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481 lines (393 loc) · 9.41 KB
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// Asteroids.cpp : Defines the entry point for the application.
//
#include "stdafx.h"
#include "Asteroids.h"
#define MAX_LOADSTRING 100
#define DEBUG 0
class SHIP
{
public:
// Attributes
bool forward, rSpin, lSpin;
float xPos, yPos, xVel, yVel, Rot;
int Rad, L;
//Functions
int drawShip(HDC, HPEN);
void update();
void shoot();
SHIP();
};
class ROCK
{
public:
// Attributes
float xPos, yPos, Rot;
static float xVel, yVel;
int Rad;
int Var[10];
//Functions
};
class BULLET
{
public:
float xbPos, ybPos, xbVel, ybVel;
static void updateBullets();
static void drawBullets(HDC hdc, HPEN hShipPen);
BULLET();
};
// Global Variables:
HINSTANCE hInst; // current instance
TCHAR szTitle[MAX_LOADSTRING]; // The title bar text
TCHAR szWindowClass[MAX_LOADSTRING]; // the main window class name
SHIP Player;
BULLET *Bullets[MAX_BULLETS];
//ROCK Rocks[20];
FILE *foutp;
bool bDrawLine = false;
bool bDrawEllipse = false;
// Forward declarations of functions included in this code module:
ATOM MyRegisterClass(HINSTANCE hInstance);
BOOL InitInstance(HINSTANCE, int);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
INT_PTR CALLBACK About(HWND, UINT, WPARAM, LPARAM);
int drawShip(HDC, HPEN);
void update();
void drawBullets(HDC,HPEN);
int init();
int init()
{
Player.xPos = SCREEN_WIDTH/2;
Player.yPos = SCREEN_HEIGHT/2;
fopen_s(&foutp, "out.txt", "w");
return 1;
}
int APIENTRY _tWinMain(_In_ HINSTANCE hInstance,
_In_opt_ HINSTANCE hPrevInstance,
_In_ LPTSTR lpCmdLine,
_In_ int nCmdShow)
{
UNREFERENCED_PARAMETER(hPrevInstance);
UNREFERENCED_PARAMETER(lpCmdLine);
MSG msg;
HACCEL hAccelTable;
init();
// Initialize global strings
LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING);
LoadString(hInstance, IDC_ASTEROIDS, szWindowClass, MAX_LOADSTRING);
MyRegisterClass(hInstance);
// Perform application initialization:
if (!InitInstance (hInstance, nCmdShow))
{
return FALSE;
}
hAccelTable = LoadAccelerators(hInstance, MAKEINTRESOURCE(IDC_ASTEROIDS));
GetMessage(&msg, NULL, 0, 0);
SetTimer(msg.hwnd,TIMER_ID, FRAME_TIME, NULL);
// sends WM_TIMER to the message queue every 1/60th of a second.
// Main message loop:
while (GetMessage(&msg, NULL, 0, 0))
{
// position calculations here
if (!TranslateAccelerator(msg.hwnd, hAccelTable, &msg))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
return (int) msg.wParam;
}
//
// FUNCTION: MyRegisterClass()
//
// PURPOSE: Registers the window class.
//
ATOM MyRegisterClass(HINSTANCE hInstance)
{
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_ASTEROIDS));
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName = MAKEINTRESOURCE(IDC_ASTEROIDS);
wcex.lpszClassName = szWindowClass;
wcex.hIconSm = LoadIcon(wcex.hInstance, MAKEINTRESOURCE(IDI_SMALL));
return RegisterClassEx(&wcex);
}
//
// FUNCTION: InitInstance(HINSTANCE, int)
//
// PURPOSE: Saves instance handle and creates main window
//
// COMMENTS:
//
// In this function, we save the instance handle in a global variable and
// create and display the main program window.
