts, 3, g->color); } //}}} void (*get_polygon_drawer(struct s_game *g)) (struct s_game *, int faceno, int dist, int thick, int col) { //{{{ switch(g->polygon_type) { case SHAPE_HEXAGON: return draw_hexagon_side; default: return NULL; } } //}}} void draw_game(struct s_game *g) { //{{{ draw_polygon(g); draw_obstacles(g); draw_cursor(g); } //}}} void get_keys(struct s_game *g) { //{{{ SDL_PumpEvents(); if(g->keys[SDL_QUIT]) exit(0); if(g->keys[SDLK_q]) exit(0); if(g->keys[SDLK_LEFT]) g->cursor_angle -= TO_DEG(3); if(g->keys[SDLK_RIGHT]) g->cursor_angle += TO_DEG(3); g->cursor_angle %= ANGLE_MAX; if(g->cursor_angle < 0) g->cursor_angle += ANGLE_MAX; } //}}} void init_game(struct s_game *g) { //{{{ g->polygon_type = SHAPE_HEXAGON; g->cursor_angle = TO_DEG(90); g->color = 128; g->keys = SDL_GetKeyState(NULL); g->num_obs = NUM_OBS; g->counter = 0; init_obs(g); } //}}}