309 lines
6.3 KiB
C
309 lines
6.3 KiB
C
#include "SDL2/SDL.h"
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//Write a function that moves an image based on which arrow keys are pressed.
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//something like
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//functionize, everything
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//void move_image(direction, image);
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/* start SDL and create a window */
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int init();
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/* load the media durr */
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int loadMedia();
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/* Free the surfaces and whatnot */
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void close_game();
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/* Our main window */
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SDL_Window* gScreen;
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/*screen dimensions*/
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const int screen_width = 1024;
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const int screen_height = 768;
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/* Our renderer */
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SDL_Renderer* gRenderer;
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/* Surface for loading BMP */
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SDL_Surface* gTemp;
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/* Texture for background */
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SDL_Texture* gBackground_texture;
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/* Texture for characters */
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SDL_Texture* gPlayer;
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/* Player coors */
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SDL_Rect gPlayer_dest = { 0 };
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/* Gamepads ! */
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SDL_Joystick* gGameController = NULL;
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/* deadzone, we don't want light taps to do anything */
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const int JOYSTICK_DEAD_ZONE = 8000;
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int main ( int argc, char *argv[] )
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{
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/* How fast our player moves */
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int movement_speed = 1;
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if (init() == 1)
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{
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printf("init failed!\n");
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close_game();
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return 1;
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}
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if (loadMedia() == 1)
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{
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printf("loadMedia failed!\n");
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close_game();
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return 1;
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}
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/*Event handler */
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SDL_Event e;
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/* quit if gameover is not 0 */
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int gameover = 0;
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/* Normalize directions */
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int xDir = 0;
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int yDir = 0;
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/* message pump */
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while (!gameover)
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{
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/*handle events on queue */
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while ( SDL_PollEvent( &e ) != 0)
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{
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if (e.type == SDL_QUIT)
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{
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gameover = 1;
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}
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/* Handle joy button press */
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else if (e.type == SDL_JOYBUTTONDOWN)
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{
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/* 0 is bottom right? At least that's what it is on my logitec */
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/* Changed to number 7 as aparently that's start */
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if (e.jbutton.button == 7)
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{
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gameover = 1;
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}
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}
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else if (e.type == SDL_JOYAXISMOTION)
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{
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/* Motion on controller 0 */
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if( e.jaxis.axis == 0 )
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{
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/* Left of dead zone */
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if( e.jaxis.value < -JOYSTICK_DEAD_ZONE )
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{
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xDir = -1;
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}
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/* Right of dead zone */
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else if( e.jaxis.value > JOYSTICK_DEAD_ZONE )
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{
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xDir = 1;
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}
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else
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{
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xDir = 0;
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}
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}
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/* Y axis motion -- Note that this is 1 */
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if (e.jaxis.axis == 1 )
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{
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/*Below the dead zone */
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if(e.jaxis.value < -JOYSTICK_DEAD_ZONE)
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{
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yDir = -1;
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}
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else if (e.jaxis.value > JOYSTICK_DEAD_ZONE)
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{
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yDir = 1;
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}
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else
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{
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yDir = 0;
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}
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}
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}
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}
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/* move the player with the above input */
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if (xDir != 0 || yDir != 0)
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{
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gPlayer_dest.x += (xDir * movement_speed);
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gPlayer_dest.y += (yDir * movement_speed);
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}
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else
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{
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const Uint8* currentKeyStates = SDL_GetKeyboardState( NULL );
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if (currentKeyStates[ SDL_SCANCODE_ESCAPE ] ||
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currentKeyStates[ SDL_SCANCODE_Q ] )
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{
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gameover = 1;
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}
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if (currentKeyStates[ SDL_SCANCODE_LEFT ] )
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{
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gPlayer_dest.x -= movement_speed;
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}
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if (currentKeyStates[ SDL_SCANCODE_RIGHT ] )
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{
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gPlayer_dest.x += movement_speed;
