Warning: Undefined array key "HTTP_ACCEPT_LANGUAGE" in /var/www/vhosts/bilgigunlugum.net/httpdocs/index.php on line 43
SDL Game Programming

SDL3 Oyun Programlama sayfalarımız yayında...

Ana sayfa > Oyun programlama > SDL3 programming > Circular collision detection

Circular collision detection

In this section, we will examine a program that moves a 20-pixel ball up, down, left, right, left up, right up, left down and right down using the arrow keys, changes the blocking status of the rectangle with the R key, changes the blocking status of the circle with the C key and changes the speed with the PageUp and PageDown keys.

When the program runs, the following operations are performed in addition to the basic operations:

  1. At the beginning of the program, the global variables shown below are first defined:
    • unsigned int last_frame_time: Last frame time
    • SDL_FRect frect_col: Rectangle variable
    • int move_size: Move size variable
    • bool rect_enabled: Rectangle state variable
    • bool circle_enabled: Rectangle state variable
    • int width_ball: Ball width
    • int height_ball: Ball height
    • Two variables named ball and ball2 of the following structure data type are defined:
      struct objects {
        float x;
        float y;
        float width;
        float height;
        float vel_x;
        float vel_y;
      } ball, ball2;
      
    • A variable named circle_check is defined with the following structure data type:
      struct {
        int x, y;
        int r;
      } circle_check;
      
  2. The init_vars() function assigns initial values ​​to global variables.
  3. In the load_img() function, an image file for the ball and circle is loaded into the texture variable with the IMG_LoadTexture() function.
  4. In the process_event() function,
    • When the arrow keys are pressed, the move_size variable value is added to the ball.vel_x or ball.vel_y variable, which has a value of 0, in the direction the arrow points. Thus, movement is achieved.
    • When the arrow keys are released, the movement size variable value called move_size in the direction indicated by the arrow is subtracted from the ball.vel_x or ball.vel_y variables, and the value of these variables is equalized to 0. Thus, the movement ends.
    • When the R key is pressed, the obstruction status of the rectangle is changed.
    • When the C key is pressed, the obstruction status of the circle is changed.
    • The speed value of the ball is changed with the PageUp and PageDown keys.
  5. In update_screen() function,
    • The difference between the active time and the previous time of the loop is taken in seconds and assigned to the time_delta variable.
    • The active time is taken with the SDL_GetTicks() function and assigned to the last_frame_time variable to be used in the next iteration of the loop.
    • The product of ball.vel_x and the loop iteration time (time_delta) is assigned to the move_x variable.
    • The ball.x value is increased by the move_x value.
    • The difference between the new x coordinate position of the ball and the circle_check.r variable value If it is less than 0 or its sum is greater than the window size or if it is within the coordinates of the rectangle in the middle of the window in the check made with the ball_in_rect() function or if the coordinates of the moving ball are within the fixed circle in the check made with the ball_in_circle() function, the x coordinate position of the ball is restored to its previous state.
    • The product of ball.vel_y and the loop repetition time (time_delta) is assigned to the move_y variable
    • The ball.y value is increased by the move_y value.
    • If the difference between the new y coordinate position of the ball and the circle_check.r variable value is less than 0 or if its sum is greater than the window height or if it is within the coordinates of the rectangle in the middle of the window in the check made with the ball_in_rect() function or if the coordinates of the first moving ball are within the fixed second ball in the check made with the ball_in_circle() function, the y coordinate position of the ball is restored to its previous state.
    • The coordinates and speed values ​​of the ball and the obstacle status of the rectangle and circle are added to the main window title is written.
  6. In the draw_screen() function,
    • With the SDL_RenderRect() function, the rectangle is drawn to the main window in red if the obstacle is active, and in green if not.
    • With the SDL_RenderTexture() function, the circle is drawn to the main window in red if the obstacle is active, and in green if not.
    • With the SDL_RenderTexture() function, the ball is displayed in its position in the main window.

main.c file content will be as follows:


#include <stdio.h>
#include <SDL3/SDL.h>
#include <SDL3_image/SDL_image.h>

// Window width and height
#define WINDOW_WIDTH 640
#define WINDOW_HEIGHT 480

// Global variables
int is_running = false;        // Variable that controls the execution of the main loop of the program
SDL_Window *window = NULL;     // Main window variable
SDL_Texture *texture = NULL;   // Texture variable
SDL_Renderer *renderer = NULL; // Renderer variable

unsigned int last_frame_time;  // Last frame time
SDL_FRect frect_col;           // Rectangle variable
int move_size;                 // Move size
bool rect_enabled;             // Rectangle state variable
bool circle_enabled;           // Circle state variable
int width_ball;                // Ball width
int height_ball;               // Ball height

