예제 #1
0
파일: mmm.cpp 프로젝트: Bfgeshka/labyrinta
bool loadMedia()
{
	//Loading success flag
	bool success = true;

	//Load sprites
	{if( !gButtonSpriteSheetTexture.loadFromFile( "res/menu/button.png" ) )
	{
		printf( "Failed to load button sprite texture!\n" );
		success = false;
	}

	else
	{
		//Set sprites
		for( int i = 0; i < 4; ++i )
		{
			gSpriteClips[ i ].x = 0;
			gSpriteClips[ i ].y = i * 200;
			gSpriteClips[ i ].w = BUTTON_WIDTH;
			gSpriteClips[ i ].h = BUTTON_HEIGHT;
		}

		//Set buttons in corners
		gButtons[ 0 ].setPosition( 127, 150 );

	}
	}
	if( !gBackgroundTexture.loadFromFile( "res/menu/new_background.png" ) )
	    {
		  printf( "Failed to load background texture image!\n" );
		  success = false;
		}
		return success;
}
예제 #2
0
SDL_Rect sword :: get_position(Dot myDot, Setup foo)
{
    if(look_up)
    {
        box.x = myDot.box.x;
        box.y = (myDot.box.y - le) + properHeight;
        weaponsT.loadFromFile( "first_test12.bmp" );

    }

    else if(look_down && !myDot.is_onGround())                      ///very much so temp--- this should be its own move, once i get moves sorted :D
    {
        box.x = myDot.box.x;
        box.y = myDot.box.y + myDot.box.h;
        weaponsT.loadFromFile( "first_test11.bmp" );
    }

    else
    {

         if(!direction)
         {
             box.x = myDot.box.x +  trueWidth;
             weaponsT.loadFromFile( "first_test10.bmp" );
         }
         else
         {
             box.x = (myDot.box.x - 128) + (128 - trueWidth);
             weaponsT.loadFromFile( "first_test9.bmp" );
         }
         box.y = myDot.box.y + trueHeight/2;
         return box;
    }
}
예제 #3
0
bool loadMedia()
{
	//Loading success flag
	bool success = true;

	//Load front alpha texture
	if( !gModulatedTexture.loadFromFile( "13_alpha_blending/fadeout.png" ) )
	{
		printf( "Failed to load front texture!\n" );
		success = false;
	}
	else
	{
		//Set standard alpha blending
		gModulatedTexture.setBlendMode( SDL_BLENDMODE_BLEND );
	}

	//Load background texture
	if( !gBackgroundTexture.loadFromFile( "13_alpha_blending/fadein.png" ) )
	{
		printf( "Failed to load background texture!\n" );
		success = false;
	}

	return success;
}
예제 #4
0
bool loadMedia( Tile* tiles[] )
{
	//Loading success flag
	bool success = true;

	//Load dot texture
	if( !gDotTexture.loadFromFile( "39_tiling/dot.bmp" ) )
	{
		printf( "Failed to load dot texture!\n" );
		success = false;
	}

	//Load tile texture
	if( !gTileTexture.loadFromFile( "39_tiling/tiles.png" ) )
	{
		printf( "Failed to load tile set texture!\n" );
		success = false;
	}

	//Load tile map
	if( !setTiles( tiles ) )
	{
		printf( "Failed to load tile set!\n" );
		success = false;
	}

	return success;
}
예제 #5
0
bool loadMedia()
{
	//Loading success flag
	bool success = true;

	if (!gDotTexture.loadFromFile( "gosho.png" ))
	{
		printf( "Failed to load ship texture!\n");
		success = false;
	}

	if( !gEnemyTexture.loadFromFile( "enemy.png" ) )
	{
		printf( "Failed to load arrow texture!\n" );
		success = false;
	}

	if( !gBulletTexture.loadFromFile( "bullet.png" ) )
	{
		printf( "Failed to load arrow texture!\n" );
		success = false;
	}

	if( !gBGTexture.loadFromFile( "background.png" ) )
	{
		printf( "Failed to load arrow texture!\n" );
		success = false;
	}

	return success;
}
예제 #6
0
파일: gun.cpp 프로젝트: KarlRoe/PixelChamp
SDL_Rect gun :: get_position(Dot myDot, Setup foo)
{
    if(look_up)
    {
        box.x = myDot.box.x;
        box.y = myDot.box.y;
        weapons2T.loadFromFile( "first_test16.bmp" );
    }

