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#include <sstream>
#include <cmath>
#ifdef __EMSCRIPTEN__
#include <emscripten.h>
#endif
#include <SDL.h>
#include "World.h"
using SDLInitType=std::pair<int,std::pair<SDL_Window*,SDL_Renderer*>>;
struct Context
{
// initial window size
int win_width=640;
int win_height=480;
// some other vars
bool quit = false;
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;
SDL_Renderer *ren;
SDLInitType sdl_init;
std::vector<SDL_Texture*> textures;
int show_tiles_back=6;
int show_tiles_front=10;
int show_tiles_size=20;
int show_tiles_vertical_move=12;
int show_tiles_max_height=800;
int show_tiles_water_level=-1;
// init world LEVEL 1
World world=1;
};
// 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);
#ifndef __EMSCRIPTEN__
int success = SDL_QueueAudio(deviceId, wavBuffer, wavLength);
#endif
//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 length,int win_width,int win_height,int which,int of)
{
length++;
int max_char_width=win_width/length;
int max_char_height=max_char_width*10/8;
int char_width=max_char_width*size/10;
int char_height=max_char_height*size/10;
int pos=0;
x=(win_width-length*char_width)/2;
if(y==-1)
{
y=win_height/2+(which-1)*max_char_height;
}
SDL_SetRenderDrawColor(ren, 40,40,40, 255);
SDL_Rect rect2={0,y-2,win_width,char_height+4};
SDL_RenderFillRect(ren,&rect2);
for(char ch:str)
{
pos++;
sdl_put_letter(ren,tex,x+char_width*pos,y, char_width,char_height, r,g,b, ch);
}
}
//
void main_loop(void *arg)
{
Context *ctx=(Context *)arg;
SDL_Event event;
// calc delta and FPS
ctx->frameTime = SDL_GetTicks();
ctx->deltaTime = ctx->frameTime - ctx->lastFrameTime;
ctx->lastFrameTime = ctx->frameTime;
ctx->fpsTime+=ctx->deltaTime;
ctx->fpsCount++;
if(ctx->fpsTime>1000)
{
ctx->fps=ctx->fpsCount*1000/ctx->fpsTime;
ctx->fpsTime=0;
ctx->fpsCount=0;
}
// handle events (mouse & kb & win resize)
while(!ctx->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);
ctx->win_width=event.window.data1;
ctx->win_height=event.window.data2;
ctx->show_tiles_size=ctx->win_height/15;
ctx->show_tiles_back=ctx->win_width/ctx->show_tiles_size*0.25;
ctx->show_tiles_front=ctx->win_width/ctx->show_tiles_size*1;
// while(show_tiles_size%20!=0)show_tiles_size--;
}
if (event.type==SDL_MOUSEBUTTONDOWN)
{
ctx->mouse_x=event.button.x;
ctx->mouse_y=event.button.y;
ctx->world.mouseclick((ctx->mouse_x+ctx->show_tiles_size/2-ctx->world.player.x2)/ctx->show_tiles_size+ctx->world.player.x-ctx->show_tiles_back,ctx->show_tiles_vertical_move-ctx->mouse_y/ctx->show_tiles_size);
}
switch (event.type) {
case SDL_QUIT:
ctx->quit = true;
break;
case SDL_KEYDOWN:
if (event.key.keysym.sym == SDLK_ESCAPE)
ctx->quit = true;
break;
default:
break;
}
}
// clear screen
SDL_SetRenderDrawColor(ctx->ren, 0, 0, 0, 255);
SDL_RenderClear(ctx->ren);
// render visible area
for(int i=ctx->world.player.x-ctx->show_tiles_back;i<ctx->world.player.x+ctx->show_tiles_front;i++)
{
int tile_col=i-ctx->world.player.x+ctx->show_tiles_back;
if(i<0||i>=ctx->world.bricks.size())continue;
SDL_Rect rect={(int)(tile_col*ctx->show_tiles_size-ctx->show_tiles_size*ctx->world.player.x2),(ctx->show_tiles_vertical_move-ctx->world.coins_pos[i])*ctx->show_tiles_size,ctx->show_tiles_size,ctx->show_tiles_size};
SDL_RenderCopy(ctx->ren,ctx->textures[2],NULL,&rect);
for(int j=0;j<ctx->world.bricks[i].size();j++)
{
SDL_Rect rect={(int)(tile_col*ctx->show_tiles_size-ctx->show_tiles_size*ctx->world.player.x2),(ctx->show_tiles_vertical_move-ctx->world.bricks[i][j].altitude)*ctx->show_tiles_size,ctx->show_tiles_size,ctx->show_tiles_size};
switch(ctx->world.bricks[i][j].type)
{
case 0:
SDL_RenderCopy(ctx->ren,ctx->textures[4],NULL,&rect);
SDL_SetRenderDrawColor(ctx->ren, 150+19*(i%2),115,70, 255);
rect.h=ctx->show_tiles_max_height;
