DashGL

Brickout Invaders Astroids Information
By Kion Nov. 14, 2017
View Source On Github

Lastly, we detect when the player sprite comes in contact with an astroid. If it does, we stop the game loop and draw a gameover sprite on top of the screen prompting the user to press 'r' to restart. If the 'r' key is pressed in this state we execute a function to reset all of the values in the game and allow the game loop to pass through.

#include <epoxy/gl.h>
#include <epoxy/glx.h>
#include <gtk/gtk.h>
#include <math.h>
#include <stdlib.h>
#include "DashGL/dashgl.h"

static void on_realize(GtkGLArea *area);
static void on_render(GtkGLArea *area, GdkGLContext *context);
static gboolean on_idle(gpointer data);
static gboolean on_keydown(GtkWidget *widget, GdkEventKey *event);
static gboolean on_keyup(GtkWidget *widget, GdkEventKey *event);
static void reset_game();

#define NUM_BULLETS 10
#define WIDTH 640.0f
#define HEIGHT 480.0f
#define NUM_ROCKS 16

GLuint program;
GLuint vao;
GLint attribute_texcoord, attribute_coord2d;
GLint uniform_mytexture, uniform_mvp;

struct bullet {
	vec3 pos;
	GLfloat rot;
	gboolean active;
	int ticks;
};

struct {
	GLuint vbo[2];
	GLuint tex[2];
	vec3 pos;
	mat4 mvp;
	gboolean left;
	gboolean right;
	gboolean up;
	gboolean space;
	GLfloat rot;
	GLfloat dx, dy, max;
	float bullet_speed;
	int num_ticks;
	struct bullet bullets[NUM_BULLETS];
} player;

struct rock {
	vec3 pos;
	float rot;
	float dx, dy;
	int size;
	gboolean active;
};

struct {
	GLuint vbo;
	GLuint tex;
	mat4 mvp;
	float radius;
	struct rock rocks[NUM_ROCKS];
} astroid;

struct {
	GLuint vbo;
	GLuint tex;
	mat4 mvp;
	gboolean off;
} gameover;

int main(int argc, char *argv[]) {

	GtkWidget *window;
	GtkWidget *glArea;

	gtk_init(&argc, &argv);

	// Initialize Window

	window = gtk_window_new(GTK_WINDOW_TOPLEVEL);
	gtk_window_set_title(GTK_WINDOW(window), "Astroids Tutorial");
	gtk_window_set_position(GTK_WINDOW(window), GTK_WIN_POS_CENTER);
	gtk_window_set_default_size(GTK_WINDOW(window), 640, 480);
	gtk_window_set_type_hint(GTK_WINDOW(window), GDK_WINDOW_TYPE_HINT_UTILITY);
	g_signal_connect(window, "destroy", G_CALLBACK(gtk_main_quit), NULL);
	g_signal_connect(window, "key-press-event", G_CALLBACK(on_keydown), NULL);
	g_signal_connect(window, "key-release-event", G_CALLBACK(on_keyup), NULL);

	// Initialize GTK GL Area

	glArea = gtk_gl_area_new();
	gtk_widget_set_vexpand(glArea, TRUE);
	gtk_widget_set_hexpand(glArea, TRUE);
	g_signal_connect(glArea, "realize", G_CALLBACK(on_realize), NULL);
	g_signal_connect(glArea, "render", G_CALLBACK(on_render), NULL);
	gtk_container_add(GTK_CONTAINER(window), glArea);

	// Show widgets

	gtk_widget_show_all(window);
	gtk_main();

	return 0;

}

static void on_realize(GtkGLArea *area) {

	// Debug Message
	
	int i;
	g_print("on realize\n");

	gtk_gl_area_make_current(area);
	if(gtk_gl_area_get_error(area) != NULL) {
		fprintf(stderr, "Unknown error\n");
		return;
	}

	const GLubyte *renderer = glGetString(GL_RENDER);
	const GLubyte *version = glGetString(GL_VERSION);

	printf("Renderer: %s\n", renderer);
	printf("OpenGL version supported %s\n", version);

	glClearColor(0.0f, 0.0f, 0.0f, 1.0f);

	glGenVertexArrays(1, &vao);
	glBindVertexArray(vao);