    else if(look_down && !myDot.is_onGround())                      ///very much so temp--- this should be its own move, once i get moves sorted :D
    {
        box.x = myDot.box.x;
        box.y = myDot.box.y + (myDot.box.h - speed);
        weapons2T.loadFromFile( "first_test15.bmp" );
    }

    else
    {

         if(!direction)
         {
             box.x = myDot.box.x +  (trueWidth - speed);
             weapons2T.loadFromFile( "first_test14.bmp" );
         }
         else
         {
             box.x = (myDot.box.x - 128) + (128 - trueWidth);
             weapons2T.loadFromFile( "first_test13.bmp" );
         }
         box.y = myDot.box.y + trueHeight/2;
    }
    return box;
}
예제 #7
0
bool loadMedia()
{
	//Loading success flag
	bool success = true;

	gFont = TTF_OpenFont( "images/lazy.ttf", 22 );
	if( gFont == NULL )
	{
		printf( "Failed to load lazy font! SDL_ttf Error: %s\n", TTF_GetError() );
		success = false;
	}
	else
	{
		//Render text
		SDL_Color textColor = { 0xFF, 0xFF, 0 };
		if( !gPlayerLifesTexture.loadFromRenderedText( " Lifes: ", textColor, gRenderer, gFont ) )
		{
			printf( "Failed to render text texture!\n" );
			success = false;
		}
	}

	if( !gPlayerTexture.loadFromFile( "images/player.bmp", gRenderer ) )
	{
		printf( "Failed to load dot texture!\n" );
		success = false;
	}

	if( !gProjTexture.loadFromFile( "images/projectile.bmp", gRenderer ) )
	{
		printf( "Failed to load dot texture!\n" );
		success = false;
	}

	if( !gShipTexture.loadFromFile( "images/ship.bmp", gRenderer ) )
	{
		printf( "Failed to load dot texture!\n" );
		success = false;
	}

	if( !gLoseScreen.loadFromFile( "images/losescreen.png", gRenderer ) )
	{
		printf( "Failed to load LoSE screen texture!\n" );
		success = false;
	}


	return success;
}
예제 #8
0
파일: camera.cpp 프로젝트: wedemalm/lazyfoo
bool loadMedia() {
  //Loading success flag
  bool success = true;

  if(!g_dotTexture.loadFromFile("dot.bmp")) {
    printf("Failed to load dot texture!\n");
    success = false;
  }

  if(!g_bgTexture.loadFromFile("bg.png")) {
    printf("Failed to load bg texture!\n");
    success = false;
  }
  return success;
}
예제 #9
0
bool loadMedia()
{
	//Loading success flag
	bool success = true;

	//Load dot texture
	if( !gDotTexture.loadFromFile( "assets/38_particle_engines/dot.bmp" ) )
	{
		printf( "Failed to load dot texture!\n" );
		success = false;
	}

	//Load red texture
	if( !gRedTexture.loadFromFile( "assets/38_particle_engines/red.bmp" ) )
	{
		printf( "Failed to load red texture!\n" );
		success = false;
	}

	//Load green texture
	if( !gGreenTexture.loadFromFile( "assets/38_particle_engines/green.bmp" ) )
	{
		printf( "Failed to load green texture!\n" );
		success = false;
	}

	//Load blue texture
	if( !gBlueTexture.loadFromFile( "assets/38_particle_engines/blue.bmp" ) )
	{
		printf( "Failed to load blue texture!\n" );
		success = false;
	}

	//Load shimmer texture
	if( !gShimmerTexture.loadFromFile( "assets/38_particle_engines/shimmer.bmp" ) )
	{
		printf( "Failed to load shimmer texture!\n" );
		success = false;
	}
	
	//Set texture transparency
	gRedTexture.setAlpha( 192 );
	gGreenTexture.setAlpha( 192 );
	gBlueTexture.setAlpha( 192 );
	gShimmerTexture.setAlpha( 192 );

	return success;
}
예제 #10
0
bool loadMedia() {
  //Loading success flag
  bool success = true;

