mirror of https://github.com/libsdl-org/SDL
Simplified SDL random function names and added thread-safe versions
This commit is contained in:
parent
d013ac80ef
commit
96f2f23240
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@ -1273,46 +1273,19 @@ extern SDL_DECLSPEC int SDLCALL SDL_vasprintf(char **strp, SDL_PRINTF_FORMAT_STR
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_rand_n
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* \sa SDL_rand_float
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* \sa SDL_rand_bits
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* \sa SDL_rand
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* \sa SDL_randf
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*/
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extern SDL_DECLSPEC void SDLCALL SDL_srand(Uint64 seed);
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/**
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* Generates 32 pseudo-random bits.
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*
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* You likely want to use SDL_rand_n() to get a psuedo-randum number instead.
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*
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* If you want reproducible output, be sure to initialize with SDL_srand()
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* first.
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*
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* There are no guarantees as to the quality of the random sequence produced,
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* and this should not be used for security (cryptography, passwords) or where
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* money is on the line (loot-boxes, casinos). There are many random number
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* libraries available with different characteristics and you should pick one
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* of those to meet any serious needs.
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*
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* \returns a random value in the range of [0-SDL_MAX_UINT32].
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*
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* \threadsafety All calls should be made from a single thread
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_srand
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* \sa SDL_rand_n
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* \sa SDL_rand_float
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*/
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extern SDL_DECLSPEC Uint32 SDLCALL SDL_rand_bits(void);
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/**
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* Generates a pseudo-random number less than n for positive n
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* Generate a pseudo-random number less than n for positive n
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*
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* The method used is faster and of better quality than `rand() % n`. Odds are
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* roughly 99.9% even for n = 1 million. Evenness is better for smaller n, and
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* much worse as n gets bigger.
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*
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* Example: to simulate a d6 use `SDL_rand_n(6) + 1` The +1 converts 0..5 to
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* Example: to simulate a d6 use `SDL_rand(6) + 1` The +1 converts 0..5 to
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* 1..6
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*
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* If you want reproducible output, be sure to initialize with SDL_srand()
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@ -1332,12 +1305,12 @@ extern SDL_DECLSPEC Uint32 SDLCALL SDL_rand_bits(void);
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_srand
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* \sa SDL_rand_float
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* \sa SDL_randf
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*/
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extern SDL_DECLSPEC Sint32 SDLCALL SDL_rand_n(Sint32 n);
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extern SDL_DECLSPEC Sint32 SDLCALL SDL_rand(Sint32 n);
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/**
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* Generates a uniform pseudo-random floating point number less than 1.0
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* Generate a uniform pseudo-random floating point number less than 1.0
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*
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* If you want reproducible output, be sure to initialize with SDL_srand()
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* first.
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@ -1355,9 +1328,88 @@ extern SDL_DECLSPEC Sint32 SDLCALL SDL_rand_n(Sint32 n);
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_srand
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* \sa SDL_rand_n
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* \sa SDL_rand
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*/
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extern SDL_DECLSPEC float SDLCALL SDL_rand_float(void);
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extern SDL_DECLSPEC float SDLCALL SDL_randf(void);
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/**
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* Generate a pseudo-random number less than n for positive n
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*
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* The method used is faster and of better quality than `rand() % n`. Odds are
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* roughly 99.9% even for n = 1 million. Evenness is better for smaller n, and
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* much worse as n gets bigger.
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*
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* Example: to simulate a d6 use `SDL_rand_r(state, 6) + 1` The +1 converts 0..5 to
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* 1..6
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*
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* There are no guarantees as to the quality of the random sequence produced,
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* and this should not be used for security (cryptography, passwords) or where
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* money is on the line (loot-boxes, casinos). There are many random number
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* libraries available with different characteristics and you should pick one
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* of those to meet any serious needs.
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*
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* \param state a pointer to the current random number state, this may not be NULL.
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* \param n the number of possible outcomes. n must be positive.
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* \returns a random value in the range of [0 .. n-1].
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*
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* \threadsafety This function is thread-safe, as long as the state pointer isn't shared between threads.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_rand
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* \sa SDL_rand_bits_r
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* \sa SDL_randf_r
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*/
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extern SDL_DECLSPEC Sint32 SDLCALL SDL_rand_r(Uint64 *state, Sint32 n);
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/**
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* Generate a uniform pseudo-random floating point number less than 1.0
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*
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* If you want reproducible output, be sure to initialize with SDL_srand()
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* first.
