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#include <SDL.h>
#include <string>
#include <stdio.h>
SDL_Window *gameWindow = NULL; //game window
SDL_Texture *BGTexture = NULL; //SDL texture that holds the background
SDL_Texture *spriteTexture = NULL; // SDL texture that holds the game sprites
SDL_Renderer *gameRenderer = NULL; //game renderer
SDL_Event gameEvent; //main event
//SDL initializing function
bool Init()
{
bool success = true;
if (SDL_Init(SDL_INIT_VIDEO) < 0)
{
printf("SDL Initilizing error: ", SDL_GetError());
success = false;
}
else
{
if (!SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "1"))
{
printf("Warning: Linear texture filtering not enabled!");
}
gameWindow = SDL_CreateWindow("Tetris", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 480, SDL_WINDOW_SHOWN);
if (gameWindow == NULL)
{
printf("Error in creating the game window: ", SDL_GetError());
success = false;
}
else
{
gameRenderer = SDL_CreateRenderer(gameWindow, -1, SDL_RENDERER_ACCELERATED);
if (gameRenderer == NULL)
{
printf("Error in creating the renderer: ", SDL_GetError());
success = false;
}
}
}
return success;
}
//function that loads game sprites
bool loadMedia()
{
bool success = true;
SDL_Surface *imageSurf = SDL_LoadBMP("background.bmp");
if (imageSurf == NULL)
{
printf("Error in loading the background", SDL_GetError());
success = false;
}
else
{
BGTexture = SDL_CreateTextureFromSurface(gameRenderer, imageSurf);
SDL_FreeSurface(imageSurf);
if (BGTexture == NULL)
{
printf("Error in creating the background texture", SDL_GetError());
}
}
imageSurf = SDL_LoadBMP("spritesheet.bmp");
if (imageSurf == NULL)
{
printf("Error in loading the spritesheet", SDL_GetError());
success = false;
}
else
{
spriteTexture = SDL_CreateTextureFromSurface(gameRenderer, imageSurf);
SDL_FreeSurface(imageSurf);
if (spriteTexture == NULL)
{
printf("Error in creating the sprite texture", SDL_GetError());
}
}
return success;
}
//function that frees the memory which has been allocated by each SDL structures
void Close()
{
SDL_DestroyTexture(BGTexture);
SDL_DestroyTexture(spriteTexture);
SDL_DestroyRenderer(gameRenderer);
SDL_DestroyWindow(gameWindow);
SDL_Quit();
}
//Square class for the game squares
class TSquare
{
private:
// x, y, co-ordinates of the square
int Xpos, Ypos;
public:
//Square class constructor
TSquare();
//function that handles the user inputs to square objects
void Input_handle();
//function that moves the square
void Move();
//function that displays the square to the screen
void Display();
};
TSquare::TSquare()
{
Xpos = 0;
Ypos = 0;
}
void TSquare::Input_handle()
{
if (gameEvent.type == SDL_KEYDOWN)
{
switch(gameEvent.key.keysym.sym)
{
case SDLK_UP: Ypos -= 25; break;
case SDLK_DOWN: Ypos += 25; break;
case SDLK_LEFT: Xpos -= 25; break;
case SDLK_RIGHT: Xpos += 25; break;
}
}
else if (gameEvent.type == SDL_KEYUP)
{
switch(gameEvent.key.keysym.sym)
{
case SDLK_UP: Ypos += 0; break;
case SDLK_DOWN: Ypos -= 0; break;
case SDLK_LEFT: Xpos += 0; break;
case SDLK_RIGHT: Xpos -= 0; break;
}
}
}
void TSquare::Move()
{
Ypos += 1;
//if the square moves to the bottom of the screen, the square will stop
if (Ypos >= 450)
{
Ypos -= 1;
}
}
void TSquare::Display()
{
SDL_Rect SrcRect[3]; //rectangles for 4 square sprites
SDL_Rect DestRect; //sprite rectangle that will be displayed
SrcRect[0].x = 0;
SrcRect[0].y = 0;
SrcRect[0].w = 100;
SrcRect[0].h = 100;
SrcRect[1].x = 100;
SrcRect[1].y = 0;
SrcRect[1].w = 200;
SrcRect[1].h = 100;
SrcRect[2].x = 0;
SrcRect[2].y = 100;
SrcRect[2].w = 100;
SrcRect[2].h = 200;
SrcRect[3].x = 100;
SrcRect[3].y = 100;
SrcRect[3].w = 200;
SrcRect[3].h = 200;
DestRect.x = Xpos;
DestRect.y = Ypos;
DestRect.w = 25;
DestRect.h = 25;
SDL_RenderCopy(gameRenderer, spriteTexture, &SrcRect[1], &DestRect);
}
int main(int argc, char *args[])
{
//variable that holds the sdl ticks
Uint32 loopStart = 0;
Init();
loadMedia();
//1st object square in the game
TSquare gameSquare;
bool quit = false;
while(!quit)
{
loopStart = SDL_GetTicks();
while(SDL_PollEvent(&gameEvent))
{
gameSquare.Input_handle();
if (gameEvent.type == SDL_QUIT)
{
quit = true;
}
}
gameSquare.Move();
SDL_RenderClear(gameRenderer);
SDL_RenderCopy(gameRenderer, BGTexture, NULL, NULL);
gameSquare.Display();
SDL_RenderPresent(gameRenderer);
//if the time difference at the end of the loop and the begining of
//the loop is smaller than the time takes to run 60 frames,
//the remaining time will be dlayed
if ((SDL_GetTicks() - loopStart) < (1000/60))
{
SDL_Delay((1000/60) - (SDL_GetTicks() - loopStart));
}
}
Close();
return 0;
}
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