  //Load sprite sheet texture
  if( !gSpriteSheetTexture.loadFromFile( "14_animated_sprites_and_vsync/foo.png" ) ) {
    printf( "Failed to load walking animation texture!\n" );
    success = false;
  } else {
    //Set sprite clips
    gSpriteClips[ 0 ].x =   0;
    gSpriteClips[ 0 ].y =   0;
    gSpriteClips[ 0 ].w =  64;
    gSpriteClips[ 0 ].h = 205;

    gSpriteClips[ 1 ].x =  64;
    gSpriteClips[ 1 ].y =   0;
    gSpriteClips[ 1 ].w =  64;
    gSpriteClips[ 1 ].h = 205;

    gSpriteClips[ 2 ].x = 128;
    gSpriteClips[ 2 ].y =   0;
    gSpriteClips[ 2 ].w =  64;
    gSpriteClips[ 2 ].h = 205;

    gSpriteClips[ 3 ].x = 196;
    gSpriteClips[ 3 ].y =   0;
    gSpriteClips[ 3 ].w =  64;
    gSpriteClips[ 3 ].h = 205;
  }

  return success;
}
예제 #11
0
파일: main.cpp 프로젝트: mrhopehub/SDL-game
bool loadMedia()
{
	//Loading success flag
	bool success = true;

	//Load sprite sheet texture
	if( !gSpriteSheetTexture.loadFromFile( "11_clip_rendering_and_sprite_sheets/game.png" ) )
	{
		printf( "Failed to load sprite sheet texture!\n" );
		success = false;
	}
	else
	{
		//初始化矩形
		for(int i = 0; i <= 2; i++)
		for(int j = 0; j <= 2; j++)
		{
			gSpriteClips[i * 3 + j].x = j * 250;
			gSpriteClips[i * 3 + j].y = i * 200;
			gSpriteClips[i * 3 + j].w = 250;
			gSpriteClips[i * 3 + j].h = 200;
		}
	}

	return success;
}
bool loadMedia()
{
    bool success = true;

    if( !gSquare.loadFromFile( "Sprites/Animation.png" ) )
    {
        cout << "Falha ao carregar a sprite principal." << endl;
        success = false;
    }
    else
    {
        gSpriteClips[ANIMATION1].x = 0;
        gSpriteClips[ANIMATION1].y = 0;
        gSpriteClips[ANIMATION1].w = 250;
        gSpriteClips[ANIMATION1].h = 300;

        gSpriteClips[ANIMATION2].x = 250;
        gSpriteClips[ANIMATION2].y = 0;
        gSpriteClips[ANIMATION2].w = 250;
        gSpriteClips[ANIMATION2].h = 300;

        gSpriteClips[ANIMATION3].x = 500;
        gSpriteClips[ANIMATION3].y = 0;
        gSpriteClips[ANIMATION3].w = 250;
        gSpriteClips[ANIMATION3].h = 300;

        gSpriteClips[ANIMATION4].x = 750;
        gSpriteClips[ANIMATION4].y = 0;
        gSpriteClips[ANIMATION4].w = 250;
        gSpriteClips[ANIMATION4].h = 300;
    }

    return success;
}
예제 #13
0
bool loadMedia()
{
	//Loading success flag
	bool success = true;

	//Load sprites
	if( !gButtonSpriteSheetTexture.loadFromFile( "assets/17_mouse_events/button.png" ) )
	{
		printf( "Failed to load button sprite texture!\n" );
		success = false;
	}
	else
	{
		//Set sprites
		for( int i = 0; i < BUTTON_SPRITE_TOTAL; ++i )
		{
			gSpriteClips[ i ].x = 0;
			gSpriteClips[ i ].y = i * 200;
			gSpriteClips[ i ].w = BUTTON_WIDTH;
			gSpriteClips[ i ].h = BUTTON_HEIGHT;
		}

		//Set buttons in corners
		gButtons[ 0 ].setPosition( 0, 0 );
		gButtons[ 1 ].setPosition( SCREEN_WIDTH - BUTTON_WIDTH, 0 );
		gButtons[ 2 ].setPosition( 0, SCREEN_HEIGHT - BUTTON_HEIGHT );
		gButtons[ 3 ].setPosition( SCREEN_WIDTH - BUTTON_WIDTH, SCREEN_HEIGHT - BUTTON_HEIGHT );
	}

	return success;
}
예제 #14
0
bool loadMedia() {
  //Loading success flag
  bool success = true;

  //Load dot texture
  if( !gDotTexture.loadFromFile( "30_scrolling/dot.bmp" ) ) {
    printf( "Failed to load dot texture!\n" );
    success = false;
  }

