/* ** game.c - The game ** ** 2014 - Frank Villaro-Dixon */ #include #include #include #include "game.h" #include "SDL_prims.h" #include "SDL/SDL.h" SDL_Point get_hexagon_vertice(int faceno, int dist) { //{{{ SDL_Point p1; p1.x = dist * cos((M_PI/3)*faceno); p1.y = dist * sin((M_PI/3)*faceno); OFFSET_POINT(p1); return p1; } //}}} void draw_hexagon_side(struct s_game *g, int faceno, int dist, int col) { //{{{ SDL_Point p1, p2, p3, p4; p1 = get_hexagon_vertice(faceno, dist); p2 = get_hexagon_vertice(faceno+1, dist); p3 = get_hexagon_vertice(faceno+1, dist+SHAPE_THICK); p4 = get_hexagon_vertice(faceno, dist+SHAPE_THICK); SDL_Point points[4] = {p1, p2, p3, p4} ; SDL_FillPolygon(g->screen, points, 4, col); }//}}} void draw_hexagon(struct s_game *g) { //{{{ int faces; #define DFT_COLOR 128 for(faces = 0; faces < SHAPE_HEXAGON; faces++) { draw_hexagon_side(g, faces, 30, g->color); } } //}}} 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+10); p2 = get_circle_vertice(g->cursor_angle-TO_DEG(8), CURSOR_DIST); p3 = get_circle_vertice(g->cursor_angle+TO_DEG(8), CURSOR_DIST); SDL_Point pts[3] = {p1, p2, p3}; SDL_FillPolygon(g->screen, pts, 3, g->color); } void draw_game(struct s_game *g) { switch(g->polygon_type) { case SHAPE_HEXAGON: draw_hexagon(g); break; } 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; } 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); } //}}}