// Struct declaration
struct objects {
  float x;
  float y;
  float width;
  float height;
  float vel_x;
  float vel_y;
} ball, ball2;

struct {
  int x, y;
  int r;
} circle_check;

// Function prototypes
int init_window(void);         // Create window and renderer
void init_vars(void);          // Initialize variables
void load_img(void);           // Load image to texture
void process_event(void);      // Process events
void update_screen();          // Update values
void draw_screen(void);        // Draw screen
void destroy_window(void);     // Destroy window

bool ball_in_rect(void);       // Determine whether the ball in rectangle
bool ball_in_circle(void);     // Determine whether the ball in circle
double distance_piksel(int x1, int y1, int x2, int y2); // Calculate distance between pixels

int main(int argc, char* argv[])
{
    // Create window and renderer
    is_running = init_window();

    // Initialize variables
    init_vars();

    // Load .png file to texture
    load_img();

   // Main loop
    while (is_running) {
       process_event();// Processing SDL events (Here keyboard inputs)
       update_screen(); // Updating variables
       draw_screen();   // Drawing objects on the window (Rendering)
    }

    // Destroy renderer and SDL window
    destroy_window();

    return 0;
}

// Create window and renderer
int init_window(void)
{
    // Initialize the SDL library.
    if(SDL_Init(SDL_INIT_VIDEO) == false) {
       SDL_Log("SDL init error: %s\n", SDL_GetError());
       return false;
    }

    // Create a window and a 2D rendering context for the window.
    if(!SDL_CreateWindowAndRenderer("SDL3 window", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
       return false;
    }

    return true;
}

// Initialization function that runs only once at the beginning of the program
void init_vars(void)
{
    last_frame_time = 0;
    move_size = 200;
    rect_enabled = true;
    circle_enabled = true;
    width_ball = 20;
    height_ball = 20;
    frect_col.x = 220.00;
    frect_col.y = 90.00;
    frect_col.w = 200.00;
    frect_col.h = 300.00;

    ball.x = width_ball/2;
    ball.y = height_ball/2;
    ball.width = width_ball;
    ball.height = height_ball;
    ball.vel_x = 0;
    ball.vel_y = 0;

    ball2.x = 100;
    ball2.y = 150;
    ball2.width = width_ball;
    ball2.height = height_ball;
    ball2.vel_x = 0;
    ball2.vel_y = 0;

	circle_check.x = ball.x;
	circle_check.y = ball.y;
    circle_check.r = width_ball/2;
}

// Load image to texture
void load_img(void)
{
    // Loading image to texture
	texture = IMG_LoadTexture(renderer, "ball_group.png");

	if(texture == NULL) {
       SDL_Log("IMG_LoadTexture error: %s\n", SDL_GetError());
	}
}

// Function to control SDL events and process keyboard inputs
void process_event(void)
{
    SDL_Event event;

    // Creating a loop to process user inputs
    while (SDL_PollEvent(&event)) {
       switch (event.type) {
          case SDL_EVENT_QUIT: // Logout action by the user (x button at the top right of the window)
               is_running = false; // Terminates the execution of the program main loop.
               break;

          case SDL_EVENT_KEY_DOWN: // Key pressed
               if(event.key.repeat == 0) {
                  switch(event.key.key) {
                     case SDLK_UP: ball.vel_y -= move_size; break;
                     case SDLK_DOWN: ball.vel_y += move_size; break;
                     case SDLK_LEFT: ball.vel_x -= move_size; break;
                     case SDLK_RIGHT: ball.vel_x += move_size; break;
                     case SDLK_R: rect_enabled = !rect_enabled; break;
                     case SDLK_C: circle_enabled = !circle_enabled; break;
                     case SDLK_PAGEUP: if(move_size<1000) move_size += 20; break;
                     case SDLK_PAGEDOWN: if(move_size>0) move_size -= 20; break;
                     case SDLK_ESCAPE: is_running = false; break;
                  }
               }
               break;

          case SDL_EVENT_KEY_UP: // Key released.
               if(event.key.repeat == 0) {
                  switch(event.key.key) {
                     case SDLK_UP: ball.vel_y += move_size; break;
                     case SDLK_DOWN: ball.vel_y -= move_size; break;
                     case SDLK_LEFT: ball.vel_x += move_size; break;
                     case SDLK_RIGHT: ball.vel_x -= move_size; break;
                  }
               }
               break;
       }
    }
}

// Updates objects in the main window
void update_screen(void)
{
    // Get the difference between the active time and the previous time of loop in seconds
    float time_delta = (SDL_GetTicks() - last_frame_time) / 1000.0;
    // Assign the active time to use in the next iteration of the loop
    last_frame_time = SDL_GetTicks();

