Esempio n. 1
0
int main ( int argc, char** argv )
{
    Setup setup1;
    //cerr << "address of Setup: " << &setup1 << '\n';
    ImageManager im1;
    SoundManager sm1;
    Dot myDot;
    World world1;
    cout << "rest of main \n";

    if(setup1.init() == false)
    {
        return 1;
    }
    //newScreen = setup1.getScreen();

    if(im1.loadFont() == false)
    {
        return 1;
    }


    if(im1.getFiles() == false)
    {
        cout << "error  loading images" << endl;
        return 1;
    }


    if(sm1.soundFiles() == false)
    {
        cout << "error loading sounds \n";
        return 1;
    }

    if(world1.set_tiles() == false)
    {
    	cout  << "error loading map \n";
    	return 1;
    }
    //Mix_Music* bgm = sm1.getTrack(0);
    // make sure SDL cleans up before exit
    atexit(SDL_Quit);

    // centre the bitmap on screen
    //SDL_Rect dstrect;
    //dstrect.x = (screen->w - bmp->w) / 2;
    //dstrect.y = (screen->h - bmp->h) / 2;

    Timer frames1;
    Timer delta;
    delta.start();

    // program main loop
    bool done = false;
    while (done == false)
    {
        frames1.start();
        // message processing loop
        SDL_Event event;
        while (SDL_PollEvent(&event))
        {
            //cout << &event << endl;
            //SDL_Event *e = &event;

            myDot.change_heading(event);
            myDot.handle_input(event);

            if(event.type == SDL_QUIT)
            {
                done = true;
            }
            // get keystates
            //Uint8 *keystates = SDL_GetKeyState(NULL);

            if(event.type == SDL_KEYDOWN)
            {

                if(event.key.keysym.sym == SDLK_p)
                {
                    if(Mix_PlayingMusic() == 0)
                    {
                        sm1.playAll();
                    }
                    else
                    {
                        if(Mix_PausedMusic() == 1)
                        {
                            Mix_ResumeMusic();
                        }
                        else
                        {
                            Mix_PauseMusic();
                        }
                    }
                }

                if(event.key.keysym.sym == SDLK_ESCAPE)
                {
                    done = true;
                }
            }
        }

        myDot.move(setup1, world1, delta.get_ticks());
        myDot.shoot(setup1);
        delta.start();
        myDot.setCamera(setup1);

        im1.drawAll(myDot, setup1, world1);
        myDot.showParticleD(im1, setup1);

        im1.drawPlayer(setup1, myDot);
        myDot.showBulletD(im1, setup1);



        /**
        Uint8 *keystates = SDL_GetKeyState(NULL);
        if(keystates[SDLK_p])
        {
            // key state template
        }
        **/


        //SDL_Surface* test = TTF_RenderText_Solid(im1.getFont(), "test", im1.getColour());
        //im1.applySurface(10, 10, test, newScreen);



        if(SDL_Flip(setup1.getScreen()) == -1)
        {
            return 1;
        }

        //framecount++;

        //cout << "frames" << SDL_GetTicks() << endl;

        if(frames1.get_ticks() < 1000 / setup1.getFPS())
        {
            SDL_Delay((1000 / setup1.getFPS()) - frames1.get_ticks());
            //cout << "delay" << 1000 / setup1.getFPS() - frames1.get_ticks();
        }

    }// end main loop

    //Mix_FreeMusic(bgm);
    setup1.freeScreen();
    im1.clean();
    sm1.cleanSound();

    // all is well ;)
    printf("Exited cleanly\n");
    return 0;
}
Esempio n. 2
0
/*Foo::Foo()
{
          offSet = 0;
          velocity = 0;
          
          frame = 0;
          status = FOO_RIGHT;
}
void Foo::move()
{
     offSet += velocity;
     
     if( ( offSet < 0 ) || ( offSet + FOO_WIDTH > SCREEN_WIDTH ) )
         offSet -= velocity;
}
void Foo::show()
{
     if( velocity < 0 )
     {
         status = FOO_LEFT;
         
         frame++;
     }
     else if( velocity > 0 )
     {
          status = FOO_RIGHT;
          
          frame++;
     }
     else
         frame = 0;
         
     if( frame >= 4 )
         frame = 0;
         
     if( status == FOO_RIGHT )
         apply_surface( offSet, SCREEN_HEIGHT - FOO_HEIGHT, foo, screen, &clipsRight[frame] );
     else if( status == FOO_LEFT )
          apply_surface( offSet, SCREEN_HEIGHT - FOO_HEIGHT, foo, screen, &clipsLeft[frame] );
}
void Foo::handle_events()
{
    //If a key was pressed
    if( event.type == SDL_KEYDOWN )
    {
        //Set the velocity
        switch( event.key.keysym.sym )
        {
            case SDLK_RIGHT: velocity += FOO_WIDTH / 4; break;
            case SDLK_LEFT: velocity -= FOO_WIDTH / 4; break;
        }
    }
    //If a key was released
    else if( event.type == SDL_KEYUP )
    {
        //Set the velocity
        switch( event.key.keysym.sym )
        {
            case SDLK_RIGHT: velocity -= FOO_WIDTH / 4; break;
            case SDLK_LEFT: velocity += FOO_WIDTH / 4; break;
        }
    }
}