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*
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* There are no guarantees as to the quality of the random sequence produced,
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* and this should not be used for security (cryptography, passwords) or where
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* money is on the line (loot-boxes, casinos). There are many random number
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* libraries available with different characteristics and you should pick one
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* of those to meet any serious needs.
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*
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* \param state a pointer to the current random number state, this may not be NULL.
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* \returns a random value in the range of [0.0, 1.0).
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*
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* \threadsafety This function is thread-safe, as long as the state pointer isn't shared between threads.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_rand_bits_r
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* \sa SDL_rand_r
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* \sa SDL_randf
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*/
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extern SDL_DECLSPEC float SDLCALL SDL_randf_r(Uint64 *state);
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/**
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* Generate 32 pseudo-random bits.
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*
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* You likely want to use SDL_rand_r() to get a psuedo-randum number instead.
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*
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* There are no guarantees as to the quality of the random sequence produced,
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* and this should not be used for security (cryptography, passwords) or where
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* money is on the line (loot-boxes, casinos). There are many random number
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* libraries available with different characteristics and you should pick one
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* of those to meet any serious needs.
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*
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* \param state a pointer to the current random number state, this may not be NULL.
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* \returns a random value in the range of [0-SDL_MAX_UINT32].
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*
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* \threadsafety This function is thread-safe, as long as the state pointer isn't shared between threads.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_rand_r
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* \sa SDL_randf_r
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*/
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extern SDL_DECLSPEC Uint32 SDLCALL SDL_rand_bits_r(Uint64 *state);
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#ifndef SDL_PI_D
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#define SDL_PI_D 3.141592653589793238462643383279502884 /**< pi (double) */
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@ -961,9 +961,11 @@ SDL3_0.0.0 {
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SDL_powf;
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SDL_qsort;
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SDL_qsort_r;
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SDL_rand_bits;
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SDL_rand_float;
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SDL_rand_n;
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SDL_rand;
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SDL_rand_bits_r;
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SDL_rand_r;
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SDL_randf;
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SDL_randf_r;
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SDL_realloc;
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SDL_round;
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SDL_roundf;
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@ -986,9 +986,11 @@
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#define SDL_powf SDL_powf_REAL
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#define SDL_qsort SDL_qsort_REAL
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#define SDL_qsort_r SDL_qsort_r_REAL
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#define SDL_rand_bits SDL_rand_bits_REAL
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#define SDL_rand_float SDL_rand_float_REAL
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#define SDL_rand_n SDL_rand_n_REAL
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#define SDL_rand SDL_rand_REAL
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#define SDL_rand_bits_r SDL_rand_bits_r_REAL
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#define SDL_rand_r SDL_rand_r_REAL
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#define SDL_randf SDL_randf_REAL
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#define SDL_randf_r SDL_randf_r_REAL
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#define SDL_realloc SDL_realloc_REAL
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#define SDL_round SDL_round_REAL
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#define SDL_roundf SDL_roundf_REAL
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@ -995,9 +995,11 @@ SDL_DYNAPI_PROC(double,SDL_pow,(double a, double b),(a,b),return)
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SDL_DYNAPI_PROC(float,SDL_powf,(float a, float b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_qsort,(void *a, size_t b, size_t c, SDL_CompareCallback d),(a,b,c,d),)
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SDL_DYNAPI_PROC(void,SDL_qsort_r,(void *a, size_t b, size_t c, SDL_CompareCallback_r d, void *e),(a,b,c,d,e),)
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SDL_DYNAPI_PROC(Uint32,SDL_rand_bits,(void),(),return)
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SDL_DYNAPI_PROC(float,SDL_rand_float,(void),(),return)
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SDL_DYNAPI_PROC(Sint32,SDL_rand_n,(Sint32 a),(a),return)
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SDL_DYNAPI_PROC(Sint32,SDL_rand,(Sint32 a),(a),return)
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SDL_DYNAPI_PROC(Uint32,SDL_rand_bits_r,(Uint64 *a),(a),return)
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SDL_DYNAPI_PROC(Sint32,SDL_rand_r,(Uint64 *a, Sint32 b),(a,b),return)
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SDL_DYNAPI_PROC(float,SDL_randf,(void),(),return)
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SDL_DYNAPI_PROC(float,SDL_randf_r,(Uint64 *a),(a),return)
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SDL_DYNAPI_PROC(void*,SDL_realloc,(void *a, size_t b),(a,b),return)
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SDL_DYNAPI_PROC(double,SDL_round,(double a),(a),return)
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SDL_DYNAPI_PROC(float,SDL_roundf,(float a),(a),return)
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@ -34,12 +34,30 @@ void SDL_srand(Uint64 seed)
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SDL_rand_initialized = SDL_TRUE;
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}
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Uint32 SDL_rand_bits(void)
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Sint32 SDL_rand(Sint32 n)
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{
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if (!SDL_rand_initialized) {
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SDL_srand(0);
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}
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return SDL_rand_r(&SDL_rand_state, n);
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}
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float SDL_randf(void)
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{
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if (!SDL_rand_initialized) {
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SDL_srand(0);
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}
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return SDL_randf_r(&SDL_rand_state);
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}
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Uint32 SDL_rand_bits_r(Uint64 *state)
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{
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if (!state) {
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return 0;
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}
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// The C and A parameters of this LCG have been chosen based on hundreds
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// of core-hours of testing with PractRand and TestU01's Crush.
