Fixed compilation on iPhone

--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%404443
This commit is contained in:
Sam Lantinga 2010-01-21 16:12:24 +00:00
parent 9467a700e8
commit 2bddc33611
3 changed files with 38 additions and 36 deletions

View file

@ -25,7 +25,7 @@ static struct
float x, y; /* position of ship */
float vx, vy; /* velocity of ship (in pixels per millesecond) */
SDL_Rect rect; /* (drawn) position and size of ship */
} ship;
} shipData;
static SDL_Texture *ship = 0; /* texture for spaceship */
static SDL_Texture *space = 0; /* texture for space (background */
@ -41,9 +41,9 @@ render(void)
/* ship screen constraints */
Uint32 minx = 0.0f;
Uint32 maxx = SCREEN_WIDTH - ship.rect.w;
Uint32 maxx = SCREEN_WIDTH - shipData.rect.w;
Uint32 miny = 0.0f;
Uint32 maxy = SCREEN_HEIGHT - ship.rect.h;
Uint32 maxy = SCREEN_HEIGHT - shipData.rect.h;
#define SINT16_MAX ((float)(0x7FFF))
@ -51,59 +51,59 @@ render(void)
the factor SDL_IPHONE_MAX_G_FORCE / SINT16_MAX converts between
SDL's units reported from the joytick, and units of g-force, as reported by the accelerometer
*/
ship.vx +=
shipData.vx +=
ax * SDL_IPHONE_MAX_GFORCE / SINT16_MAX * GRAVITY_CONSTANT *
MILLESECONDS_PER_FRAME;
ship.vy +=
shipData.vy +=
ay * SDL_IPHONE_MAX_GFORCE / SINT16_MAX * GRAVITY_CONSTANT *
MILLESECONDS_PER_FRAME;
float speed = sqrt(ship.vx * ship.vx + ship.vy * ship.vy);
float speed = sqrt(shipData.vx * shipData.vx + shipData.vy * shipData.vy);
if (speed > 0) {
/* compensate for friction */
float dirx = ship.vx / speed; /* normalized x velocity */
float diry = ship.vy / speed; /* normalized y velocity */
float dirx = shipData.vx / speed; /* normalized x velocity */
float diry = shipData.vy / speed; /* normalized y velocity */
/* update velocity due to friction */
if (speed - FRICTION * MILLESECONDS_PER_FRAME > 0) {
/* apply friction */
ship.vx -= dirx * FRICTION * MILLESECONDS_PER_FRAME;
ship.vy -= diry * FRICTION * MILLESECONDS_PER_FRAME;
shipData.vx -= dirx * FRICTION * MILLESECONDS_PER_FRAME;
shipData.vy -= diry * FRICTION * MILLESECONDS_PER_FRAME;
} else {
/* applying friction would MORE than stop the ship, so just stop the ship */
ship.vx = 0.0f;
ship.vy = 0.0f;
shipData.vx = 0.0f;
shipData.vy = 0.0f;
}
}
/* update ship location */
ship.x += ship.vx * MILLESECONDS_PER_FRAME;
ship.y += ship.vy * MILLESECONDS_PER_FRAME;
shipData.x += shipData.vx * MILLESECONDS_PER_FRAME;
shipData.y += shipData.vy * MILLESECONDS_PER_FRAME;
if (ship.x > maxx) {
ship.x = maxx;
ship.vx = -ship.vx * DAMPING;
} else if (ship.x < minx) {
ship.x = minx;
ship.vx = -ship.vx * DAMPING;
if (shipData.x > maxx) {
shipData.x = maxx;
shipData.vx = -shipData.vx * DAMPING;
} else if (shipData.x < minx) {
shipData.x = minx;
shipData.vx = -shipData.vx * DAMPING;
}
if (ship.y > maxy) {
ship.y = maxy;
ship.vy = -ship.vy * DAMPING;
} else if (ship.y < miny) {
ship.y = miny;
ship.vy = -ship.vy * DAMPING;
if (shipData.y > maxy) {
shipData.y = maxy;
shipData.vy = -shipData.vy * DAMPING;
} else if (shipData.y < miny) {
shipData.y = miny;
shipData.vy = -shipData.vy * DAMPING;
}
/* draw the background */
SDL_RenderCopy(space, NULL, NULL);
/* draw the ship */
ship.rect.x = ship.x;
ship.rect.y = ship.y;
shipData.rect.x = shipData.x;
shipData.rect.y = shipData.y;
SDL_RenderCopy(ship, NULL, &ship.rect);
SDL_RenderCopy(ship, NULL, &shipData.rect);
/* update screen */
SDL_RenderPresent();
@ -148,8 +148,8 @@ initializeTextures()
SDL_SetTextureBlendMode(ship, SDL_BLENDMODE_BLEND);
/* set the width and height of the ship from the surface dimensions */
ship.rect.w = bmp_surface->w;
ship.rect.h = bmp_surface->h;
shipData.rect.w = bmp_surface->w;
shipData.rect.h = bmp_surface->h;
SDL_FreeSurface(bmp_surface_rgba);
SDL_FreeSurface(bmp_surface);
@ -211,10 +211,10 @@ main(int argc, char *argv[])
initializeTextures();
/* setup ship */
ship.x = (SCREEN_WIDTH - ship.rect.w) / 2;
ship.y = (SCREEN_HEIGHT - ship.rect.h) / 2;
ship.vx = 0.0f;
ship.vy = 0.0f;
shipData.x = (SCREEN_WIDTH - shipData.rect.w) / 2;
shipData.y = (SCREEN_HEIGHT - shipData.rect.h) / 2;
shipData.vx = 0.0f;
shipData.vy = 0.0f;
done = 0;
/* enter main loop */