void set_clips()
{
     //clip the sprite sheet
     clipsRight[0].x = 0;
     clipsRight[0].y = 0;
     clipsRight[0].w = FOO_WIDTH;
     clipsRight[0].h = FOO_HEIGHT;
     
     clipsRight[1].x = FOO_WIDTH;
     clipsRight[1].y = 0;
     clipsRight[1].w = FOO_WIDTH;
     clipsRight[1].h = FOO_HEIGHT;
     
     clipsRight[2].x = FOO_WIDTH * 2;
     clipsRight[2].y = 0;
     clipsRight[2].w = FOO_WIDTH;
     clipsRight[2].h = FOO_HEIGHT;
     
     clipsRight[3].x = FOO_WIDTH * 3;
     clipsRight[3].y = 0;
     clipsRight[3].w = FOO_WIDTH;
     clipsRight[3].h = FOO_HEIGHT;
     
     clipsLeft[0].x = 0;
     clipsLeft[0].y = FOO_HEIGHT;
     clipsLeft[0].w = FOO_WIDTH;
     clipsLeft[0].h = FOO_HEIGHT;
     
     clipsLeft[1].x = FOO_WIDTH;
     clipsLeft[1].y = FOO_HEIGHT;
     clipsLeft[1].w = FOO_WIDTH;
     clipsLeft[1].h = FOO_HEIGHT;
     
     clipsLeft[2].x = FOO_WIDTH * 2;
     clipsLeft[2].y = FOO_HEIGHT;
     clipsLeft[2].w = FOO_WIDTH;
     clipsLeft[2].h = FOO_HEIGHT;
     
     clipsLeft[3].x = FOO_WIDTH * 3;
     clipsLeft[3].y = FOO_HEIGHT;
     clipsLeft[3].w = FOO_WIDTH;
     clipsLeft[3].h = FOO_HEIGHT;
}*/
int main( int argc, char* args[] )
{
     bool quit = false;
     
     int frame = 0;
     
     bool cap = true;
     
     Timer fps;
     Timer update;
     
     
     
     if( init() == false )
         return 1;
     
     if( load_files() == false )
         return 1;
     //set_clips();
     Dot myDot;
     
     update.start();
     
     while( quit == false)
     {
            fps.start();
            while( SDL_PollEvent(&event) )
            {
                   myDot.handle_input();
                                  
                   if( event.type == SDL_QUIT )
                       quit = true;
            }
            
            myDot.move();
            myDot.set_camera();
            //std::stringstream fpsm;
            //fpsm << "FPS: " << frame / ( fps.get_ticks() / 1000.f );
            apply_surface( 0, 0, background, screen, &camera );
            //SDL_FillRect( screen, &screen->clip_rect, SDL_MapRGB( screen->format, 0xFF, 0xFF, 0xFF ) );
            myDot.show();
            
            if( update.get_ticks() > 1000.f )
            {
                
                std::stringstream fpsm;
                
                fpsm << "FPS: " <<  ( frame );
                fpsmessage = TTF_RenderText_Solid(font, fpsm.str().c_str(), textColor );
                
                frame = 0;
                update.start();
            }
            apply_surface( 10, 10, fpsmessage, screen);
            if( SDL_Flip( screen ) == -1 )
                return 1;
            
            frame++;
            if( ( ( fps.get_ticks() ) < 1000 / FRAMES_PER_SECOND ) )
                SDL_Delay( ( 1000 / FRAMES_PER_SECOND ) - ( fps.get_ticks() ) );
                
            
        
     }
     
     clean_up();
     return 0;
}
Esempio n. 3
0
int main(int argc, char* args[]) {
	//Quit flag
	bool quit = false;

	//Make the dot
	Dot myDot;

	//The frame rate regulator
	Timer fps;

	//Initialize
	if (init() == false) {
		return 1;
	}

	//Load the files
	if (load_files() == false) {
		return 1;
	}

	//While the user hasn't quit
	while (quit == false) {
		//Start the frame timer
		fps.start();

		//While there's events to handle
		while (SDL_PollEvent(&event)) {
			//Handle events for the dot
			myDot.handle_input();

			//If the user has Xed out the window
			if (event.type == SDL_QUIT) {
				//Quit the program
				quit = true;
			}
		}

		//Move the dot
		myDot.move();

