"Improved"

This commit is contained in:
2026-02-04 15:54:09 -06:00
parent ad13d6c6a1
commit 708c4d0ec3
15 changed files with 150 additions and 154 deletions

159
src2/main.c Normal file
View File

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