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// Using a 32-bit A improves performance on 32-bit architectures.
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@ -55,13 +73,13 @@ Uint32 SDL_rand_bits(void)
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// Softw Pract Exper. 2022;52(2):443-458. doi: 10.1002/spe.3030
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// https://arxiv.org/abs/2001.05304v2
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SDL_rand_state = SDL_rand_state * 0xff1cd035ul + 0x05;
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*state = *state * 0xff1cd035ul + 0x05;
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// Only return top 32 bits because they have a longer period
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return (Uint32)(SDL_rand_state >> 32);
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return (Uint32)(*state >> 32);
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}
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Sint32 SDL_rand_n(Sint32 n)
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Sint32 SDL_rand_r(Uint64 *state, Sint32 n)
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{
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// Algorithm: get 32 bits from SDL_rand_bits() and treat it as a 0.32 bit
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// fixed point number. Multiply by the 31.0 bit n to get a 31.32 bit
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@ -70,18 +88,19 @@ Sint32 SDL_rand_n(Sint32 n)
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if (n < 0) {
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// The algorithm looks like it works for numbers < 0 but it has an
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// infintesimal chance of returning a value out of range.
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// Returning -SDL_rand_n(abs(n)) blows up at INT_MIN instead.
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// Returning -SDL_rand(abs(n)) blows up at INT_MIN instead.
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// It's easier to just say no.
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return 0;
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}
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// On 32-bit arch, the compiler will optimize to a single 32-bit multiply
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Uint64 val = (Uint64)SDL_rand_bits() * n;
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Uint64 val = (Uint64)SDL_rand_bits_r(state) * n;
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return (Sint32)(val >> 32);
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}
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float SDL_rand_float(void)
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float SDL_randf_r(Uint64 *state)
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{
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// Note: its using 24 bits because float has 23 bits significand + 1 implicit bit
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return (SDL_rand_bits() >> (32 - 24)) * 0x1p-24f;
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return (SDL_rand_bits_r(state) >> (32 - 24)) * 0x1p-24f;
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}
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@ -231,7 +231,7 @@ static int SDLCALL ping_thread(void *ptr)
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sdlevent.type = SDL_EVENT_KEY_DOWN;
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sdlevent.key.key = SDLK_1;
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SDL_PushEvent(&sdlevent);
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SDL_Delay(1000 + SDL_rand_n(1000));
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SDL_Delay(1000 + SDL_rand(1000));
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}
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return cnt;
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}
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@ -72,8 +72,8 @@ static void DrawPoints(SDL_Renderer *renderer)
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SDL_SetRenderDrawColor(renderer, 255, (Uint8)current_color,
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(Uint8)current_color, (Uint8)current_alpha);
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x = (float)SDL_rand_n(viewport.w);
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y = (float)SDL_rand_n(viewport.h);
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x = (float)SDL_rand(viewport.w);
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y = (float)SDL_rand(viewport.h);
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SDL_RenderPoint(renderer, x, y);
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}
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}
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@ -120,10 +120,10 @@ static void DrawLines(SDL_Renderer *renderer)
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SDL_RenderLine(renderer, 0.0f, (float)(viewport.h / 2), (float)(viewport.w - 1), (float)(viewport.h / 2));