	GLfloat player_vertices[] = {
		-24.0, -24.0, 0.0, 0.0, 
		-24.0,  24.0, 0.0, 1.0,
		 24.0,  24.0, 1.0, 1.0,
		
		-24.0, -24.0, 0.0, 0.0,
		 24.0,  24.0, 1.0, 1.0,
		 24.0, -24.0, 1.0, 0.0
	};
	
	glGenBuffers(1, &player.vbo[0]);
	glBindBuffer(GL_ARRAY_BUFFER, player.vbo[0]);
	glBufferData(
		GL_ARRAY_BUFFER,
		sizeof(player_vertices),
		player_vertices,
		GL_STATIC_DRAW
	);

	GLfloat bullet_vertices[] = {
		-8.0, -8.0, 0.0, 0.0, 
		-8.0,  8.0, 0.0, 1.0,
		 8.0,  8.0, 1.0, 1.0,
		
		-8.0, -8.0, 0.0, 0.0,
		 8.0,  8.0, 1.0, 1.0,
		 8.0, -8.0, 1.0, 0.0
	};
	
	glGenBuffers(1, &player.vbo[1]);
	glBindBuffer(GL_ARRAY_BUFFER, player.vbo[1]);
	glBufferData(
		GL_ARRAY_BUFFER,
		sizeof(bullet_vertices),
		bullet_vertices,
		GL_STATIC_DRAW
	);
	
	player.pos[0] = WIDTH / 2.0f;
	player.pos[1] = HEIGHT / 2.0f;
	player.pos[2] = 0.0;
	player.left = FALSE;
	player.right = FALSE;
	player.up = FALSE;
	player.space = FALSE;
	mat4_translate(player.pos, player.mvp);
	player.tex[0] = shader_load_texture("sprites/player.png");
	player.tex[1] = shader_load_texture("sprites/bullet.png");

	player.dx = 0.0f;
	player.dy = 0.0f;
	player.max = 8.0f;
	player.bullet_speed = 6.0f;
	player.num_ticks = 70;

	for(i = 0; i < NUM_BULLETS; i++) {
		player.bullets[i].active = FALSE;
	}

	// Astroids

	astroid.radius = 40.0f;

	GLfloat astroid_vertices[] = {
		-astroid.radius, -astroid.radius, 0.0, 0.0, 
		-astroid.radius,  astroid.radius, 0.0, 1.0,
		 astroid.radius,  astroid.radius, 1.0, 1.0,
		
		-astroid.radius, -astroid.radius, 0.0, 0.0,
		 astroid.radius,  astroid.radius, 1.0, 1.0,
		 astroid.radius, -astroid.radius, 1.0, 0.0
	};
	
	glGenBuffers(1, &astroid.vbo);
	glBindBuffer(GL_ARRAY_BUFFER, astroid.vbo);
	glBufferData(
		GL_ARRAY_BUFFER,
		sizeof(astroid_vertices),
		astroid_vertices,
		GL_STATIC_DRAW
	);
	astroid.tex = shader_load_texture("sprites/astroid.png");
	
	for(i = 0; i < NUM_ROCKS; i++) {
		astroid.rocks[i].active = FALSE;
	}
	
	astroid.rocks[0].active = TRUE;
	astroid.rocks[0].pos[0] = WIDTH / 4.0f;
	astroid.rocks[0].pos[1] = HEIGHT / 4.0f;
	astroid.rocks[0].pos[2] = 0.0f;
	astroid.rocks[0].rot = M_PI / 3.0f;
	astroid.rocks[0].dx = -0.3f;
	astroid.rocks[0].dy = 0.4f;
	astroid.rocks[0].size = 2;

