/* * Copyright (C) 2018 Ortega Froysa, Nicolás * Author: Ortega Froysa, Nicolás * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ #include "ship.h" #include "event_manager.h" #include "globals.h" #include #include #include #ifndef M_PI # define M_PI 3.14159265f #endif #define ACCEL 5.0f #define TURN_ACCEL (M_PI / FPS) // turn at pi radians / sec #define SHIP_RADIUS 10.0f // radius of the ship in pixels void ship_init(struct ship *ship, int x, int y) { assert(ship); ship->x = x; ship->y = y; ship->velX = ship->velY = 0; ship->direction = 0; } void ship_update(struct ship *ship) { assert(ship); if(key_is_down(KEY_UP)) { ship->velX += cos(ship->direction) * ACCEL; ship->velY += sin(ship->direction) * ACCEL; } if(key_is_down(KEY_DOWN)) { // moving backwards is slower than moving forward ship->velX -= cos(ship->direction) * (ACCEL / 2); ship->velY -= sin(ship->direction) * (ACCEL / 2); } if(key_is_down(KEY_RIGHT)) ship->direction -= TURN_ACCEL; if(key_is_down(KEY_LEFT)) ship->direction += TURN_ACCEL; // keep direction within bounds if(ship->direction >= M_PI * 2) ship->direction -= M_PI * 2; else if(ship->direction < 0) ship->direction += M_PI * 2; } void ship_draw(struct ship *ship) { assert(ship); const float x0 = ship->x + (cos(ship->direction) * SHIP_RADIUS); const float y0 = ship->y + (sin(ship->direction) * SHIP_RADIUS); const float x1 = ship->x + (cos(ship->direction + M_PI * 0.8f) * SHIP_RADIUS); const float y1 = ship->y + (sin(ship->direction + M_PI * 0.8f) * SHIP_RADIUS); const float x2 = ship->x + (cos(ship->direction + M_PI * 1.2f) * SHIP_RADIUS); const float y2 = ship->y + (sin(ship->direction + M_PI * 1.2f) * SHIP_RADIUS); al_draw_filled_triangle(x0, y0, x1, y1, x2, y2, al_map_rgb(0xFF, 0x0, 0x0)); }