2018-02-03 23:39:49 +01:00
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#include <stdlib.h>
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#include "particle_engine.h"
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#include "linkedlist.h"
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#include "util.h"
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#include "defines.h"
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#include "vector2d.h"
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typedef struct Particle_t {
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Position pos;
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Vector2d velocity;
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Dimension dim;
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unsigned int movetime;
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unsigned int lifetime;
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SDL_Color color;
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} Particle;
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typedef struct Engine_t {
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LinkedList *particles;
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} Engine;
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static Engine *engine = NULL;
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static void
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check_engine(void)
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{
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if (!engine)
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fatal("Particle engine not initiated");
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}
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void
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particle_engine_init(void)
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{
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if (engine != NULL)
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fatal("Engine already initiated");
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engine = ec_malloc(sizeof(Engine));
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engine->particles = linkedlist_create();
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}
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void
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particle_engine_bloodspray(Position pos, Dimension dim)
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{
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check_engine();
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2018-02-03 23:46:17 +01:00
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for (unsigned int i = 0; i < 15; ++i) {
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int x, y, xv, yv, w, h;
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unsigned int mt, lt;
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Particle *p;
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2018-02-03 23:39:49 +01:00
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x = (rand() % dim.width) + pos.x;
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y = (rand() % dim.height) + pos.y;
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xv = (rand() % 200) - 100;
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yv = (rand() % 200) - 100;
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mt = (rand() % 10) + 10;
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lt = (rand() % 120) + 60;
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w = (rand() % 3) + 2;
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h = (rand() % 3) + 2;
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p = ec_malloc(sizeof(Particle));
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p->pos = (Position) { x, y };
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p->velocity = (Vector2d) { xv, yv };
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p->movetime = mt;
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p->lifetime = lt;
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p->dim = (Dimension) { w, h };
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p->color = (SDL_Color) { 255, 0, 0, 255 };
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linkedlist_append(&engine->particles, p);
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}
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}
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static void
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move_particle(Particle *particle, float deltaTime)
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{
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if (!particle->movetime)
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return;
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particle->pos.x += particle->velocity.x * deltaTime;
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particle->pos.y += particle->velocity.y * deltaTime;
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}
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void
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particle_engine_update(float deltaTime)
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{
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check_engine();
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LinkedList *current, *last;
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Particle *particle;
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current = engine->particles;
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last = NULL;
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while (current) {
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particle = current->data;
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if (particle->movetime)
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particle->movetime--;
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if (particle->lifetime > 0) {
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particle->lifetime--;
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move_particle(current->data, deltaTime);
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last = current;
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current = current->next;
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} else {
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if (!last) {
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engine->particles = current->next;
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free(current->data);
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free(current);
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current = engine->particles;
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} else {
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last->next = current->next;
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free(current->data);
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free(current);
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current = last->next;
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}
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}
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}
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}
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static void
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render_particle(Particle *p, Camera *cam)
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{
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Position pos = camera_to_camera_position(cam, &p->pos);
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SDL_Rect box = { pos.x, pos.y, p->dim.width, p->dim.height };
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SDL_SetRenderDrawColor(cam->renderer,
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p->color.r,
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p->color.b,
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p->color.g,
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p->color.a);
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SDL_RenderFillRect(cam->renderer, &box);
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}
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void
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particle_engine_render(Camera *cam)
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{
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check_engine();
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LinkedList *particles = engine->particles;
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while (particles) {
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render_particle(particles->data, cam);
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particles = particles->next;
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}
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}
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void
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particle_engine_close(void)
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{
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check_engine();
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while (engine->particles)
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free(linkedlist_pop(&engine->particles));
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free(engine);
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engine = NULL;
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}
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