	astroid.rocks[1].active = TRUE;
	astroid.rocks[1].pos[0] = WIDTH*3 / 4.0f;
	astroid.rocks[1].pos[1] = HEIGHT*3 / 4.0f;
	astroid.rocks[1].pos[2] = 0.0f;
	astroid.rocks[1].rot = M_PI / 2.0f;
	astroid.rocks[1].dx = 0.25f;
	astroid.rocks[1].dy = -0.5f;
	astroid.rocks[1].size = 2;

	astroid.rocks[2].active = TRUE;
	astroid.rocks[2].pos[0] = WIDTH*3 / 4.0f;
	astroid.rocks[2].pos[1] = HEIGHT / 4.0f;
	astroid.rocks[2].pos[2] = 0.0f;
	astroid.rocks[2].rot = M_PI / 2.0f;
	astroid.rocks[2].dx = -0.35f;
	astroid.rocks[2].dy = 0.5f;
	astroid.rocks[2].size = 2;

	// Gameover Screen

	GLfloat gameover_vertices[] = {
		0.0, 0.0, 0.0, 0.0, 
		0.0, HEIGHT, 0.0, 1.0,
		WIDTH, HEIGHT, 1.0, 1.0,
		
		0.0, 0.0, 0.0, 0.0,
		WIDTH, HEIGHT, 1.0, 1.0,
		WIDTH, 0.0, 1.0, 0.0
	};
	
	glGenBuffers(1, &gameover.vbo);
	glBindBuffer(GL_ARRAY_BUFFER, gameover.vbo);
	glBufferData(
		GL_ARRAY_BUFFER,
		sizeof(gameover_vertices),
		gameover_vertices,
		GL_STATIC_DRAW
	);
	
	mat4_identity(gameover.mvp);
	gameover.tex = shader_load_texture("sprites/gameover.png");
	gameover.off = TRUE;

	const char *vs = "shader/vertex.glsl";
	const char *fs = "shader/fragment.glsl";

	program = shader_load_program(vs, fs);

	const char *attribute_name = "coord2d";
	attribute_coord2d = glGetAttribLocation(program, attribute_name);
	if(attribute_coord2d == -1) {
		fprintf(stderr, "Could not bind attribute %s\n", attribute_name);
		return;
	}

	const char *uniform_name = "orthograph";
	GLint uniform_ortho = glGetUniformLocation(program, uniform_name);
	if(uniform_ortho == -1) {
		fprintf(stderr, "Could not bind uniform %s\n", uniform_name);
		return;
	}

	uniform_name = "mvp";
	uniform_mvp = glGetUniformLocation(program, uniform_name);
	if(uniform_mvp == -1) {
		fprintf(stderr, "Could not bind uniform %s\n", uniform_name);
		return;
	}

	glUseProgram(program);
	mat4 orthograph;
	mat4_orthagonal(WIDTH, HEIGHT, orthograph);
	glUniformMatrix4fv(uniform_ortho, 1, GL_FALSE, orthograph);

	g_timeout_add(20, on_idle, (void*)area);

}

static void on_render(GtkGLArea *area, GdkGLContext *context) {
	
	int i;
	vec3 scale;
	mat4 scl, pos, rot;
	gboolean draw_mirror = FALSE;
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	glUseProgram(program);

	glBindVertexArray(vao);
	glEnableVertexAttribArray(attribute_coord2d);
	glEnableVertexAttribArray(attribute_texcoord);

