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- // Basiques
- # include <iostream>
- // SDL
- # include <SDL/SDL.h>
- # undef main
- # include <SDL/SDL_gfxPrimitives.h>
- // bBox2D
- # include <box2d/box2d.h>
- // Missiles
- # define MULTI 200.0f
- # include "Missiles.h"
- // Graphismes
- # define SCREEN_H 810
- # define SCREEN_W 810
- // Weapon
- struct Weapon
- {
- b2Vec2 loc;
- Identity missile;
- Uint32 prev;
- Uint32 del;
- };
- // Main
- int main(int argc, char** argv)
- {
- /// [1] Démarrage
- // [1.1] Démarrages SDL
- if ( SDL_Init( SDL_INIT_VIDEO ) < 0)
- {
- std::cout << "Impossible d'initialiser la SDL: " << SDL_GetError() << std::endl;
- return 1;
- }
- // [1.2] Préparation de fermeture
- atexit(SDL_Quit);
- // [1.3] Para-fenêtre
- SDL_WM_SetCaption("Box2D - Balistique", 0);
- /// [2] Préparation des composants SDL
- // [2.1] Préparation de la fenêtre
- SDL_Surface* screen = SDL_SetVideoMode(SCREEN_W, SCREEN_H, 32, SDL_HWSURFACE|SDL_DOUBLEBUF);
- if ( !screen )
- {
- std::cout << "Bug à l'initialisation: " << SDL_GetError() << std::endl;
- return 1;
- }
- SDL_Surface* persistant = SDL_CreateRGBSurface( SDL_HWSURFACE, SCREEN_W, SCREEN_H, 32, 0, 0, 0, 0);
- SDL_Surface* blackout = SDL_CreateRGBSurface( SDL_HWSURFACE, SCREEN_W, SCREEN_H, 32, 0, 0, 0, 0);
- SDL_SetAlpha(blackout, SDL_SRCALPHA, 25);
- bool superVisual( true );
- // [2.2] Préparation variables
- SDL_Rect mouse({ 400, 200, 0, 0 });
- SDL_Rect pxpos({ 400, 200, 0, 0 });
- SDL_Rect pxpos2({ 400, 200, 0, 0 });
- // [2.4] Préparation du temps
- Uint32 frameRate( 60 );
- Uint32 tprev(0), twait( 1000 / frameRate );
- bool pause( false );
- Uint32 weap_wait(500);
- // [2.5] Préparation des messages
- std::string msg("Victor");
- Uint32 vie(30);
- /// [3] Box2D
- // Trucs
- B2_NOT_USED(argc);
- B2_NOT_USED(argv);
- // Construct a world object
- b2Vec2 gravity(0.0f, 0.0f);
- b2World world(gravity);
- // Define the dynamic body container
- std::vector<b2Body*> deadBodies;
- // Simulation settings
- float timeStep = 1.0f / frameRate;
- int32 velocityIterations = 8;
- int32 positionIterations = 3;
- // Variables
- b2Vec2 position, force;
- float angle;
- Entity* descr( nullptr );
- // Define the edge body
- b2BodyDef bodyDef;
- bodyDef.position.Set(0.0f, 0.0f);
- bodyDef.userData.pointer = (uintptr_t) new Entity( {0.0f, LAND} );
- b2Body* areaBody = world.CreateBody(&bodyDef);
- b2Vec2 vs[4];
- float areah( (float)screen->h / MULTI );
- float areaw( (float)screen->w / MULTI );
- vs[0].Set( 0.0f, 0.0f );
- vs[1].Set( 0.0f, areah );
- vs[2].Set( areaw, areah );
- vs[3].Set( areaw, 0.0f );
- b2ChainShape chain;
- chain.CreateLoop(vs, 4);
- areaBody->CreateFixture(&chain, 0.0f);
- // Define the plane body
- bodyDef.type = b2_dynamicBody;
- bodyDef.position.Set(areaw * 0.5f, areaw * 0.5f );
- bodyDef.userData.pointer = (uintptr_t) new Entity( {0.05f, PLANE} );
- bodyDef.linearDamping = 0.01f;
- bodyDef.fixedRotation = true ;
- b2Body* plane = world.CreateBody(&bodyDef);
- b2CircleShape dynamicCircle;
- dynamicCircle.m_radius = 0.05f ;
- b2FixtureDef fixtureDef;
- fixtureDef.shape = &dynamicCircle;
- fixtureDef.density = 10.0f;
- fixtureDef.friction = 0.3f;
- fixtureDef.restitution = 0.5f;
- plane->CreateFixture(&fixtureDef);
- // Define the tourel list
- std::vector<Weapon> tourelle;
- Identity missile(INERT);
- Uint32 weap_color[8] = { 0xffffffff,
- 0xffffffff,
- 0xff0000ff,
- 0x00ff00ff,
- 0x0000ffff,
- 0xffff00ff,
- 0xff00ffff,
