Final changes (for now)
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vendored
@ -1 +1,3 @@
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ball.c~
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*.out
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*.exe
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@ -1 +1,2 @@
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Inspired by Tsoding's ball example in his linear algebra repo
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Inspired by Tsoding's ball example in his linear algebra repo
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https://github.com/tsoding/la/blob/master/ball.c
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86
ball.c
86
ball.c
@ -3,12 +3,17 @@
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#include <string.h>
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#include <math.h>
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#include <unistd.h>
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#ifdef WIN32
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#include <windows.h>
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#include <conio.h>
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#endif
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#define WIDTH 96
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#define HEIGHT 48
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#define FPS 30
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#define FPS 30.f
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#define GRAVITY 2.0f
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#define DECELERATION 0.65f
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#define MARGIN 0.05f
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typedef enum PIXEL{
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@ -17,7 +22,7 @@ typedef enum PIXEL{
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} PIXEL;
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static PIXEL display[WIDTH*HEIGHT];
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static char pixels[4] = " -^C";
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static char pixels[4] = " .'O";
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@ -41,20 +46,36 @@ void clear(){
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}
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void move(int x, int y){
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#ifdef _WIN32
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COORD coord = {.X = x, .Y = y};
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SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), coord);
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#else
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printf("\033[%d;%dH", y, x);
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#endif
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}
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void hide(int o){
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#ifndef WIN32
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if(o)
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printf("\e[?25h");
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else
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printf("\e[?251");
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#endif
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}
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void back(){
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move(0, 0);
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}
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void csleep(int milliseconds){
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#ifdef _WIN32
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Sleep(milliseconds);
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#else
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float fmilliseconds = milliseconds/1000;
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sleep(fmilliseconds);
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#endif
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}
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void clearDisplay(){
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for(int y = 0; y < HEIGHT; ++y){
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for(int x = 0; x < WIDTH; ++x){
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@ -85,64 +106,67 @@ void drawBall(ball b){
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for(int x = min.x; x < max.x; ++x){
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float px = b.center.x - x - 0.5f, py = b.center.y - y - 0.5f;
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if((px*px + py*py) <= b.radius*b.radius){
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if(x >= 0 && x <= WIDTH && y >= 0 && y <= HEIGHT){
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display[x + y*WIDTH] = FULL;
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};
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if(x >= 0 && x <= WIDTH && y >= 0 && y <= HEIGHT){
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display[x + y*WIDTH] = FULL;
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}
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}
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}
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}
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}
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void drawDisplay(){
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char row[WIDTH];
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for(int y = 0; y < HEIGHT/2; ++y){
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for(int x = 0; x < WIDTH; ++x){
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PIXEL t = display[x + (2*y+0)*WIDTH];
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PIXEL b = display[x + (2*y+1)*WIDTH];
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putchar(pixels[b + t*2]);
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row[x] = (pixels[b + t*2]);
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}
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fwrite(row, sizeof(char), WIDTH, stdout);
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putchar('\n');
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}
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}
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int main(){
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clear();
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clearDisplay();
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back();
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hide(0);
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hide(1);
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ball b = initBall(10, 10, 8);
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v2 vel = initV2(0, 0.1);
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v2 vel = initV2(3, 0.1);
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while(vel.y != 0){
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while(vel.y != 0 || vel.x != 0){
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if(vel.x < MARGIN && vel.x > -MARGIN)
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vel.x = 0;
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if(vel.y < MARGIN && vel.y > -MARGIN)
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vel.y = 0;
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vel.y += (GRAVITY/FPS)*(b.center.y+b.radius-HEIGHT < 0);
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int v = 1;
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if(b.center.y+b.radius-HEIGHT == 0)
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v = 0;
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vel.y += (GRAVITY/FPS)*v;
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b.center.x += vel.x;
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b.center.y += vel.y;
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if(v == 0){
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printf("CERO: %f\n", vel.y);
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}
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printf("v: %f\n", vel.y);
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getchar();
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if(b.center.y+b.radius > HEIGHT){
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b.center.y = HEIGHT - b.radius;
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//b.center.y -= floor(b.radius*(vel.y*(GRAVITY/FPS)));
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float a = vel.y;
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vel.y *= -DECELERATION;
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printf("\n%f *= -%f = %f", a, DECELERATION, vel.y);
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getchar();
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}
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if(b.center.x+b.radius > WIDTH || b.center.x+b.radius+MARGIN > WIDTH){
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b.center.x = WIDTH - b.radius;
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vel.x *= -DECELERATION;;
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}
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if(b.center.x-b.radius < 0 || b.center.x-b.radius-MARGIN < 0){
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b.center.x = b.radius;
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vel.x *= -DECELERATION;
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}
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if(b.center.y+b.radius > HEIGHT || b.center.y+b.radius+MARGIN > HEIGHT){
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b.center.y = HEIGHT - b.radius;
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vel.y *= -DECELERATION;
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vel.x *= 1.5*DECELERATION;
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}
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clear();
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back();
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drawBall(b);
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drawDisplay();
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usleep(1000*1000/FPS);
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csleep(1000/FPS);
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}
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return 0;
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BIN
bouncy-ball.mp4
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BIN
bouncy-ball.mp4
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