void loop () {
	//Handle events on queue
	while( SDL_PollEvent( &e ) != 0 )
	{
		//User requests quit
		if( e.type == SDL_QUIT )
		{
			quit = true;
		}
		
		//Handle input for the dot
		dot.handleEvent( e );
	}
	
	//Calculate time step
	float timeStep = stepTimer.getTicks() / 1000.f;

	//Move for time step
	dot.move( timeStep );

	//Restart step timer
	stepTimer.start();

	//Clear screen
	SDL_SetRenderDrawColor( gRenderer, 0xFF, 0xFF, 0xFF, 0xFF );
	SDL_RenderClear( gRenderer );

	//Render dot
	dot.render();

	//Update screen
	SDL_RenderPresent( gRenderer );
}
Esempio n. 2
0
void loop () {
	//Handle events on queue
	while( SDL_PollEvent( &e ) != 0 )
	{
		//User requests quit
		if( e.type == SDL_QUIT )
		{
			quit = true;
		}
		
		//Handle input for the dot
		dot.handleEvent( e );
	}
	
	//Move the dot
	dot.move( tileSet );
	dot.setCamera( camera );

	//Clear screen
	SDL_SetRenderDrawColor( gRenderer, 0xFF, 0xFF, 0xFF, 0xFF );
	SDL_RenderClear( gRenderer );

	//Render level
	for( int i = 0; i < TOTAL_TILES; ++i )
	{
		tileSet[ i ]->render( camera );
	}

	//Render dot
	dot.render( camera );

	//Update screen
	SDL_RenderPresent( gRenderer );
}
int main( int argc, char* args[] ) {
  //Start up SDL and create window
  if( !init() ) {
    printf( "Failed to initialize!\n" );
  } else {
    //Load media
    if( !loadMedia() ) {
      printf( "Failed to load media!\n" );
    } else {
      //Main loop flag
      bool quit = false;

      //Event handler
      SDL_Event e;

      //The dot that will be moving around on the screen
      Dot dot;

      //While application is running
      while( !quit ) {
        //Handle events on queue
        while( SDL_PollEvent( &e ) != 0 ) {
          //User requests quit
          if( e.type == SDL_QUIT ) {
            quit = true;
          }

          //Handle input for the dot
          dot.handleEvent( e );
        }

        //Move the dot
        dot.move();

        //Clear screen
        SDL_SetRenderDrawColor( gRenderer, 0xFF, 0xFF, 0xFF, 0xFF );
        SDL_RenderClear( gRenderer );

        //Render objects
        dot.render();

        //Update screen
        SDL_RenderPresent( gRenderer );
      }
    }
  }

  //Free resources and close SDL
  close();

  return 0;
}
void loop () {
	//Handle events on queue
	while( SDL_PollEvent( &e ) != 0 )
	{
		//User requests quit
		if( e.type == SDL_QUIT )
		{
			quit = true;
		}

		//Handle input for the dot
		dot.handleEvent( e );
	}
	
	//Move the dot
	dot.move();

	//Scroll background
	--scrollingOffset;
	if( scrollingOffset < -gBGTexture.getWidth() )
	{
		scrollingOffset = 0;
	}

	//Clear screen
	SDL_SetRenderDrawColor( gRenderer, 0xFF, 0xFF, 0xFF, 0xFF );
	SDL_RenderClear( gRenderer );

	//Render background
	gBGTexture.render( scrollingOffset, 0 );
	gBGTexture.render( scrollingOffset + gBGTexture.getWidth(), 0 );

	//Render objects
	dot.render();

	//Update screen
	SDL_RenderPresent( gRenderer );
}
Esempio n. 5
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int main( int argc, char* args[] )
{
	//Start up SDL and create window
	if( !init() )
	{
		printf( "Failed to initialize!\n" );
	}
	else
	{
		//Load media
		if( !loadMedia() )
		{
			printf( "Failed to load media!\n" );
		}
		else
		{	
			//Main loop flag
			bool quit = false;

			//Event handler
			SDL_Event e;

			//The dot that will be moving around on the screen
			Dot dot;

			//The camera area
			SDL_Rect camera = { 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT };

			//While application is running
			while( !quit )
			{
				//Handle events on queue
				while( SDL_PollEvent( &e ) != 0 )
				{
					//User requests quit
					if( e.type == SDL_QUIT )
					{
						quit = true;
					}

					//Handle input for the dot
					dot.handleEvent( e );
				}

				//Move the dot
				dot.move();