	// Draw bullet sprites

	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, player.tex[1]);
	glUniform1i(uniform_mytexture, 0);

	for(i = 0; i < NUM_BULLETS; i++) {

		if(!player.bullets[i].active) {
			continue;
		}

		mat4_translate(player.bullets[i].pos, pos);
		mat4_rotate_z(player.bullets[i].rot, rot);
		mat4_multiply(pos, rot, player.mvp);
	
		glUniformMatrix4fv(uniform_mvp, 1, GL_FALSE, player.mvp);

		glBindBuffer(GL_ARRAY_BUFFER, player.vbo[1]);
		glVertexAttribPointer(
			attribute_coord2d,
			2,
			GL_FLOAT,
			GL_FALSE,
			sizeof(float) * 4,
			0
		);

		glVertexAttribPointer(
			attribute_texcoord,
			2,
			GL_FLOAT,
			GL_FALSE,
			sizeof(float) * 4,
			(void*)(sizeof(float) * 2)
		);
		glDrawArrays(GL_TRIANGLES, 0, 6);

		if(player.bullets[i].pos[0] > WIDTH - 24.0f) {
			player.bullets[i].pos[0] -= WIDTH;
			draw_mirror = TRUE;
		} else if(player.bullets[i].pos[0] < 24.0f) {
			player.bullets[i].pos[0] += WIDTH;
			draw_mirror = TRUE;
		}

		if(player.bullets[i].pos[1] > HEIGHT - 24.0f) {
			player.bullets[i].pos[1] -= HEIGHT;
			draw_mirror = TRUE;
		} else if(player.bullets[i].pos[1] < 24.0f) {
			player.bullets[i].pos[1] += HEIGHT;
			draw_mirror = TRUE;
		}

		if(!draw_mirror) {
			continue;
		}

		mat4_translate(player.bullets[i].pos, pos);
		mat4_rotate_z(player.bullets[i].rot, rot);
		mat4_multiply(pos, rot, player.mvp);
	
		glUniformMatrix4fv(uniform_mvp, 1, GL_FALSE, player.mvp);
		glDrawArrays(GL_TRIANGLES, 0, 6);
		draw_mirror = FALSE;

	}

	// Draw Player Sprite
	
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, player.tex[0]);
	glUniform1i(uniform_mytexture, 0);

	mat4_translate(player.pos, pos);
	mat4_rotate_z(player.rot, rot);
	mat4_multiply(pos, rot, player.mvp);
	
	glUniformMatrix4fv(uniform_mvp, 1, GL_FALSE, player.mvp);
	glBindBuffer(GL_ARRAY_BUFFER, player.vbo[0]);
	glVertexAttribPointer(
		attribute_coord2d,
		2,
		GL_FLOAT,
		GL_FALSE,
		sizeof(float) * 4,
		0
	);

	glVertexAttribPointer(
		attribute_texcoord,
		2,
		GL_FLOAT,
		GL_FALSE,
		sizeof(float) * 4,
		(void*)(sizeof(float) * 2)
	);
	glDrawArrays(GL_TRIANGLES, 0, 6);

	if(player.pos[0] > WIDTH - 24.0f) {
		player.pos[0] -= WIDTH;
		draw_mirror = TRUE;
	} else if(player.pos[0] < 24.0f) {
		player.pos[0] += WIDTH;
		draw_mirror = TRUE;
	}

	if(player.pos[1] > HEIGHT - 24.0f) {
		player.pos[1] -= HEIGHT;
		draw_mirror = TRUE;
	} else if(player.pos[1] < 24.0f) {
		player.pos[1] += HEIGHT;
		draw_mirror = TRUE;
	}

	if(draw_mirror) {

		draw_mirror = FALSE;
		mat4_translate(player.pos, pos);
		mat4_rotate_z(player.rot, rot);
		mat4_multiply(pos, rot, player.mvp);
	
		glUniformMatrix4fv(uniform_mvp, 1, GL_FALSE, player.mvp);
		glDrawArrays(GL_TRIANGLES, 0, 6);
		
