From 3e48a47b9c47721e041b5b54a55ce5cb74d27ddb Mon Sep 17 00:00:00 2001 From: miguel Date: Tue, 12 Sep 2017 21:12:41 +0200 Subject: first commit of boban on the run --- main.cpp | 253 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 253 insertions(+) create mode 100644 main.cpp (limited to 'main.cpp') diff --git a/main.cpp b/main.cpp new file mode 100644 index 0000000..303e656 --- /dev/null +++ b/main.cpp @@ -0,0 +1,253 @@ +#include + +#include "World.h" + +using SDLInitType=std::pair>; + +SDLInitType sdl_start(int win_width, int win_height) +{ + //First we need to start up SDL, and make sure it went ok + if (SDL_Init(SDL_INIT_VIDEO) != 0){ + std::cout << "SDL_Init Error: " << SDL_GetError() << std::endl; + return {1,{nullptr,nullptr}}; + } + std::cout << "SDL_Init OK" << std::endl; + + atexit(SDL_Quit); + + //Now create a window with title "Hello World" at 100, 100 on the screen with w:640 h:480 and show it + SDL_Window *win = SDL_CreateWindow("Hello World!", 200, 100, win_width, win_height, SDL_WINDOW_SHOWN|SDL_WINDOW_RESIZABLE); + //Make sure creating our window went ok + if (win == nullptr){ + std::cout << "SDL_CreateWindow Error: " << SDL_GetError() << std::endl; + return {1,{nullptr,nullptr}}; + } + std::cout << "SDL_CreateWindow OK" << std::endl; + + //Create a renderer that will draw to the window, -1 specifies that we want to load whichever + //video driver supports the flags we're passing + //Flags: SDL_RENDERER_ACCELERATED: We want to use hardware accelerated rendering + //SDL_RENDERER_PRESENTVSYNC: We want the renderer's present function (update screen) to be + //synchronized with the monitor's refresh rate + SDL_Renderer *ren = SDL_CreateRenderer(win, -1,0);//, SDL_RENDERER_SOFTWARE);// | SDL_RENDERER_PRESENTVSYNC|SDL_HINT_RENDER_VSYNC); + if (ren == nullptr){ + SDL_DestroyWindow(win); + std::cout << "SDL_CreateRenderer Error: " << SDL_GetError() << std::endl; + return {1,{win,nullptr}}; + } + std::cout << "SDL_CreateRenderer OK" << std::endl; + + return {0,{win,ren}}; +} + +void sdl_stop(SDLInitType sdl_init) +{ + if(sdl_init.second.second!=nullptr)SDL_DestroyRenderer(sdl_init.second.second); + if(sdl_init.second.first!=nullptr)SDL_DestroyWindow(sdl_init.second.first); +} + +SDL_Texture* sdl_load_texture(std::string imagePath,int key_r, int key_g, int key_b,SDL_Renderer *ren) +{ + //SDL 2.0 now uses textures to draw things but SDL_LoadBMP returns a surface + //this lets us choose when to upload or remove textures from the GPU + SDL_Surface *bmp = SDL_LoadBMP(imagePath.c_str()); + SDL_SetColorKey(bmp, SDL_TRUE, SDL_MapRGB(bmp->format, key_r, key_g, key_b)); + + if (bmp == nullptr){ + std::cout << "SDL_LoadBMP Error: " << SDL_GetError() << std::endl; + return nullptr; + } + std::cout << "SDL_LoadBMP ("<pixels,SDL_MapRGBA(bmp4->format, 255, 0, 255,220), bmp4->h * bmp4->pitch); +// SDL_UnlockSurface(bmp4); + + //To use a hardware accelerated texture for rendering we can create one from + //the surface we loaded + + return tex; +} + +// + +int main(int, char**){ + + // initial values + int win_width=640; + int win_height=480; + + SDLInitType sdl_init=sdl_start(win_width,win_height); + if(sdl_init.first!=0) + { + sdl_stop(sdl_init); + return sdl_init.first; + } + + SDL_Renderer *ren=sdl_init.second.second; + + std::vector textures; + textures.push_back(sdl_load_texture("guy01.bmp",0,0,255,ren)); + textures.push_back(sdl_load_texture("guy02.bmp",0,0,255,ren)); + textures.push_back(sdl_load_texture("hello.bmp",0,0,255,ren)); + textures.push_back(sdl_load_texture("fonts.bmp",0,0,0,ren)); + textures.push_back(sdl_load_texture("earth01.bmp",0,0,0,ren)); + textures.push_back(sdl_load_texture("gridder01.bmp",255,255,255,ren)); + textures.push_back(sdl_load_texture("gridder02.bmp",255,255,255,ren)); + + // SDL_SetTextureColorMod(tex4,255,0,0); + + bool quit = false; + SDL_Event event; + + Uint32 frameTime; + Uint32 lastFrameTime = 0; + Uint32 deltaTime = 0; + Uint32 fpsTime = 0; + Uint32 fpsCount = 0; + + Uint32 mouse_x=0; + Uint32 mouse_y=0; + + + // init world LEVEL 1 + World world(1); + + while (!quit) + { + // calc delta and FPS + frameTime = SDL_GetTicks(); + deltaTime = frameTime - lastFrameTime; + lastFrameTime = frameTime; + fpsTime+=deltaTime; + fpsCount++; + + if(fpsTime>3000) + { + std::cout << "FPS : " << fpsCount*1000/fpsTime << std::endl; + fpsTime=0; + fpsCount=0; + } + + + // handle events (mouse & kb & win resize) + while(!quit && SDL_PollEvent(&event)) + { + if (event.type == SDL_WINDOWEVENT && (event.window.event==SDL_WINDOWEVENT_RESIZED || event.window.event==SDL_WINDOWEVENT_SIZE_CHANGED)) + { + SDL_Log("Window %d size changed to %dx%d", + event.window.windowID, event.window.data1, + event.window.data2); + win_width=event.window.data1; + win_height=event.window.data2; + + } + + if (event.type==SDL_MOUSEBUTTONDOWN) + { + mouse_x=event.button.x; + mouse_y=event.button.y; + + world.bricks[(mouse_x+50-world.player.x2)/100+world.player.x-5][0].altitude=10-mouse_y/100; + } + + + switch (event.type) { + case SDL_QUIT: + quit = true; + break; + + case SDL_KEYDOWN: + if (event.key.keysym.sym == SDLK_ESCAPE) + quit = true; + break; + default: + break; + } + } + + // rendering & run world simu + SDL_SetRenderDrawColor(ren, 0, 0, 0, 255); + SDL_RenderClear(ren); + + int br=-1; + + for(int i=world.player.x-5;i=world.bricks.size())continue; + + for(int j=0;j