		//Fill the screen white
		SDL_FillRect(screen, &screen->clip_rect,
				SDL_MapRGB(screen->format, 0xFF, 0xFF, 0xFF));

		//Show the dot on the screen
		myDot.show();

		//Update the screen
		if (SDL_Flip(screen) == -1) {
			return 1;
		}

		//Cap the frame rate
		if (fps.get_ticks() < 1000 / FRAMES_PER_SECOND) {
			SDL_Delay((1000 / FRAMES_PER_SECOND) - fps.get_ticks());
		}
	}

	//Clean up
	clean_up();

	return 0;
}
Esempio n. 4
0
int main( int argc, char* args[] )
{
    //Quit flag
    bool quit = false;

    //The dot that will be used
    Dot myDot;

    //Keeps track of time since last rendering
    Timer delta;

    //Initialize
    if( init() == false )
    {
        return 1;
    }

    //Load the files
    if( load_files() == false )
    {
        return 1;
    }

    //Start delta timer
    delta.start();

    //While the user hasn't quit
    while( quit == false )
    {
        //While there's events to handle
        while( SDL_PollEvent( &event ) )
        {
            //Handle events for the dot
            myDot.handle_input();

            //If the user has Xed out the window
            if( event.type == SDL_QUIT )
            {
                //Quit the program
                quit = true;
            }
        }

        //Move the dot
        myDot.move( delta.get_ticks() );

        //Restart delta timer
        delta.start();

        //Fill the screen white
        SDL_FillRect( screen, &screen->clip_rect, SDL_MapRGB( screen->format, 0xFF, 0xFF, 0xFF ) );

        //Show the dot on the screen
        myDot.show();

        //Update the screen
        if( SDL_Flip( screen ) == -1 )
        {
            return 1;
        }
    }

    //Clean up
    clean_up();

    return 0;
}
Esempio n. 5
0
int main( int argc, char* args[] )
{
    //Quit flag
    bool quit = false;

    //The dot
    Dot myDot;

    //The tiles that will be used
    Tile *tiles[ TOTAL_TILES ];

    //The frame rate regulator
    Timer fps;

    //Initialize
    if( init() == false )
    {
        return 1;
    }

    //Load the files
    if( load_files() == false )
    {
        return 1;
    }

    //Clip the tile sheet
    clip_tiles();

    //Set the tiles
    if( set_tiles( tiles ) == false )
    {
        return 1;
    }

    //While the user hasn't quit
    while( quit == false )
    {
        //Start the frame timer
        fps.start();

        //While there's events to handle
        while( SDL_PollEvent( &event ) )
        {
            //Handle events for the dot
            myDot.handle_input();

            //If the user has Xed out the window
            if( event.type == SDL_QUIT )
            {
                //Quit the program
                quit = true;
            }
        }

        //Move the dot
        myDot.move( tiles );

        //Set the camera
        myDot.set_camera();

        //Show the tiles
        for( int t = 0; t < TOTAL_TILES; t++ )
        {
            tiles[ t ]->show();
        }

        //Show the dot on the screen
        myDot.show();

        //Update the screen
        if( SDL_Flip( screen ) == -1 )
        {
            return 1;
        }

        //Cap the frame rate
        if( fps.get_ticks() < 1000 / FRAMES_PER_SECOND )
        {
            SDL_Delay( ( 1000 / FRAMES_PER_SECOND ) - fps.get_ticks() );
        }
    }

    //Clean up
    clean_up( tiles );

    return 0;
}
Esempio n. 6
0
int main( int argc, char* args[] )
{
    //Quit flag
    bool quit = false;

    //The dot
    Dot myDot;

    //The frame rate regulator
    Timer fps;

    //Initialize
    if( init() == false )
    {
        return 1;
    }

    //Load the files
    if( load_files() == false )
    {
        return 1;
    }

    //While the user hasn't quit
    while( quit == false )
    {
        //Start the frame timer
        fps.start();

        //While there's events to handle
        while( SDL_PollEvent( &event ) )
        {
            //Handle events for the dot
            myDot.handle_input();

            //If the user has Xed out the window
            if( event.type == SDL_QUIT )
            {
                //Quit the program
                quit = true;
            }
        }

        //Move the dot
        myDot.move();

        //Set the camera
        myDot.set_camera();

        //Show the background
        apply_surface( 0, 0, background, screen, &camera );

        //Show the dot on the screen
        myDot.show();

        //Update the screen
        if( SDL_Flip( screen ) == -1 )
        {
            return 1;
        }

        //Cap the frame rate
        if( fps.get_ticks() < 1000 / FRAMES_PER_SECOND )
        {
            SDL_Delay( ( 1000 / FRAMES_PER_SECOND ) - fps.get_ticks() );
        }
    }

    //Clean up
    clean_up();

    return 0;
}