//
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
HWND hWnd;
hInst = hInstance; // Store instance handle in our global variable
hWnd = CreateWindow(szWindowClass, szTitle, WS_CAPTION|WS_SYSMENU|WS_MINIMIZEBOX,
100, 50, WNDWIDTH, WNDHEIGHT, NULL, NULL, hInstance, NULL);
if (!hWnd)
{
return FALSE;
}
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);
return TRUE;
}
//
// FUNCTION: WndProc(HWND, UINT, WPARAM, LPARAM)
//
// PURPOSE: Processes messages for the main window.
//
// WM_COMMAND - process the application menu
// WM_PAINT - Paint the main window
// WM_DESTROY - post a quit message and return
//
//
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
int wmId, wmEvent;
PAINTSTRUCT ps;
HDC hdc;
switch (message)
{
case WM_TIMER:
///What happens every 1/60th of a second
Player.update();
BULLET::updateBullets();
// Rocks.update();
// Detect Collision
InvalidateRect(hWnd, NULL, true);
break;
case WM_COMMAND:
wmId = LOWORD(wParam);
wmEvent = HIWORD(wParam);
// Parse the menu selections:
switch (wmId)
{
case IDM_START:
::MessageBox(hWnd, _T("Would you like to play a game?"), _T("Start"), MB_YESNO | MB_ICONQUESTION);
break;
case IDM_ABOUT:
DialogBox(hInst, MAKEINTRESOURCE(IDD_ABOUTBOX), hWnd, About);
break;
case IDM_LINE:
InvalidateRect(hWnd, NULL, true);
break;
case IDM_ELLIPSE:
bDrawEllipse = !bDrawEllipse;
InvalidateRect(hWnd, NULL, true);
break;
case IDM_EXIT:
DestroyWindow(hWnd);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
break;
case WM_KEYDOWN:
switch(wParam)
{
case KEY_SHOOT:
Player.shoot();
break;
case SPIN_LEFT:
Player.lSpin = true;
break;
case FORWARD:
Player.forward = true;
break;
case SPIN_RIGHT:
Player.rSpin = true;
break;
default:
break;
}
break;
case WM_KEYUP:
switch (wParam)
{
case SPIN_LEFT:
Player.lSpin = false;
break;
case FORWARD:
Player.forward = false;
break;
case SPIN_RIGHT:
Player.rSpin = false;
break;
default:
break;
}
case WM_PAINT:
hdc = BeginPaint(hWnd, &ps);
HPEN hPenOld;
HPEN hShipPen;
COLORREF qShipColor;
qShipColor = RGB(0, 0, 0);
hShipPen = CreatePen(PS_SOLID, 3, qShipColor);
hPenOld = (HPEN)SelectObject(hdc, hShipPen);
Player.drawShip(hdc,hShipPen);
BULLET::drawBullets(hdc,hShipPen);
SelectObject(hdc, hPenOld);
DeleteObject(hShipPen);
EndPaint(hWnd, &ps);
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
// Message handler for about box.