  //Load background texture
  if( !gBGTexture.loadFromFile( "30_scrolling/bg.png" ) ) {
    printf( "Failed to load background texture!\n" );
    success = false;
  }

  return success;
}
예제 #15
0
파일: main.cpp 프로젝트: sman13/battleship
bool IntroRender (int x, int y)
{
    //Event handler
    SDL_Event e;
    LTexture texture;
    std::string counter="";

    for (int i=0; i<1502; i+=2)
    {
        //Handle events on queue
        while( SDL_PollEvent( &e ) != 0 )
        {
            //Clear screen
            SDL_SetRenderDrawColor( gRenderer, 0, 0, 0, 0 );
            SDL_RenderClear( gRenderer );
            //User requests quit
            if( e.type == SDL_QUIT )
            {
                return false;
            }
        }
        bool quit=false;
        counter+="IntroPics/Intro";
        counter+=IntToString(i+1);
        counter+=".jpg";
        Intro [i]=texture.loadFromFile( counter.c_str(),gScreenRect.w, gScreenRect.h);
        gSplashTexture.render(x, y,Intro[i],IntroW, IntroH);
        //Update screen
        SDL_RenderPresent( gRenderer );
        if (Intro [i]!=NULL)

        {
            SDL_DestroyTexture( Intro [i] );
            Intro [i] = NULL;
        };

        printf(counter.c_str());
        counter="";
        SDL_Delay(10);

    }

//    //Render splash
//    for (int i=0 ; i<1410; i++)
//
//    {
//    if (Intro [i]!=NULL)
//
//        {
//            SDL_DestroyTexture( Intro [i] );
//           Intro [i] = NULL;
//        };
//    if (i<910)
//    Intro [i+500]=texture.loadFromFile( counter.c_str(),gScreenRect.w, gScreenRect.h);
//    }
    return true;
}
예제 #16
0
파일: main.cpp 프로젝트: Adriqun/C-CPP-SDL2
bool loadMedia()
{
	//Loading success flag
	bool success = true;

	//Load press texture
	if( !gPressTexture.loadFromFile( "press.png" ) )
	{
		printf( "Failed to load press texture!\n" );
		success = false;
	}

	//Load up texture
	if( !gUpTexture.loadFromFile( "up.png" ) )
	{
		printf( "Failed to load up texture!\n" );
		success = false;
	}

	//Load down texture
	if( !gDownTexture.loadFromFile( "down.png" ) )
	{
		printf( "Failed to load down texture!\n" );
		success = false;
	}

	//Load left texture
	if( !gLeftTexture.loadFromFile( "left.png" ) )
	{
		printf( "Failed to load left texture!\n" );
		success = false;
	}

	//Load right texture
	if( !gRightTexture.loadFromFile( "right.png" ) )
	{
		printf( "Failed to load right texture!\n" );
		success = false;
	}

	return success;
}
예제 #17
0
int
load_media(void)
{
	/* load dot texture */
	if (gDotTexture.loadFromFile("dot.bmp") == -1) {
		fprintf(stderr, "Failed to load dot texture!\n");
		return -1;
	}

	return 0;
}
bool loadMedia() {
  //Loading success flag
  bool success = true;

  //Load arrow
  if( !gArrowTexture.loadFromFile( "15_rotation_and_flipping/arrow.png" ) ) {
    printf( "Failed to load arrow texture!\n" );
    success = false;
  }

  return success;
}
예제 #19
0
bool loadMedia() {
  //Loading success flag
  bool success = true;

  //Initialize scene texture
  if(!g_sceneTexture.loadFromFile("window.png")) {
    printf("Failed to load window texture!\n");
    success = false;
  }

  return success;
}
예제 #20
0
int
load_media(void)
{

	/* load front alpha texture */
	if (gModulatedTexture.loadFromFile("fadeout.png") == -1) {
		fprintf(stderr, "Failed to load front texture!\n");
		return -1;
	} else {
		/*set standard alpha blending */
		gModulatedTexture.setBlendMode(SDL_BLENDMODE_BLEND);
	}

	/* load background texture */
	if (gBackgroundTexture.loadFromFile("fadein.png") == -1) {
		fprintf(stderr, "Failed to load background texture!\n");
		return -1;
	}

	return 0;
}
예제 #21
0
bool loadMedia()
{
	//Loading success flag
	bool success = true;