rect.y+=ctx->show_tiles_size;
SDL_RenderFillRect(ctx->ren,&rect);
break;
case 1:
SDL_RenderCopy(ctx->ren,ctx->textures[4],NULL,&rect);
break;
case 2:
SDL_RenderCopy(ctx->ren,ctx->textures[5],NULL,&rect);
break;
case 3:
SDL_RenderCopy(ctx->ren,ctx->textures[6],NULL,&rect);
break;
case 4:
SDL_RenderCopy(ctx->ren,ctx->textures[7],NULL,&rect);
break;
}
}
// water level
SDL_SetRenderDrawColor(ctx->ren, 100*(i%2),100*(i%2),255, 255);
SDL_Rect rect2={(int)(tile_col*ctx->show_tiles_size-ctx->show_tiles_size*ctx->world.player.x2),(int)(ctx->show_tiles_vertical_move*ctx->show_tiles_size-ctx->show_tiles_water_level*ctx->show_tiles_size+sin(ctx->frameTime/1000.0+i)*ctx->show_tiles_size*0.33),ctx->show_tiles_size,ctx->show_tiles_max_height};
SDL_RenderFillRect(ctx->ren,&rect2);
}
// render player char
SDL_Rect rect={(int)((ctx->show_tiles_back-0.5)*ctx->show_tiles_size),(int)((ctx->show_tiles_vertical_move-ctx->world.player.y)*ctx->show_tiles_size-ctx->world.player.y2*ctx->show_tiles_size),ctx->show_tiles_size,ctx->show_tiles_size};
if(ctx->world.player.anim==0)SDL_RenderCopy(ctx->ren,ctx->textures[0],NULL,&rect);
else SDL_RenderCopy(ctx->ren,ctx->textures[1],NULL,&rect);
// HUD
std::stringstream strbuffer;
strbuffer << "SCORE:" << ctx->world.coins << " | LVL:" << ctx->world.level << " | FPS:" << ctx->fps << " | RES:"<<ctx->win_width << "*" << ctx->win_height ;
sdl_put_str(ctx->ren, ctx->textures[3],10, 10, 10,strbuffer.str(),222,255,222,60,ctx->win_width,ctx->win_height,1,1);
if(ctx->world.player.dead)
{
sdl_put_str(ctx->ren, ctx->textures[3],300, -1, 10,"LUNATIC LEMMY DIED!",250,100,100,19,ctx->win_width,ctx->win_height,1,2);
sdl_put_str(ctx->ren, ctx->textures[3],280, -1, 5,"[click to retry]",200,190,222,15,ctx->win_width,ctx->win_height,2,2);
}
if(ctx->world.player.win)
{
sdl_put_str(ctx->ren, ctx->textures[3],300, -1, 10," ! LEVEL UP ",100,250,100,22,ctx->win_width,ctx->win_height,1,2);
sdl_put_str(ctx->ren, ctx->textures[3],280, -1, 5,"[click for next level]",100,250,222,22,ctx->win_width,ctx->win_height,2,2);
}
//
// finish rendering
SDL_RenderPresent(ctx->ren);
if(ctx->world.player.collected_coin)
{
sdl_play_sound();
ctx->world.player.collected_coin=false;
}
// progress world simu
ctx->world.sim(ctx->deltaTime);
#ifdef __EMSCRIPTEN
if(ctx->quit)emscripten_cancel_main_loop();
#endif
}
int main(int, char**){
Context ctx1;
Context *ctx=&ctx1;
// init SDL and assign SDL_Renderer on success
ctx->sdl_init=sdl_start(ctx->win_width,ctx->win_height);
if(ctx->sdl_init.first!=0)
{
sdl_stop(ctx->sdl_init);
return ctx->sdl_init.first;
}
ctx->ren=ctx->sdl_init.second.second;
// init Textures
ctx->textures.push_back(sdl_load_texture("guy01.bmp",0,0,255,ctx->ren));
ctx->textures.push_back(sdl_load_texture("guy02.bmp",0,0,255,ctx->ren));
ctx->textures.push_back(sdl_load_texture("coin.bmp",255,255,255,ctx->ren));
ctx->textures.push_back(sdl_load_texture("fonts.bmp",0,0,0,ctx->ren));
ctx->textures.push_back(sdl_load_texture("earth01.bmp",0,0,0,ctx->ren));
ctx->textures.push_back(sdl_load_texture("gridder01.bmp",255,255,255,ctx->ren));
ctx->textures.push_back(sdl_load_texture("gridder02.bmp",255,255,255,ctx->ren));
ctx->textures.push_back(sdl_load_texture("gridder03.bmp",255,255,255,ctx->ren));
ctx->show_tiles_size=ctx->win_height/15;
ctx->show_tiles_back=ctx->win_width/ctx->show_tiles_size*0.25;
ctx->show_tiles_front=ctx->win_width/ctx->show_tiles_size*1;
#ifdef __EMSCRIPTEN__
int simulate_infinite_loop = 1;
emscripten_set_main_loop_arg(main_loop, ctx, -1, simulate_infinite_loop);
#endif
while (!ctx->quit)
{
main_loop(ctx);
}
//Clean up and quit
for(SDL_Texture *tex:ctx->textures)
{
SDL_DestroyTexture(tex);
}
sdl_stop(ctx->sdl_init);
return 0;
}
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