- 0x00ffffff };
- // Define thruster
- bool thrust_up(false);
- bool thrust_down(false);
- bool thrust_left(false);
- bool thrust_right(false);
- bool foresee(false);
- /// [4] Boucle principale
- bool done = false;
- SDL_Event event;
- while (!done)
- {
- // [4.1] Gestion évènements
- while (SDL_PollEvent(&event))
- {
- switch (event.type)
- {
- case SDL_QUIT:
- done = true;
- break;
- case SDL_KEYDOWN:
- switch( event.key.keysym.sym )
- {
- case SDLK_ESCAPE :
- done = true;
- break;
- case SDLK_BACKSPACE :
- std::cout << std::endl << "Destruction des tourelles." << std::endl << std::endl;
- tourelle.clear();
- break;
- case SDLK_SPACE :
- pause = !pause ;
- break;
- case SDLK_KP1:
- case SDLK_1:
- std::cout << "Tir basique." << std::endl;
- missile = INERT ;
- break;
- case SDLK_KP2:
- case SDLK_2:
- std::cout << "Tir d'anticipation rectiligne." << std::endl;
- missile = ANG ;
- break;
- case SDLK_KP3:
- case SDLK_3:
- std::cout << "Missile d'accélération linéaire." << std::endl;
- missile = ARROW ;
- break;
- case SDLK_KP4:
- case SDLK_4:
- std::cout << "Missile d'accélération électrique (1/r^2)." << std::endl;
- missile = CHARGE ;
- break;
- case SDLK_a :
- superVisual = !superVisual;
- std::cout << "Super visual : " << superVisual << std::endl;
- break;
- case SDLK_z :
- weap_wait += 25 ;
- std::cout << "weap_wait += 25" << std::endl;
- break;
- case SDLK_s :
- weap_wait -= 25 ;
- std::cout << "weap_wait -= 25" << std::endl;
- break;
- case SDLK_e :
- vie = 30;
- std::cout << "vie = 30" << std::endl;
- break;
- case SDLK_r :
- foresee = !foresee;
- if ( foresee )
- std::cout << "Anticipation activée." << std::endl;
- else
- std::cout << "Les missiles auront du retard." << std::endl;
- break;
- case SDLK_LEFT :
- thrust_left = true ;
- break;
- case SDLK_RIGHT :
- thrust_right = true ;
- break;
- case SDLK_UP :
- thrust_up = true ;
- break;
- case SDLK_DOWN :
- thrust_down = true ;
- break;
- }
- break;
- case SDL_KEYUP:
- switch( event.key.keysym.sym )
- {
- case SDLK_LEFT :
- thrust_left = false ;
- break;
- case SDLK_RIGHT :
- thrust_right = false ;
- break;
- case SDLK_UP :
- thrust_up = false ;
- break;
- case SDLK_DOWN :
- thrust_down = false ;
- break;
- }
- break;
- case SDL_MOUSEMOTION:
- mouse.x = event.motion.x ;
- mouse.y = event.motion.y ;
- break;
- case SDL_MOUSEBUTTONDOWN:
- std::cout << "Création tourelle." << std::endl;
- tourelle.push_back({b2Vec2( (float)mouse.x/MULTI, (float)mouse.y/MULTI),
- missile,
- SDL_GetTicks(),
- weap_wait});
- break;
- case SDL_MOUSEBUTTONUP:
- break;
- } // end switch event type
- } // end of message processing
- // [4.2] Calculs
- // Reset graphismes
- if ( superVisual ) {
- SDL_BlitSurface( blackout, 0x0, persistant, 0x0 );
- SDL_BlitSurface( persistant, 0x0, screen, 0x0 );
- }
- else {
- SDL_FillRect( screen, 0x0, 0x00000000 );
- }
- // Tirs tourelle
- for ( unsigned int k(0); k < tourelle.size() && vie > 0; k++ )
- {
- if ( SDL_GetTicks() - tourelle[k].prev > tourelle[k].del )
- {
- tourelle[k].prev = SDL_GetTicks();
- createInert( tourelle[k].loc, plane, world, tourelle[k].missile );
- }
- }
- // Déplacement
- if ( vie > 0 )
- {
- force = b2Vec2_zero;
- if ( thrust_left )
- force.x -= 1.0f;
- if ( thrust_right )
- force.x += 1.0f;
- if ( thrust_up )
- force.y -= 1.0f;
- if ( thrust_down )
- force.y += 1.0f;
- plane->ApplyLinearImpulseToCenter( 0.004f * force, true );
- }
- // It is generally best to keep the time step and iterations fixed.