				//Center the camera over the dot
				camera.x = ( dot.getPosX() + Dot::DOT_WIDTH / 2 ) - SCREEN_WIDTH / 2;
				camera.y = ( dot.getPosY() + Dot::DOT_HEIGHT / 2 ) - SCREEN_HEIGHT / 2;

				//Keep the camera in bounds
				if( camera.x < 0 )
				{ 
					camera.x = 0;
				}
				if( camera.y < 0 )
				{
					camera.y = 0;
				}
				if( camera.x > LEVEL_WIDTH - camera.w )
				{
					camera.x = LEVEL_WIDTH - camera.w;
				}
				if( camera.y > LEVEL_HEIGHT - camera.h )
				{
					camera.y = LEVEL_HEIGHT - camera.h;
				}

				//Clear screen
				SDL_SetRenderDrawColor( gRenderer, 0xFF, 0xFF, 0xFF, 0xFF );
				SDL_RenderClear( gRenderer );

				//Render background
				gBGTexture.render( 0, 0, &camera );

				//Render objects
				dot.render( camera.x, camera.y );

				//Update screen
				SDL_RenderPresent( gRenderer );
			}
		}
	}

	//Free resources and close SDL
	close();

	return 0;
}
Esempio n. 6
0
int main( int argc, char* args[] )
{
	//Start up SDL and create window
	if( !init() )
	{
		printf( "Failed to initialize!\n" );
	}
	else
	{
		//Load media
		if( !loadMedia() )
		{
			printf( "Failed to load media!\n" );
		}
		else
		{	
			//Main loop flag
			bool quit = false;

			//Event handler
			SDL_Event e;

			//The background scrolling offset
            int scrollingOffset = 0;

			//Angle of rotation
			double degrees = 0;

			//The dot that will be moving around on the screen
			Dot dot ( 100, 300);

			//Opening Fonts and message
			TTF_Font *times;
			times = TTF_OpenFont("arial.ttf", 14);

			SDL_Color white = {255, 255, 255};
			
			std::stringstream health;
			health <<"Health:" << dot.hp << "    Points: " << POINTS;

			const std::string str = health.str();

			SDL_Surface *surface = TTF_RenderText_Solid(times,
									health.str().c_str(), white);


			 SDL_Texture * texture = SDL_CreateTextureFromSurface(gRenderer,
					 surface);

			  int texW = 0;
			  int texH = 0;
			  SDL_QueryTexture(texture, NULL, NULL, &texW, &texH);
			  SDL_Rect dstrect = { 0, 0, texW, texH };

			
			//creating enemies
			std::vector<Enemy*> enemies;

			for (int i = 0; i < NumberEnemies; i++)
			{
				enemies.push_back(new Enemy(i*100, 0));
			}
			
			//Flip type
			SDL_RendererFlip flipType = SDL_FLIP_NONE;

			//While application is running
			while( !quit)
			{

				//Handle events on queue
				while( SDL_PollEvent( &e ) != 0 )
				{
					//User requests quit
				if( e.type == SDL_QUIT )
					{
						quit = true;
					}

					dot.handleEvent(e);
				}

				//rotating
					degrees += 1;


					//collision between enemies and bullets
				for (int i = 0; i < enemies.size(); i++)
				{
					for (int j = 0; j < bulletsUp.size(); j++)
					{
						enemies[i]->move(bulletsUp[j]->getColliders());
					}

					for (int j = 0; j < bulletsLeft.size(); j++)
					{
						enemies[i]->move(bulletsLeft[j]->getColliders());
					}

					for (int j = 0; j < bulletsRight.size(); j++)
					{
						enemies[i]->move(bulletsRight[j]->getColliders());
					}

					enemies[i]->move(dot.getColliders());

					enemies[i]->shoot(enemies[i]->mPosX, enemies[i]->mPosY);

					dot.move( enemies[i]->getColliders());
				}


				//moving of bullets
				for (int i = 0; i < bulletsUp.size(); i++)
				{
					bulletsUp[i]->moveUp(dot.getColliders());
				}

				for (int i = 0; i < bulletsLeft.size(); i++)
				{
					bulletsLeft[i]->moveLeft(dot.getColliders());
				}

				for (int i = 0; i < bulletsRight.size(); i++)
				{
					bulletsRight[i]->moveRight(dot.getColliders());
				}

				for (int i = 0; i < enemyBullets.size(); i++)
				{
					enemyBullets[i]->enemyMove(dot.getColliders());
				}