	}
	
	// Draw Astroid Sprites

	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, astroid.tex);
	glUniform1i(uniform_mytexture, 0);

	for(i = 0; i < NUM_ROCKS; i++) {
		
		if(!astroid.rocks[i].active) {
			continue;
		}
		
		switch(astroid.rocks[i].size) {
			case 2:
				scale[0] = 1.4f;
				scale[1] = 1.4f;
				scale[2] = 1.0f;
			break;
			case 1:
				scale[0] = 0.5f;
				scale[1] = 0.5f;
				scale[2] = 1.0f;
			break;
			case 0:
				scale[0] = 0.25f;
				scale[1] = 0.25f;
				scale[2] = 1.0f;
			break;
		}

		mat4_scale(scale, scl);
		mat4_translate(astroid.rocks[i].pos, pos);
		mat4_rotate_z(astroid.rocks[i].rot, rot);
		mat4_multiply(pos, rot, astroid.mvp);
		mat4_multiply(astroid.mvp, scl, astroid.mvp);
	
		glUniformMatrix4fv(uniform_mvp, 1, GL_FALSE, astroid.mvp);
		glBindBuffer(GL_ARRAY_BUFFER, astroid.vbo);
		glVertexAttribPointer(
			attribute_coord2d,
			2,
			GL_FLOAT,
			GL_FALSE,
			sizeof(float) * 4,
			0
		);

		glVertexAttribPointer(
			attribute_texcoord,
			2,
			GL_FLOAT,
			GL_FALSE,
			sizeof(float) * 4,
			(void*)(sizeof(float) * 2)
		);
		glDrawArrays(GL_TRIANGLES, 0, 6);

		if(astroid.rocks[i].pos[0] > WIDTH - astroid.radius*scale[0]) {
			astroid.rocks[i].pos[0] -= WIDTH;
			draw_mirror = TRUE;
		} else if(astroid.rocks[i].pos[0] < astroid.radius*scale[0]) {
			astroid.rocks[i].pos[0] += WIDTH;
			draw_mirror = TRUE;
		}

		if(astroid.rocks[i].pos[1] > HEIGHT - astroid.radius*scale[0]) {
			astroid.rocks[i].pos[1] -= HEIGHT;
			draw_mirror = TRUE;
		} else if(astroid.rocks[i].pos[1] < astroid.radius*scale[0]) {
			astroid.rocks[i].pos[1] += HEIGHT;
			draw_mirror = TRUE;
		}

		if(!draw_mirror) {
			continue;
		}

		draw_mirror = FALSE;
		mat4_translate(astroid.rocks[i].pos, pos);
		mat4_rotate_z(astroid.rocks[i].rot, rot);
		mat4_multiply(pos, rot, astroid.mvp);
		mat4_multiply(astroid.mvp, scl, astroid.mvp);
		glUniformMatrix4fv(uniform_mvp, 1, GL_FALSE, astroid.mvp);
		glDrawArrays(GL_TRIANGLES, 0, 6);
		
	}

	if(!gameover.off) {

		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, gameover.tex);
		glUniform1i(uniform_mytexture, 0);

		glUniformMatrix4fv(uniform_mvp, 1, GL_FALSE, gameover.mvp);

		glBindBuffer(GL_ARRAY_BUFFER, gameover.vbo);
		glVertexAttribPointer(
			attribute_coord2d,
			2,
			GL_FLOAT,
			GL_FALSE,
			sizeof(float) * 4,
			0
		);
	
		glVertexAttribPointer(
			attribute_texcoord,
			2,
			GL_FLOAT,
			GL_FALSE,
			sizeof(float) * 4,
			(void*)(sizeof(float) * 2)
		);
		glDrawArrays(GL_TRIANGLES, 0, 6);

	}

	glDisableVertexAttribArray(attribute_coord2d);
	glDisableVertexAttribArray(attribute_texcoord);