	//Load Foo' texture
	if( !gFooTexture.loadFromFile( "assets/10_color_keying/foo.png" ) )
	{
		printf( "Failed to load Foo' texture image!\n" );
		success = false;
	}
	
	//Load background texture
	if( !gBackgroundTexture.loadFromFile( "assets/10_color_keying/background.png" ) )
	{
		printf( "Failed to load background texture image!\n" );
		success = false;
	}

	return success;
}
예제 #22
0
bool loadMedia() {
  //Loading success flag
  bool success = true;

  //Load press texture
  if( !gSplashTexture.loadFromFile( "20_force_feedback/splash.png" ) ) {
    printf( "Failed to load splash texture!\n" );
    success = false;
  }

  return success;
}
예제 #23
0
bool loadMedia() {
  //Loading success flag
  bool success = true;

  //Load dot texture
  if( !gDotTexture.loadFromFile( "28_per-pixel_collision_detection/dot.bmp" ) ) {
    printf( "Failed to load dot texture!\n" );
    success = false;
  }

  return success;
}
예제 #24
0
int
load_media(void)
{

	/* load texture */
	if (gModulatedTexture.loadFromFile("colors.png") == -1) {
		fprintf(stderr, "Failed to load colors texture!\n");
		return -1;
	}

	return 0;
}
예제 #25
0
bool loadMedia() {
  //Loading success flag
  bool success = true;

  //Load texture
  if( !gModulatedTexture.loadFromFile( "12_color_modulation/colors.png" ) ) {
    printf( "Failed to load colors texture!\n" );
    success = false;
  }

  return success;
}
bool loadMedia() {
  //Loading success flag
  bool success = true;

  //Load dot texture
  if( !gDotTexture.loadFromFile( "44_frame_independent_movement/dot.bmp" ) ) {
    printf( "Failed to load dot texture!\n" );
    success = false;
  }

  return success;
}
bool loadMedia()
{
	//Loading success flag
	bool success = true;

	//Load prompt texture
	if( !gPromptTexture.loadFromFile( "images/prompt.png" ) )
	{
		printf( "Failed to load prompt texture!\n" );
		success = false;
	}

	//Load music
	gMusic = Mix_LoadMUS( "music/beat.wav" );
	if( gMusic == NULL )
	{
		printf( "Failed to load beat music! SDL_mixer Error: %s\n", Mix_GetError() );
		success = false;
	}

	//Load sound effects
	gScratch = Mix_LoadWAV( "music/scratch.wav" );
	if( gScratch == NULL )
	{
		printf( "Failed to load scratch sound effect! SDL_mixer Error: %s\n", Mix_GetError() );
		success = false;
	}

	gHigh = Mix_LoadWAV( "music/high.wav" );
	if( gHigh == NULL )
	{
		printf( "Failed to load high sound effect! SDL_mixer Error: %s\n", Mix_GetError() );
		success = false;
	}

	gMedium = Mix_LoadWAV( "music/medium.wav" );
	if( gMedium == NULL )
	{
		printf( "Failed to load medium sound effect! SDL_mixer Error: %s\n", Mix_GetError() );
		success = false;
	}

	gLow = Mix_LoadWAV( "music/low.wav" );
	if( gLow == NULL )
	{
		printf( "Failed to load low sound effect! SDL_mixer Error: %s\n", Mix_GetError() );
		success = false;
	}

	return success;
}
예제 #28
0
bool loadMedia()
{
	//Loading success flag
	bool success = true;

	//Load press texture
	if( !gDotTexture.loadFromFile( "dot.bmp" ) )
	{
		printf( "Failed to load dot texture!\n" );
		success = false;
	}

	return success;
}
예제 #29
0
bool loadMedia()
{
	//Loading success flag
	bool success = true;

	//Load splash texture
	if (!gSplashTexture.loadFromFile("C://Users/Yeis/Documents/SDL_Exercises/CppTesting/SDLSet/Images/splash.png"))
	{
		printf("Failed to load splash texture!\n");
		success = false;
	}

	return success;
}
예제 #30
0
bool loadMedia()
{
	//Loading success flag
	bool success = true;
	
	//Load splash texture
	if( !gSplashTexture.loadFromFile( "assets/46_multithreading/splash.png" ) )
	{
		printf( "Failed to load splash texture!\n" );
		success = false;
	}

	return success;
}