DOlphin progress
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159
src2/main.cpp
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159
src2/main.cpp
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#include <gccore.h>
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#include "sdl_starter.h"
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#include "sdl_assets_loader.h"
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SDL_Window *window = nullptr;
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SDL_Renderer *renderer = nullptr;
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const int PLAYER_SPEED = 600;
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SDL_Rect player = {SCREEN_WIDTH / 2 - 64, SCREEN_HEIGHT / 2 - 64, 64, 64};
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SDL_Rect ball = {SCREEN_WIDTH / 2 + 50, SCREEN_HEIGHT / 2, 32, 32};
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int ballVelocityX = 400;
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int ballVelocityY = 400;
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int colorIndex;
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SDL_Color colors[] = {
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{128, 128, 128, 0}, // gray
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{255, 255, 255, 0}, // white
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{255, 0, 0, 0}, // red
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{0, 255, 0, 0}, // green
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{0, 0, 255, 0}, // blue
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{255, 255, 0, 0}, // brown
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{0, 255, 255, 0}, // cyan
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{255, 0, 255, 0}, // purple
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};
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void quitGame()
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{
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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}
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void handleEvents()
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{
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SDL_Event event;
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while (SDL_PollEvent(&event))
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{
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if (event.type == SDL_QUIT)
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{
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quitGame();
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exit(0);
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}
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}
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}
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int rand_range(int min, int max)
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{
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return min + rand() / (RAND_MAX / (max - min + 1) + 1);
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}
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void update(float deltaTime)
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{
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// PAD_ButtonsDown tells us which buttons were pressed in this loop
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// this is a "one shot" state which will not fire again until the button has been released
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const u32 padDown = PAD_ButtonsDown(0);
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// PAD_ButtonsHeld tells us which buttons are keep pressing in this loop
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const u32 padHeld = PAD_ButtonsHeld(0);
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// We return to the launcher application via exit
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if (padDown & PAD_BUTTON_START)
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exit(0);
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if (padHeld & PAD_BUTTON_LEFT && player.x > 0)
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{
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player.x -= PLAYER_SPEED * deltaTime;
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}
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else if (padHeld & PAD_BUTTON_RIGHT && player.x < SCREEN_WIDTH - player.w)
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{
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player.x += PLAYER_SPEED * deltaTime;
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}
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else if (padHeld & PAD_BUTTON_UP && player.y > 0)
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{
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player.y -= PLAYER_SPEED * deltaTime;
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}
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else if (padHeld & PAD_BUTTON_DOWN && player.y < SCREEN_HEIGHT - player.h)
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{
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player.y += PLAYER_SPEED * deltaTime;
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}
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if (ball.x < 0 || ball.x > SCREEN_WIDTH - ball.w)
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{
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ballVelocityX *= -1;
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colorIndex = rand_range(0, 5);
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}
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else if (ball.y < 0 || ball.y > SCREEN_HEIGHT - ball.h)
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{
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ballVelocityY *= -1;
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colorIndex = rand_range(0, 5);
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}
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else if (SDL_HasIntersection(&player, &ball))
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{
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ballVelocityX *= -1;
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ballVelocityY *= -1;
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colorIndex = rand_range(0, 5);
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}
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ball.x += ballVelocityX * deltaTime;
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ball.y += ballVelocityY * deltaTime;
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}
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void render()
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{
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_RenderClear(renderer);
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
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SDL_RenderFillRect(renderer, &player);
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SDL_SetRenderDrawColor(renderer, colors[colorIndex].r, colors[colorIndex].g, colors[colorIndex].b, 255);
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SDL_RenderFillRect(renderer, &ball);
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SDL_RenderPresent(renderer);
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}
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int main(int argc, char **argv)
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{
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window = SDL_CreateWindow("My Window", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
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renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
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if (startSDL(window, renderer) > 0)
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{
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return 1;
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}
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Uint32 previousFrameTime = SDL_GetTicks();
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Uint32 currentFrameTime = previousFrameTime;
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float deltaTime = 0.0f;
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PAD_Init();
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while (true)
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{
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PAD_ScanPads();
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currentFrameTime = SDL_GetTicks();
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deltaTime = (currentFrameTime - previousFrameTime) / 1000.0f;
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previousFrameTime = currentFrameTime;
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handleEvents();
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update(deltaTime);
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render();
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}
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}
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