- if ( !pause )
- world.Step(timeStep, velocityIterations, positionIterations);
- // Contact sur plane
- position = plane->GetPosition();
- pxpos.x = position.x * MULTI ;
- pxpos.y = position.y * MULTI ;
- for ( b2ContactEdge* ce( plane->GetContactList() ); ce && vie > 0; ce = ce->next )
- if ( ce->contact->IsTouching() )
- {
- vie -- ;
- filledCircleRGBA( screen, pxpos.x, pxpos.y, 13, 255, 255, 255, 255 );
- circleRGBA( persistant, pxpos.x, pxpos.y, 13, 255, 128, 0, 255 );
- }
- // Mise à jour des trajectoires
- updateMissiles( world, plane, foresee );
- // [4.3] Dessin des composants
- for ( b2Body* b( world.GetBodyList() ); b; b = b->GetNext() )
- {
- // Besoin d'afficher ?
- descr = (Entity*)b->GetUserData().pointer;
- if ( descr == nullptr || descr->id == LAND )
- continue ;
- // Affichage classique
- position = b->GetPosition();
- pxpos.x = position.x * MULTI ;
- pxpos.y = position.y * MULTI ;
- circleColor( screen, pxpos.x, pxpos.y, descr->rayon * MULTI, 0xddddddff );
- // Affichage persistant
- position -= timeStep * b->GetLinearVelocity();
- pxpos2.x = position.x * MULTI ;
- pxpos2.y = position.y * MULTI ;
- lineColor( persistant, pxpos.x, pxpos.y, pxpos2.x, pxpos2.y, weap_color[descr->id] );
- lineColor( screen, pxpos.x, pxpos.y, pxpos2.x, pxpos2.y, weap_color[descr->id] );
- }
- for ( unsigned int k(0); k < tourelle.size(); k++ )
- {
- circleColor( screen, tourelle[k].loc.x * MULTI, tourelle[k].loc.y * MULTI, 0.05f * MULTI, weap_color[tourelle[k].missile] );
- }
- // Messages
- msg = "Ratio CPU : " ;
- msg += std::to_string( ((float)SDL_GetTicks() - tprev) * 100 / twait ) ;
- msg += " pourcents." ;
- stringRGBA( screen, 16, 16, msg.c_str(), 0, 255, 0, 255 );
- msg = "Vie : " ;
- msg += std::to_string( vie ) ;
- msg += " | " ;
- for ( unsigned int i(0); i < vie ; i ++ )
- msg += "#" ;
- for ( unsigned int i(vie); i < 30 ; i ++ )
- msg += "-" ;
- stringRGBA( screen, 16, 25, msg.c_str(), 0, 255, 0, 255 );
- msg = "Delai tourelle : " ;
- msg += std::to_string( weap_wait ) ;
- msg += " ms." ;
- stringRGBA( screen, 16, 34, msg.c_str(), 0, 255, 0, 255 );
- SDL_Flip(screen);
- // [4.4] Temps
- while( SDL_GetTicks() - tprev < twait )
- {
- if ( SDL_GetTicks() - tprev < twait/2 )
- SDL_Delay( twait/3 );
- }
- tprev = SDL_GetTicks();
- } //fin bcl principale
- ///[5] Destruction des composants
- return 0;
- }
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