void graphics_init(graphics_t* g) { sfVideoMode mode = {1024, 768, 32}; g->render = sfRenderWindow_create(mode, "Vendetta " VERSION, sfResize | sfClose, NULL); if (g->render == NULL) exit(1); sfRenderWindow_setMouseCursorVisible(g->render, sfFalse); }
sfRenderWindow* sfRenderWindow_create_helper (sfVideoMode* mode, const char* title, sfUint32 style, const sfContextSettings* settings) { return sfRenderWindow_create (*mode, title, style, settings); }
int main(int argc, char **argv) { int window_width = 640; int window_height = 480; //Create the render window sfRenderWindow *window = NULL; if(!(window = sfRenderWindow_create((sfVideoMode) {window_width, window_height, 32}, "Mettle", sfClose|sfResize, NULL))) { printf("Unable to create RenderWindow\n"); exit(EXIT_FAILURE); } //Create a queue of inputs actionQueue *actions = actionQueue_create(); playerAction action = actionQueue_next(actions); //Load the hero sprite sfTexture *hero_texture = NULL; static const char *hero_texture_location = "data/img/leatherarmor.png"; if(!(hero_texture = sfTexture_createFromFile(hero_texture_location, NULL))) { printf("Unable to load %s\n", hero_texture_location); exit(EXIT_FAILURE); } entity *hero = entity_createPlayer((sfVector2i) {0, 0}, &action, hero_texture); //Create the "map" sfTexture *map_texture = NULL; static const char *map_texture_location = "data/img/tilesheet.png"; if(!(map_texture = sfTexture_createFromFile(map_texture_location, NULL))) { printf("Unable to load %s\n", map_texture_location); exit(EXIT_FAILURE); } int map_width = (int) ceilf((float) (window_width / TILE_SIZE)); int map_height = (int) ceilf((float) (window_height / TILE_SIZE)); //Allocate space sfSprite *tile = NULL; if(!(tile = sfSprite_create())) { printf("Unable to create sprite\n"); exit(EXIT_FAILURE); } //Initialize the tile sfSprite_setTexture(tile, map_texture, sfFalse); sfSprite_setTextureRect(tile, XY_TO_RECT(4, 2, TILE_SIZE, TILE_SIZE)); //Event holder sfEvent event; //Window active variable sfBool window_active = sfFalse; //Main loop while(sfRenderWindow_isOpen(window)) { //Process events while(sfRenderWindow_pollEvent(window, &event)) { switch(event.type) { //Handle keyboard input case(sfEvtKeyPressed): case(sfEvtKeyReleased): { playerAction action = handleKey(&event.key); if(action) { actionQueue_add(actions, action); } break; } case(sfEvtClosed): sfRenderWindow_close(window); break; case(sfEvtGainedFocus): window_active = sfTrue; break; case(sfEvtLostFocus): window_active = sfFalse; default: break; } } //While there are still actions to do while(action = actionQueue_next(actions)) { hero->ai->think(hero->ai); } //Clear the screen and render sfRenderWindow_clear(window, sfMagenta); //Draw the map int x,y; for(x = 0; x < map_width; x++) { for(y = 0; y < map_height; y++) { sfSprite_setPosition(tile, (sfVector2f) {x * TILE_SIZE, y * TILE_SIZE}); sfRenderWindow_drawSprite(window, tile, NULL); } } //Draw the hero displayComp_draw(hero->display, window); sfRenderWindow_display(window); #ifdef DEBUG sfVector2f pos = sfSprite_getPosition(hero->display->sprite); printf("\rPlayer at %d,%d (%f.0px, %f.0px)", hero->x, hero->y, pos.x, pos.y); fflush(stdout); #endif } //Cleanup sfRenderWindow_destroy(window); return EXIT_SUCCESS; }
void render_main(void) { // Create the main window and the main view window = sfRenderWindow_create( (sfVideoMode){DEFAULT_WIN_WIDTH, DEFAULT_WIN_HEIGHT, 32}, "Territory", sfResize | sfClose, NULL ); if (!window) return; mainView = sfView_createFromRect( (sfFloatRect){0, 0, DEFAULT_WIN_WIDTH, DEFAULT_WIN_HEIGHT}); sfView_zoom(mainView, 0.75); /*** ***/ // Create images sfImage* oceanImage = sfImage_createFromFile("res/ocean.png"); if (!oceanImage) return; sfImage* grassImage = sfImage_createFromFile("res/grass.png"); if (!grassImage) return; const int mapWidth = 40; const int mapHeight = 20; sfImage* mapImage = sfImage_create(mapWidth * 16, mapHeight * 16); worldmap* map = newMap(mapWidth, mapHeight); for (int y = 0; y < mapHeight; y++) { for (int x = 0; x < mapWidth; x++) { sfImage_copyImage( mapImage, map->tiles[x][y] ? grassImage : oceanImage, x * 16, y * 16, (sfIntRect){0, 0, 16, 16}, sfTrue); } } sfSprite* mapSprite = sfSprite_create(); sfSprite_setTexture( mapSprite, sfTexture_createFromImage(mapImage, NULL), sfTrue); /*** ***/ sfVector2u winDimensions; render_closeFlag = false; eventAvailable = sfFalse; while (sfRenderWindow_isOpen(window)) { eventAvailable = sfRenderWindow_pollEvent(window, &render_event); if (render_closeFlag) { render_closeFlag = false; sfRenderWindow_close(window); sfRenderWindow_destroy(window); return; } if (render_rescaleFlag) { render_rescaleFlag = false; winDimensions = sfRenderWindow_getSize(window); if (winDimensions.x < DEFAULT_WIN_WIDTH) { winDimensions.x = DEFAULT_WIN_WIDTH; sfRenderWindow_setSize(window, winDimensions); } if (winDimensions.y < DEFAULT_WIN_HEIGHT) { winDimensions.y = DEFAULT_WIN_HEIGHT; sfRenderWindow_setSize(window, winDimensions); } sfView_setSize( mainView, (sfVector2f){render_event.size.width, render_event.size.height} ); sfView_zoom(mainView, 0.75); } sfRenderWindow_clear(window, sfBlue); sfRenderWindow_setView(window, mainView); sfRenderWindow_drawSprite(window, mapSprite, NULL); sfRenderWindow_display(window); Sleep(10); } }
int game_setup(jnx_hashmap *configuration) { assert(configuration); config = configuration; assert(config); videomode = sfVideoMode_getDesktopMode(); JNX_LOG(NULL,"Video mode is %d %d\n",videomode.width,videomode.height); main_window = sfRenderWindow_create(videomode,"Gridfire",sfDefaultStyle,NULL); int max_fps = atoi(jnx_hash_get(config,"MAXFPS")); assert(max_fps); sfRenderWindow_setFramerateLimit(main_window,max_fps); main_view = sfView_create(); sfVector2f view_size; view_size.x = videomode.width; view_size.y = videomode.height; sfView_setSize(main_view,view_size); clear_color = sfColor_fromRGB(0,0,0); JNX_LOG(NULL,"Creating game _clock\n"); _clock = sfClock_create(); JNX_LOG(NULL,"Creating bounding map\n"); int game_bound = atoi(jnx_hash_get(configuration,"GAMEBOUNDS")); cartographer_setbounds(0,game_bound,0,game_bound); int star_density = atoi(jnx_hash_get(configuration,"STARCOUNT")); starfield_create(cartographer_getbounds(),star_density); JNX_LOG(NULL,"Initial setup complete\n"); /*----------------------------------------------------------------------------- * Game text *-----------------------------------------------------------------------------*/ game_start_text = game_ui_text_builder("GRIDFIRE",sfView_getCenter(main_view),sfColor_fromRGB(255,0,0),sfTextRegular,40); game_over_text = game_ui_text_builder("GAME OVER",sfView_getCenter(main_view),sfColor_fromRGB(255,255,255),sfTextRegular,30); game_start_button_text = game_ui_text_builder("Start",sfView_getCenter(main_view),sfColor_fromRGB(255,0,0),sfTextRegular,15); game_author_text = game_ui_text_builder("By Alex Jones",sfView_getCenter(main_view),sfColor_fromRGB(255,0,0),sfTextRegular,15); next_level_text = game_ui_text_builder("Congratulations",sfView_getCenter(main_view),sfColor_fromRGB(255,255,255),sfTextRegular,45); next_level_button_text = game_ui_text_builder("Press enter for the next level",sfView_getCenter(main_view),sfColor_fromRGB(255,0,0),sfTextRegular,20); game_loading_text = game_ui_text_builder("LOADING",sfView_getCenter(main_view),sfColor_fromRGB(255,0,0),sfTextRegular,40); game_finish_text = game_ui_text_builder("GAME COMPLETE",sfView_getCenter(main_view),sfColor_fromRGB(255,0,0),sfTextRegular,40); assert(game_finish_text); assert(game_loading_text); assert(next_level_button_text); assert(game_start_text); assert(game_over_text); assert(game_start_button_text); assert(game_author_text); assert(next_level_text); /*----------------------------------------------------------------------------- * Game level setup *-----------------------------------------------------------------------------*/ max_levels = atoi(jnx_hash_get(configuration,"MAXLEVELS")); assert(max_levels); //start on level one current_level = 1; /*----------------------------------------------------------------------------- * Scoreboard setup *-----------------------------------------------------------------------------*/ score_setup(atoi(jnx_hash_get(configuration,"MAXSCORE"))); /*----------------------------------------------------------------------------- * Load weapon textures *-----------------------------------------------------------------------------*/ weapon_setup(); /*----------------------------------------------------------------------------- * Load ingame music *-----------------------------------------------------------------------------*/ audio_control_setup(configuration); play_music(TITLEMUSIC); if(game_ui_setup(main_window,main_view) != 0) { return 1; } /*----------------------------------------------------------------------------- * Set game state to running *-----------------------------------------------------------------------------*/ current_game_state = GAMESTART; return 0; }