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}
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if (currentKeyStates[ SDL_SCANCODE_UP ] )
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{
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gPlayer_dest.y -= movement_speed;
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}
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if (currentKeyStates[ SDL_SCANCODE_DOWN ] )
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{
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gPlayer_dest.y += movement_speed;
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}
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}
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/* render the background */
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SDL_RenderCopy(gRenderer, gBackground_texture, NULL, NULL);
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/* Render entire gPlayer to center of screen */
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SDL_RenderCopy(gRenderer, gPlayer, NULL, &gPlayer_dest);
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/* Render here */
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SDL_RenderPresent(gRenderer);
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}
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return 0;
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}
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int init()
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{
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/* initialize SDL */
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if (SDL_Init(SDL_INIT_EVERYTHING) != 0){
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printf("Unable to init SDL!: %s\n", SDL_GetError());
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return 1;
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}
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/*Hide the mouse cursor */
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SDL_ShowCursor(0);
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/* create window of size 640x480 and set title bar*/
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gScreen = SDL_CreateWindow("SDL TEST",
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SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED,
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screen_width, screen_height,
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0);
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if (gScreen == NULL){
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printf("Unable to set video mode: %s\n", SDL_GetError());
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return 1;
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}
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/* Check for joysticks */
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if( SDL_NumJoysticks() < 1 )
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{
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printf( "Warning: No joysticks detected!\n" );
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}
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else
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{
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/* Load Joystick */
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gGameController = SDL_JoystickOpen( 0 );
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if ( gGameController == NULL )
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{
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printf( "Warning: Unable to open game controller! SDL Error: %s\n", SDL_GetError());
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}
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}
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return 0;
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}
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int loadMedia()
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{
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const char background_imagefile[] = "assets/sdl_logo.bmp";
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gRenderer = SDL_CreateRenderer(gScreen, -1, 0);
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if (gRenderer == NULL){
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printf("Unable to create renderer: %s\n", SDL_GetError());
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}
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/* load background bitmap to surface */
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gTemp = SDL_LoadBMP(background_imagefile);
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if (gTemp == NULL){
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printf("Unable to find image!!: %s\n", SDL_GetError());
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return 1;
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}
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else{
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/* convert bitmap to texture */
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gBackground_texture = SDL_CreateTextureFromSurface(gRenderer, gTemp);
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SDL_FreeSurface(gTemp); // No longer need the surface
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gTemp = NULL;
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if(gBackground_texture == NULL) {
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printf("Failed to create texture from background surface: %s\n", SDL_GetError());
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return 1;
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}
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}
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/* load gPlayer image to practice blit on top of surface*/
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gTemp = SDL_LoadBMP("assets/dinowheel.bmp");
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if (gTemp == NULL){
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printf("Unable to load gPlayer: %s/n", SDL_GetError());
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return 1;
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}
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else{
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gPlayer = SDL_CreateTextureFromSurface(gRenderer, gTemp);
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SDL_FreeSurface(gTemp);
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gTemp = NULL;
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if(gPlayer == NULL) {
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printf("Failed to create texture from gPlayer: %s\n", SDL_GetError());
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return 1;
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}
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}
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int player_image_width, player_image_height;
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/* Get height and width of gPlayer */
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SDL_QueryTexture(gPlayer, NULL, NULL, &player_image_width, &player_image_height);
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/* Prepare gPlayer for inital position */
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gPlayer_dest.x = (screen_width / 2) - (player_image_width / 2);
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gPlayer_dest.y = (screen_width / 2) - (player_image_height / 2);
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gPlayer_dest.w = player_image_width;
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gPlayer_dest.h = player_image_height;
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return 0;
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}
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void close_game()
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{
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/* cleanup SDL */
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/* Destroy textures */
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if (gBackground_texture) SDL_DestroyTexture(gBackground_texture);
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if (gPlayer) SDL_DestroyTexture(gPlayer);
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gBackground_texture = NULL;
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gPlayer = NULL;
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/* Destroy window */
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if (gRenderer) SDL_DestroyRenderer(gRenderer);
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if (gScreen) SDL_DestroyWindow(gScreen);
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gRenderer = NULL;
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gScreen = NULL;
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/* Close game controller */
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if (gGameController) SDL_JoystickClose(gGameController);
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gGameController = NULL;
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/* quit subsystems */
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SDL_Quit();
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}
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