}


static gboolean on_idle(gpointer data) {

	if(!gameover.off) {
		return TRUE;
	}

	if(player.right) {
		player.rot -= 0.05f;
	}

	if(player.left) {
		player.rot += 0.05f;
	}
	
	int i, k, j, split, index;
	float scale, dx, dy, x_dif, y_dif;

	split = 0;

	if(player.up) {
		player.dx -= sin(player.rot) * 0.05;
		player.dy += cos(player.rot) * 0.05;
	}
	
	if(player.dx < -player.max) {
		player.dx = -player.max;
	} else if(player.dx > player.max) {
		player.dx = player.max;
	}

	if(player.dy < -player.max) {
		player.dy = -player.max;
	} else if(player.dy > player.max) {
		player.dy = player.max;
	}

	player.pos[0] += player.dx;
	player.pos[1] += player.dy;
	
	for(i = 0; i < NUM_BULLETS; i++) {
		if(!player.bullets[i].active) {
			continue;
		}

		if(player.bullets[i].ticks < 0) {
			player.bullets[i].active = FALSE;
		}

		dx = sin(player.bullets[i].rot) * player.bullet_speed;
		dy = cos(player.bullets[i].rot) * player.bullet_speed;
		player.bullets[i].pos[0] -= dx;
		player.bullets[i].pos[1] += dy;
		player.bullets[i].ticks--;
		
		for(k = 0; k < NUM_ROCKS; k++) {
			
			if(!astroid.rocks[k].active) {
				continue;
			}

			switch(astroid.rocks[k].size) {
				case 2:
					scale = 1.4f;
				break;
				case 1:
					scale = 0.5f;
				break;
				case 0:
					scale = 0.25f;
				break;
			}

			x_dif = player.bullets[i].pos[0] - astroid.rocks[k].pos[0];
			y_dif = player.bullets[i].pos[1] - astroid.rocks[k].pos[1];

			if(hypotf(x_dif, y_dif) > astroid.radius * scale) {
				continue;
			}
			
			astroid.rocks[k].active = FALSE;
			player.bullets[i].active = FALSE;
			
			if(astroid.rocks[k].size) {
				split = 2;
				index = k;
			}

			break;

		}
		
		if(!split) {
			continue;
		}

		for(k = 0; k < NUM_ROCKS; k++) {
			
			if(k == index) {
				continue;
			}

			if(astroid.rocks[k].active) {
				continue;
			}

			astroid.rocks[k].active = TRUE;
			astroid.rocks[k].size = astroid.rocks[index].size - 1;
			astroid.rocks[k].rot = (float)(rand() % 1000) / 1000.f * M_PI;
			vec3_copy(astroid.rocks[index].pos, astroid.rocks[k].pos);
			
			switch(split) {
				case 2:
					astroid.rocks[k].dx = astroid.rocks[index].dx * 1.2f;
					astroid.rocks[k].dy = astroid.rocks[index].dy * -1.2f;
				break;
				case 1:
					astroid.rocks[k].dx = astroid.rocks[index].dx * -1.2f;
					astroid.rocks[k].dy = astroid.rocks[index].dy * 1.2f;
				break;
			}

			split--;
			if(!split) {
				break;
			}

		}

	}

	for(i = 0; i < NUM_ROCKS; i++) {
		if(!astroid.rocks[i].active) {
			continue;
		}

		astroid.rocks[i].pos[0] += astroid.rocks[i].dx;
		astroid.rocks[i].pos[1] += astroid.rocks[i].dy;
		
		if(!gameover.off) {
			continue;
		}

		x_dif = player.pos[0] - astroid.rocks[i].pos[0];
		y_dif = player.pos[1] - astroid.rocks[i].pos[1];

		switch(astroid.rocks[i].size) {
			case 2:
				scale = 1.4f;
			break;
			case 1:
				scale = 0.5f;
			break;
			case 0:
				scale = 0.25f;
			break;
		}

		if(hypotf(x_dif, y_dif) > astroid.radius * scale) {
			continue;
		}

		g_print("Gameover detected!!\n");
		gameover.off = FALSE;
	}

	gtk_widget_queue_draw(GTK_WIDGET(data));
	return TRUE;