    // Calculate moving size
    // Multiplication of ball.vel_x and the loop repeat time (delta time) assigned to move_x variable.
    float move_x = ball.vel_x * time_delta;

    // Ball x coordinate increased by move_x
    ball.x += move_x;
	circle_check.x = ball.x;
	circle_check.y = ball.y;
	 // If ball.x is lower than 0 or, sum of ball.x and ball.width is greater than windows width
    // ball.x gets its previous value.
    if((ball.x-circle_check.r<0) || (ball.x + circle_check.r> WINDOW_WIDTH) || ball_in_rect() || ball_in_circle()) {
	   ball.x -= move_x;
	   circle_check.x = ball.x;
	   circle_check.y = ball.y;
    }

    // Multiplication of ball.vel_y and the loop repeat time (delta time), assigned to move_y variable.
    float move_y = ball.vel_y * time_delta;

    // Ball y coordinate increased by move_y
    ball.y += move_y;
	circle_check.x = ball.x;
	circle_check.y = ball.y;
	 // If ball.yx is lower than 0 or, sum of ball.y and ball.height is greater than windows height
    // ball.y gets its previous value.
    if((ball.y-circle_check.r<0) || (ball.y + circle_check.r > WINDOW_HEIGHT) || ball_in_rect() || ball_in_circle()) {
       ball.y -= move_y;
	   circle_check.x = ball.x;
	   circle_check.y = ball.y;
    }

    char cdizi[120];
    sprintf(cdizi, "ball.x: %.2f ball.y: %.2f ball.vel_x: %.2f ball.vel_y: %.2f - Rect: %s - Circle: %s",
                 ball.x, ball.y, ball.vel_x, ball.vel_y, rect_enabled ? "On" : "Off", circle_enabled ? "On" : "Off");
    SDL_SetWindowTitle(window, cdizi);
}

bool ball_in_rect(void)
{
    // Closest point in collision rectangle
    int x_close, y_close;

    // Finding the nearest x-coordinate
    if(circle_check.x < frect_col.x) {
       x_close = frect_col.x;
    }
    else if(circle_check.x > frect_col.x + frect_col.w) {
       x_close = frect_col.x + frect_col.w;
    }
    else {
       x_close = circle_check.x;
    }

    // Finding the nearest y-coordinate
    if(circle_check.y < frect_col.y) {
       y_close = frect_col.y;
    }
    else if(circle_check.y > frect_col.y + frect_col.h) {
       y_close = frect_col.y + frect_col.h;
    }
    else {
       y_close = circle_check.y;
    }

    // If the closest point is inside the circle
    if(rect_enabled && (distance_piksel(circle_check.x, circle_check.y, x_close, y_close ) < circle_check.r * circle_check.r)) {
       return true;
    }

    return false;
}

bool ball_in_circle()
{
	// Total number of pixels of the ball
	int pixel_no = circle_check.r + circle_check.r;
	pixel_no = pixel_no * pixel_no;

    // If the distance between the centers of the circles is less than the sum of their radii
    if(circle_enabled && (distance_piksel(circle_check.x, circle_check.y, ball2.x, ball2.y) < pixel_no)) {
       return true;
    }

    return false;
}

double distance_piksel(int x1, int y1, int x2, int y2)
{
	 int dist_x = x2 - x1;
	 int dist_y = y2 - y1;
	 return (dist_x*dist_x) + (dist_y*dist_y);
}

// Render function used to draw game objects in the main window
void draw_screen(void)
{
    SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); // Set the color used for drawing operations.
    SDL_RenderClear(renderer); // Clear the current rendering target with the drawing color.

    // Collision rectangle
    SDL_SetRenderDrawColor(renderer, rect_enabled ? 255 : 0, !rect_enabled ? 255 : 0, 0, 255);
    SDL_RenderRect(renderer, &frect_col);

    SDL_FRect rect_src = { 0, 0, 20, 20 };
    SDL_FRect rect_dst = { ball.x-circle_check.r, ball.y-circle_check.r, 20, 20 };
	SDL_RenderTexture(renderer, texture, &rect_src, &rect_dst);

    // Collision circle
    rect_src.y = circle_enabled ? 20 : 40;
    rect_dst.x = ball2.x-circle_check.r;
    rect_dst.y = ball2.y-circle_check.r;
    SDL_RenderTexture(renderer, texture, &rect_src, &rect_dst);

    // Loading all objects drawn one by one to the back buffer to the front buffer at once and loading them onto the screen
    // This process prevents each drawn object from being displayed on the screen one by one.
    SDL_RenderPresent(renderer); // Update on screen all operations performed since the previous call
}

// Destroy Renderer and SDL window, exit from SDL3
void destroy_window(void)
{
    SDL_DestroyTexture(texture);
    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);
    SDL_Quit();
}