				//Scroll background
                --scrollingOffset;
                if( scrollingOffset < -gBGTexture.getWidth() )
                {
                    scrollingOffset = 0;
                }

				//Clear screen
				SDL_SetRenderDrawColor( gRenderer, 0xFF, 0xFF, 0xFF, 0xFF );

				SDL_RenderClear( gRenderer );

				//Render background
                gBGTexture.render( scrollingOffset, 0 );
				SDL_RenderCopy(gRenderer, texture, NULL, &dstrect);
                gBGTexture.render( scrollingOffset + gBGTexture.getWidth(), 0 );

				//Render Dot
				dot.render();

				//displaying enemeies and bullets
				for (int i = 0; i < enemies.size(); i++)
				{
					enemies[i]->render(degrees,flipType);
				}

				for (int i = 0; i < bulletsUp.size(); i++)
				{
					bulletsUp[i]->render();
				}

				for (int i = 0; i < bulletsLeft.size(); i++)
				{
					bulletsLeft[i]->render();
				}

				for (int i = 0; i < bulletsRight.size(); i++)
				{
					bulletsRight[i]->render();
				}

				for (int i = 0; i < enemyBullets.size(); i++)
				{
					enemyBullets[i]->render();
				}

				//Update screen
				SDL_RenderPresent( gRenderer );
			}
		}
	}

	//Free resources and close SDL
	close();

	return 0;
}
Esempio n. 7
0
int
main(int argc, char *argv[])
{
	int quit = 0;
	/* event handler */
	SDL_Event event;

	/* the dot that will be moving around the screen */
	Dot dot;

	/* set the wall */
	SDL_Rect wall;
	wall.x = 300;
	wall.y = 40;
	wall.w = 40;
	wall.h = 400;

	/* starts up SDL and create window */
	if (init_sdl() == -1) {
		fprintf(stderr, "Failed to initialize SDL!\n");
		return -1;
	}

	/* load media */
	if (load_media() == -1) {
		fprintf(stderr, "Failed to load media!\n");
		return -2;
	}


	/* main loop */
	while (quit == 0) {
		/* handle events on queue */
		while (SDL_PollEvent(&event) != 0) {
			/* users request quit */
			if (event.type == SDL_QUIT)
				quit = 1;

			/* handle user key press */
			dot.handleEvent(event);
		}

		/* move the dot and check collision */
		dot.move(wall);


		/* clear screen */
		SDL_SetRenderDrawColor(gRenderer, 0xFF, 0xFF, 0xFF, 0xFF);
		SDL_RenderClear(gRenderer);

		/* render wall */
		SDL_SetRenderDrawColor(gRenderer, 0x00, 0x00, 0x00, 0xFF);
		SDL_RenderDrawRect(gRenderer, &wall);

		/* render dot */
		dot.render();

		/* update screen */
		SDL_RenderPresent(gRenderer);
	}

	/* free resources and close */
	close_sdl();

	return 0;
}
Esempio n. 8
0
int main( int argc, char* args[] )
{
	//Start up SDL and create window
	if( !init() )
	{
		printf( "Failed to initialize!\n" );
	}
	else
	{
		//The level tiles
		Tile* tileSet[ TOTAL_TILES ];

		//Load media
		if( !loadMedia( tileSet ) )
		{
			printf( "Failed to load media!\n" );
		}
		else
		{	
			//Main loop flag
			bool quit = false;

			//Event handler
			SDL_Event e;

			//The dot that will be moving around on the screen
			Dot dot;

			//Level camera
			SDL_Rect camera = { 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT };

			//While application is running
			while( !quit )
			{
				//Handle events on queue
				while( SDL_PollEvent( &e ) != 0 )
				{
					//User requests quit
					if( e.type == SDL_QUIT )
					{
						quit = true;
					}

					//Handle input for the dot
					dot.handleEvent( e );
				}

				//Move the dot
				dot.move( tileSet );
				dot.setCamera( camera );

				//Clear screen
				SDL_SetRenderDrawColor( gRenderer, 0xFF, 0xFF, 0xFF, 0xFF );
				SDL_RenderClear( gRenderer );

				//Render level
				for( int i = 0; i < TOTAL_TILES; ++i )
				{
					tileSet[ i ]->render( camera );
				}

				//Render dot
				dot.render( camera );

				//Update screen
				SDL_RenderPresent( gRenderer );
			}
		}
		
		//Free resources and close SDL
		close( tileSet );
	}

	return 0;
}