}

static gboolean on_keydown(GtkWidget *widget, GdkEventKey *event) {

	switch(event->keyval) {
		case GDK_KEY_Left:
			player.left = TRUE;
		break;
		case GDK_KEY_Right:
			player.right = TRUE;
		break;
		case GDK_KEY_Up:
			player.up = TRUE;
		break;
		case GDK_KEY_space:
			
			if(!player.space) {
				int i;
				for(i = 0; i < NUM_BULLETS; i++) {
					if(player.bullets[i].active) {
						continue;
					}
					player.bullets[i].active = TRUE;
					player.bullets[i].pos[0] = player.pos[0];
					player.bullets[i].pos[1] = player.pos[1];
					player.bullets[i].pos[2] = player.pos[2];
					player.bullets[i].rot = player.rot;
					player.bullets[i].ticks = player.num_ticks;
					break;
				}
			}

			player.space = TRUE;
		break;
		case GDK_KEY_r:
			if(!gameover.off) {
				reset_game();
			}
		break;
	}

}

static gboolean on_keyup(GtkWidget *widget, GdkEventKey *event) {

	switch(event->keyval) {
		case GDK_KEY_Left:
			player.left = FALSE;
		break;
		case GDK_KEY_Right:
			player.right = FALSE;
		break;
		case GDK_KEY_Up:
			player.up = FALSE;
		break;
		case GDK_KEY_space:
			player.space = FALSE;
		break;
	}

}

static void reset_game() {

	int i;

	player.pos[0] = WIDTH / 2.0f;
	player.pos[1] = HEIGHT / 2.0f;
	player.pos[2] = 0.0;
	player.dx = 0.0;
	player.dy = 0.0;
	player.rot = 0.0;
	player.left = FALSE;
	player.right = FALSE;
	player.up = FALSE;
	player.space = FALSE;

	for(i = 0; i < NUM_BULLETS; i++) {
		player.bullets[i].active = FALSE;
	}

	for(i = 0; i < NUM_ROCKS; i++) {
		astroid.rocks[i].active = FALSE;
	}

	astroid.rocks[0].active = TRUE;
	astroid.rocks[0].pos[0] = WIDTH / 4.0f;
	astroid.rocks[0].pos[1] = HEIGHT / 4.0f;
	astroid.rocks[0].pos[2] = 0.0f;
	astroid.rocks[0].rot = M_PI / 3.0f;
	astroid.rocks[0].dx = -0.3f;
	astroid.rocks[0].dy = 0.4f;
	astroid.rocks[0].size = 2;

	astroid.rocks[1].active = TRUE;
	astroid.rocks[1].pos[0] = WIDTH*3 / 4.0f;
	astroid.rocks[1].pos[1] = HEIGHT*3 / 4.0f;
	astroid.rocks[1].pos[2] = 0.0f;
	astroid.rocks[1].rot = M_PI / 2.0f;
	astroid.rocks[1].dx = 0.25f;
	astroid.rocks[1].dy = -0.5f;
	astroid.rocks[1].size = 2;

	astroid.rocks[2].active = TRUE;
	astroid.rocks[2].pos[0] = WIDTH*3 / 4.0f;
	astroid.rocks[2].pos[1] = HEIGHT / 4.0f;
	astroid.rocks[2].pos[2] = 0.0f;
	astroid.rocks[2].rot = M_PI / 2.0f;
	astroid.rocks[2].dx = -0.35f;
	astroid.rocks[2].dy = 0.5f;
	astroid.rocks[2].size = 2;

	gameover.off = TRUE;

}

Compile with:

$ gcc -c -o DashGL/dashgl.o DashGL/dashgl.c -lepoxy -lpng -lm
$ gcc `pkg-config --cflags gtk+-3.0` main.c DashGL/dashgl.o `pkg-config --libs gtk+-3.0` \
-lepoxy -lm -lpng

Run with:

$ ./a.out