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SDL_RenderLine(renderer, (float)(viewport.w / 2), 0.0f, (float)(viewport.w / 2), (float)(viewport.h - 1));
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} else {
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x1 = (float)(SDL_rand_n(viewport.w * 2) - viewport.w);
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x2 = (float)(SDL_rand_n(viewport.w * 2) - viewport.w);
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y1 = (float)(SDL_rand_n(viewport.h * 2) - viewport.h);
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y2 = (float)(SDL_rand_n(viewport.h * 2) - viewport.h);
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x1 = (float)(SDL_rand(viewport.w * 2) - viewport.w);
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x2 = (float)(SDL_rand(viewport.w * 2) - viewport.w);
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y1 = (float)(SDL_rand(viewport.h * 2) - viewport.h);
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y2 = (float)(SDL_rand(viewport.h * 2) - viewport.h);
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SDL_RenderLine(renderer, x1, y1, x2, y2);
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}
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}
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@ -165,10 +165,10 @@ static void DrawRects(SDL_Renderer *renderer)
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SDL_SetRenderDrawColor(renderer, 255, (Uint8)current_color,
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(Uint8)current_color, (Uint8)current_alpha);
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rect.w = (float)SDL_rand_n(viewport.h / 2);
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rect.h = (float)SDL_rand_n(viewport.h / 2);
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rect.x = (float)((SDL_rand_n(viewport.w * 2) - viewport.w) - (rect.w / 2));
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rect.y = (float)((SDL_rand_n(viewport.h * 2) - viewport.h) - (rect.h / 2));
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rect.w = (float)SDL_rand(viewport.h / 2);
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rect.h = (float)SDL_rand(viewport.h / 2);
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rect.x = (float)((SDL_rand(viewport.w * 2) - viewport.w) - (rect.w / 2));
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rect.y = (float)((SDL_rand(viewport.h * 2) - viewport.h) - (rect.h / 2));
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SDL_RenderFillRect(renderer, &rect);
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}
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}
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@ -1485,15 +1485,15 @@ int main(int argc, char *argv[])
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SDL_Rect viewport;
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SDL_GetRenderViewport(renderer, &viewport);
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for (i = 0; i < num_sprites; ++i) {
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positions[i].x = (float)SDL_rand_n(viewport.w - sprite_w);
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positions[i].y = (float)SDL_rand_n(viewport.h - sprite_h);
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positions[i].x = (float)SDL_rand(viewport.w - sprite_w);
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positions[i].y = (float)SDL_rand(viewport.h - sprite_h);
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positions[i].w = (float)sprite_w;
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positions[i].h = (float)sprite_h;
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velocities[i].x = 0.0f;
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velocities[i].y = 0.0f;
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while (velocities[i].x == 0.f || velocities[i].y == 0.f) {
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velocities[i].x = (float)(SDL_rand_n(2 + 1) - 1);
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velocities[i].y = (float)(SDL_rand_n(2 + 1) - 1);
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velocities[i].x = (float)(SDL_rand(2 + 1) - 1);
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velocities[i].y = (float)(SDL_rand(2 + 1) - 1);
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}
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}
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@ -74,8 +74,8 @@ static void DrawPoints(SDL_Renderer *renderer)
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SDL_SetRenderDrawColor(renderer, 255, (Uint8)current_color,
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(Uint8)current_color, (Uint8)current_alpha);
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x = (float)SDL_rand_n(viewport.w);
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y = (float)SDL_rand_n(viewport.h);
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x = (float)SDL_rand(viewport.w);
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y = (float)SDL_rand(viewport.h);
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SDL_RenderPoint(renderer, x, y);
