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path: root/main.cpp
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#include <sstream>

#include <SDL.h>

#include "World.h"

using SDLInitType=std::pair<int,std::pair<SDL_Window*,SDL_Renderer*>>;

// audio from http://www.brainybetty.com/soundsforpowerpoint2.htm
// https://freesound.org/people/ProjectsU012/sounds/341695/
void sdl_play_sound()
{
	
	static bool first=true;
	static SDL_AudioSpec wavSpec;
	static Uint32 wavLength;
	static Uint8 *wavBuffer;
	static SDL_AudioDeviceID deviceId;
	 
	if (first)
	{
		SDL_LoadWAV("coin.wav", &wavSpec, &wavBuffer, &wavLength);
		deviceId = SDL_OpenAudioDevice(NULL, 0, &wavSpec, NULL, 0);
		SDL_PauseAudioDevice(deviceId, 0);
		first=false;
	}

//	SDL_LoadWAV("died.wav", &wavSpec, &wavBuffer, &wavLength);
//	SDL_LoadWAV("music.wav", &wavSpec, &wavBuffer, &wavLength);
//	SDL_LoadWAV("win.wav", &wavSpec, &wavBuffer, &wavLength);

	int success = SDL_QueueAudio(deviceId, wavBuffer, wavLength);

	//SDL_CloseAudioDevice(deviceId);
	//SDL_FreeWAV(wavBuffer);
}

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|SDL_INIT_AUDIO) != 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 ("<<imagePath<<") OK"<<std::endl;

	SDL_Texture *tex = SDL_CreateTextureFromSurface(ren, bmp);

	//We no longer need the surface
	SDL_FreeSurface(bmp);

	if (tex == nullptr){
		std::cout << "SDL_CreateTextureFromSurface Error: " << SDL_GetError() << std::endl;
		return nullptr;
	}
	std::cout << "SDL_CreateTextureFromSurface ("<<imagePath<<") OK"<<std::endl;
//       SDL_LockSurface(bmp4);
//       SDL_memset(bmp4->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;
}

void sdl_put_letter(SDL_Renderer *ren, SDL_Texture *tex,int x,int y, int w, int h, int r, int g, int b, int ch)
{
	
		if(ch>=123&&ch<=126)ch-=123-40;
		else if(ch>=97&&ch<=122)ch-=97;
		else if(ch>=65&&ch<=96)ch-=65;
		else if(ch>=32&&ch<=63)ch-=32-50;
		else ch=81;

		int col=ch%10;
		int row=ch/10;
		SDL_SetTextureColorMod(tex,r,g,b);
		SDL_Rect src={col*8,row*10,8,10};
		SDL_Rect dst={x,y,w,h};
		SDL_RenderCopy(ren,tex,&src,&dst);

}

void sdl_put_str(SDL_Renderer *ren, SDL_Texture *tex,int x, int y,int size,std::string str,int r,int g, int b)
{
		int pos=0;
		for(char ch:str)
		{
			pos++;
			sdl_put_letter(ren,tex,x+8*size*pos,y, 8*size,10*size, r,g,b, ch);
		}
}

//

int main(int, char**){

	// initial window size
	int win_width=640;
	int win_height=480;

	// some other vars
	bool quit = false;
	SDL_Event event;

	Uint32 frameTime;
	Uint32 lastFrameTime = 0;
	Uint32 deltaTime = 0;
	Uint32 fpsTime = 0;
	Uint32 fpsCount = 0;
	Uint32 fps = 0;

	Uint32 mouse_x=0;
	Uint32 mouse_y=0;

	// init SDL and assign SDL_Renderer on success
	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;

	// init Textures
	std::vector<SDL_Texture*> 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("coin.bmp",255,255,255,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));
	
	// 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>1000)
		{
			fps=fpsCount*1000/fpsTime;
			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.mouseclick((mouse_x+50-world.player.x2)/100+world.player.x-5,10-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;
			}
		}

		// clear screen
		SDL_SetRenderDrawColor(ren, 0, 0, 0, 255);
		SDL_RenderClear(ren);

		// render visible area
		for(int i=world.player.x-5;i<world.player.x+30;i++)
		{
			int br=i-world.player.x+5;
			if(i<0||i>=world.bricks.size())continue;

			SDL_Rect rect={br*100-100*world.player.x2,(10-world.coins_pos[i])*100,100,100};
			SDL_RenderCopy(ren,textures[2],NULL,&rect);


			for(int j=0;j<world.bricks[i].size();j++)
			{
				SDL_Rect rect={br*100-100*world.player.x2,(10-world.bricks[i][j].altitude)*100,100,100};
					
				switch(world.bricks[i][j].type)
				{
					case 0:
						SDL_RenderCopy(ren,textures[4],NULL,&rect);
						SDL_SetRenderDrawColor(ren, 150+19*(i%2),115,70,  255);
						rect.h=800;
						rect.y+=100;
						SDL_RenderFillRect(ren,&rect);
						break;
					case 1:
						SDL_RenderCopy(ren,textures[4],NULL,&rect);
						break;
					case 2:
						SDL_RenderCopy(ren,textures[5],NULL,&rect);
						break;
					case 3:
						SDL_RenderCopy(ren,textures[6],NULL,&rect);
						break;
					case 4:
						SDL_RenderCopyEx(ren,textures[6],NULL,&rect,90,NULL,SDL_FLIP_NONE);
						break;
				}
						

				
			}
			

			// water level
			SDL_SetRenderDrawColor(ren, 100*(i%2),100*(i%2),255,  255);
			SDL_Rect rect2={br*100-100*world.player.x2,(15)*100+std::sin(frameTime/1000.0+i)*30,100,800};
			SDL_RenderFillRect(ren,&rect2);
		}

		// render player char
		SDL_Rect rect={450,(10-world.player.y)*100-world.player.y2*100,100,100};
		if(world.player.anim==0)SDL_RenderCopy(ren,textures[0],NULL,&rect);
		else SDL_RenderCopy(ren,textures[1],NULL,&rect);

		// HUD
		std::stringstream strbuffer;
		strbuffer << "SCORE:" << world.coins << " | LVL:" << world.level <<  " | FPS:" << fps << " | RES:"<<win_width << "*" << win_height ;
		sdl_put_str(ren, textures[3],10, 10, 4,strbuffer.str(),190,190,222);
		if(world.player.dead)
		{
			SDL_SetRenderDrawColor(ren, 100,100,100,  255);
			SDL_Rect rect2={250,350,1200,300};
			SDL_RenderFillRect(ren,&rect2);
			sdl_put_str(ren, textures[3],300, 400, 7,"LUNATIC LEMMY DIED!",250,100,100);
			sdl_put_str(ren, textures[3],280, 500, 4,"[click to retry]",200,190,222);
		}
		if(world.player.win)
		{
			SDL_SetRenderDrawColor(ren, 100,100,100,  255);
			SDL_Rect rect2={250,350,800,300};
			SDL_RenderFillRect(ren,&rect2);
			sdl_put_str(ren, textures[3],300, 400, 7,"! LEVEL UP !",100,250,100);
			sdl_put_str(ren, textures[3],280, 500, 4,"[click for next level]",100,250,222);
		}
	

		// finish rendering
		SDL_RenderPresent(ren);
		if(world.player.collected_coin)
		{	
			sdl_play_sound();
			world.player.collected_coin=false;
		}

		// progress world simu 
		world.sim(deltaTime);

	}


	//Clean up and quit
	for(SDL_Texture *tex:textures)
	{
		SDL_DestroyTexture(tex);
	}

	sdl_stop(sdl_init);
	
	return 0;
}