INT_PTR CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
{
UNREFERENCED_PARAMETER(lParam);
switch (message)
{
case WM_INITDIALOG:
return (INT_PTR)TRUE;
case WM_COMMAND:
if (LOWORD(wParam) == IDOK || LOWORD(wParam) == IDCANCEL)
{
EndDialog(hDlg, LOWORD(wParam));
return (INT_PTR)TRUE;
}
break;
}
return (INT_PTR)FALSE;
}
int SHIP::drawShip(HDC hdc, HPEN hShipPen)
{
// THIS NEEDS TO BE DONE
// SEBASTION
Arc(hdc,((int)(xPos-Rad)),((int)(yPos-Rad)), ((int)(xPos + Rad)),((int)(yPos + Rad)), 0, 0, 0, 0);
MoveToEx(hdc, (int)xPos, (int)yPos, NULL);
LineTo(hdc,((int)(xPos + L*cosf(Rot))),((int)(yPos + L*sinf(Rot))));
return 0;
}
void SHIP::update()
{
xPos += xVel;
yPos += yVel;
if (xPos > XWRAP) { xPos -= XWRAP; }
if (xPos < 0) { xPos += XWRAP; }
if (yPos > YWRAP){ yPos -= YWRAP; }
if (yPos < 0) { yPos += YWRAP; }
if (DEBUG) {fprintf(foutp, "xVel = %2.1f,\t yVel = %2.1f, Rot = %f\n", xVel, yVel, Rot);}
xVel *= DRAG;
yVel *= DRAG;
if (forward)
{
xVel += ACC_SPEED*cosf(Rot);
yVel += ACC_SPEED*sinf(Rot);
}
if (rSpin) { Rot += +SPIN_SPEED;}
if (lSpin) { Rot += -SPIN_SPEED;}
if (xVel > VEL_MAX) {xVel = VEL_MAX; }
if (xVel < -VEL_MAX) {xVel = -VEL_MAX; }
if (yVel > VEL_MAX) {yVel = VEL_MAX; }
if (yVel < -VEL_MAX) {yVel = -VEL_MAX; }
}
SHIP::SHIP()
{
forward = rSpin = lSpin = false;
xVel = yVel = 0.0;
xPos = SCREEN_WIDTH / 2;
yPos = SCREEN_HEIGHT / 2;
Rad = SHIP_RAD;
Rot = 0;
L = 35;
}
void SHIP::shoot()
{
int i = -1, k;
for (k = 0; k < MAX_BULLETS && i == -1; k++)
{
if (Bullets[k] == NULL)
{
i = k;
}
}
if (i == -1) {return;}
BULLET *newBullet = new BULLET();
Bullets[i] = newBullet;
}
void BULLET::updateBullets()
{
BULLET* temp;
for (int k = 0; k < MAX_BULLETS; k++)
{
if (Bullets[k] == NULL) continue;
temp = Bullets[k];
temp->xbPos += temp->xbVel;
temp->ybPos += temp->ybVel;
if (temp->xbPos < 0 || temp->xbPos > XWRAP){Bullets[k] = NULL; continue;}
if (temp->ybPos < 0 || temp->ybPos > YWRAP){Bullets[k] = NULL; continue;}
Bullets[k] = temp;
}
}
void BULLET::drawBullets(HDC hdc, HPEN hShipPen)
{
BULLET b1;
for (int k = 0 ; k < MAX_BULLETS; k++)
{
if (Bullets[k] == NULL) continue;
b1 = *Bullets[k];
Arc(hdc,((int)(b1.xbPos-BULLET_SIZE)),((int)(b1.ybPos-BULLET_SIZE)), ((int)(b1.xbPos+BULLET_SIZE)),((int)(b1.ybPos + BULLET_SIZE)), 0, 0, 0, 0);
}
}
BULLET::BULLET()
{
xbPos = Player.xPos;
ybPos = Player.yPos;
xbVel = (float)(Player.xVel*.2 + BULLET_SPEED*cosf(Player.Rot)) ;
ybVel = (float)(Player.yVel*.2 + BULLET_SPEED*sinf(Player.Rot));
}
/*
=======================
SHIP:
-- Positions are changed by velocitys and used for painting
(Type Cast when painting)
float Xpos
float Ypos
-- Velocities are changed with key presses
No key means constant velocity
float Xvel
float Yvel
-- Rotation determines vector for bullets
float/int Rot
-- Radius is needed for collision detection
int Rad
/*
========================
Bullets:
-- Needed for drawing and collision
(Type Cast when painting)
float Xpos
float Ypos
-- Xvel^2 + Yvel^2 = (CONSTANT + (ShipXvel^2 + ShipYvel^2))
float Xvel
float Yvel
-- colision detection
int Rad
==========================
Asteroids:
float Xpos
float Ypos
float Xvel
float Yvel
float/int Rot
int Rad
int[10] Array containing the variance +/- off Rad on graphic
*/