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}
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}
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@ -231,20 +231,20 @@ static void loop(void *arg)
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break;
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case SDLK_l:
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add_line(
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(float)SDL_rand_n(640),
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(float)SDL_rand_n(480),
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(float)SDL_rand_n(640),
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(float)SDL_rand_n(480));
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(float)SDL_rand(640),
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(float)SDL_rand(480),
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(float)SDL_rand(640),
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(float)SDL_rand(480));
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break;
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case SDLK_R:
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num_rects = 0;
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break;
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case SDLK_r:
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add_rect(
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(float)SDL_rand_n(640),
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(float)SDL_rand_n(480),
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(float)SDL_rand_n(640),
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(float)SDL_rand_n(480));
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(float)SDL_rand(640),
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(float)SDL_rand(480),
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(float)SDL_rand(640),
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(float)SDL_rand(480));
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break;
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default:
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break;
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@ -189,15 +189,15 @@ int main(int argc, char *argv[])
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quit(2);
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}
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for (i = 0; i < NUM_SPRITES; ++i) {
|
||||
positions[i].x = (float)(SDL_rand_n(window_w - (int)sprite_w));
|
||||
positions[i].y = (float)(SDL_rand_n(window_h - (int)sprite_h));
|
||||
positions[i].x = (float)(SDL_rand(window_w - (int)sprite_w));
|
||||
positions[i].y = (float)(SDL_rand(window_h - (int)sprite_h));
|
||||
positions[i].w = sprite_w;
|
||||
positions[i].h = sprite_h;
|
||||
velocities[i].x = 0.0f;
|
||||
velocities[i].y = 0.0f;
|
||||
while (velocities[i].x == 0.f && velocities[i].y == 0.f) {
|
||||
velocities[i].x = (float)(SDL_rand_n(MAX_SPEED * 2 + 1) - MAX_SPEED);
|
||||
velocities[i].y = (float)(SDL_rand_n(MAX_SPEED * 2 + 1) - MAX_SPEED);
|
||||
velocities[i].x = (float)(SDL_rand(MAX_SPEED * 2 + 1) - MAX_SPEED);
|
||||
velocities[i].y = (float)(SDL_rand(MAX_SPEED * 2 + 1) - MAX_SPEED);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -135,15 +135,15 @@ int main(int argc, char *argv[])
|
|||
|
||||
/* Initialize the sprite positions */
|
||||
for (i = 0; i < NUM_SPRITES; ++i) {
|
||||
positions[i].x = (float)SDL_rand_n(WINDOW_WIDTH - sprite_w);
|
||||
positions[i].y = (float)SDL_rand_n(WINDOW_HEIGHT - sprite_h);
|
||||
positions[i].x = (float)SDL_rand(WINDOW_WIDTH - sprite_w);
|
||||
positions[i].y = (float)SDL_rand(WINDOW_HEIGHT - sprite_h);
|
||||
positions[i].w = (float)sprite_w;
|
||||
positions[i].h = (float)sprite_h;
|
||||
velocities[i].x = 0.0f;
|
||||
velocities[i].y = 0.0f;
|
||||
while (velocities[i].x == 0.f && velocities[i].y == 0.f) {
|
||||
velocities[i].x = (float)(SDL_rand_n(MAX_SPEED * 2 + 1) - MAX_SPEED);
|
||||
velocities[i].y = (float)(SDL_rand_n(MAX_SPEED * 2 + 1) - MAX_SPEED);
|
||||
velocities[i].x = (float)(SDL_rand(MAX_SPEED * 2 + 1) - MAX_SPEED);
|
||||
velocities[i].y = (float)(SDL_rand(MAX_SPEED * 2 + 1) - MAX_SPEED);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -97,15 +97,15 @@ static int InitSprites(void)
|
|||
}
|
||||
|
||||
for (int i = 0; i < NUM_SPRITES; ++i) {
|
||||
positions[i].x = (float)SDL_rand_n(WINDOW_WIDTH - sprite_w);
|
||||
positions[i].y = (float)SDL_rand_n(WINDOW_HEIGHT - sprite_h);
|
||||
positions[i].x = (float)SDL_rand(WINDOW_WIDTH - sprite_w);
|
||||
positions[i].y = (float)SDL_rand(WINDOW_HEIGHT - sprite_h);
|
||||
positions[i].w = (float)sprite_w;
|
||||
positions[i].h = (float)sprite_h;
|
||||
velocities[i].x = 0.0f;
|
||||
velocities[i].y = 0.0f;
|
||||
while (velocities[i].x == 0.f && velocities[i].y == 0.f) {
|
||||
velocities[i].x = (float)(SDL_rand_n(MAX_SPEED * 2 + 1) - MAX_SPEED);
|
||||
velocities[i].y = (float)(SDL_rand_n(MAX_SPEED * 2 + 1) - MAX_SPEED);
|
||||
velocities[i].x = (float)(SDL_rand(MAX_SPEED * 2 + 1) - MAX_SPEED);
|
||||
velocities[i].y = (float)(SDL_rand(MAX_SPEED * 2 + 1) - MAX_SPEED);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue