Пример #1
0
int main( int argc, char* args[] )
{
    //Init SDL
    if(SDL_Init(SDL_INIT_EVERYTHING) < 0)
    {
        return 10;
    }
    //Creates a SDL Window
    if((window = SDL_CreateWindow("Image Loading", 100, 100, 500/*WIDTH*/, 250/*HEIGHT*/, SDL_WINDOW_RESIZABLE | SDL_RENDERER_PRESENTVSYNC)) == NULL)
    {
        return 20;
    }
    //SDL Renderer
    renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED );
    if (renderer == NULL)
    {
        std::cout << SDL_GetError() << std::endl;
        return 30;
    }

    //Init textures
    int w=0,h=0;
    background = IMG_LoadTexture(renderer,"fondo.png");
    SDL_QueryTexture(background, NULL, NULL, &w, &h);
    rect_background.x = 0; rect_background.y = 0; rect_background.w = w; rect_background.h = h;

    character = IMG_LoadTexture(renderer, "personaje.png");
    SDL_QueryTexture(character, NULL, NULL, &w, &h);
    rect_character.x = 0; rect_character.y = 100; rect_character.w = w; rect_character.h = h;

    char2 = IMG_LoadTexture(renderer, "char2.png");
    SDL_QueryTexture(character, NULL, NULL, &w, &h);
    rect_character2.x = 100; rect_character2.y = 100; rect_character2.w = w; rect_character2.h = h;

    //Main Loop
    while(true)
    {
        while(SDL_PollEvent(&Event))
        {
            if(Event.type == SDL_QUIT)
            {
                return 0;
            }
            if(Event.type == SDL_KEYDOWN)
            {
                if(Event.key.keysym.sym == SDLK_d)
                    rect_character.x+=2;
                else if(Event.key.keysym.sym == SDLK_a)
                    rect_character.x-=2;
                else if(Event.key.keysym.sym == SDLK_w)
                    rect_character.y-=2;
                else if(Event.key.keysym.sym == SDLK_s)
                    rect_character.y+=2;
                if(Event.key.keysym.sym == SDLK_RIGHT)
                    rect_character2.x+=2;
                else if(Event.key.keysym.sym == SDLK_LEFT)
                    rect_character2.x-=2;
                else if(Event.key.keysym.sym == SDLK_UP)
                    rect_character2.y-=2;
                else if(Event.key.keysym.sym == SDLK_DOWN)
                    rect_character2.y+=2;
            }
        }

        SDL_RenderCopy(renderer, background, NULL, &rect_background);
        SDL_RenderCopy(renderer, character, NULL, &rect_character);
        SDL_RenderCopy(renderer, char2, NULL, &rect_character2);
        SDL_RenderPresent(renderer);
    }

	return 0;
}
    ManifestBasedResources(std::string manifest, SDL_Renderer* renderer)
    {
        auto configuration = LoadLuaConfiguration(manifest);
        
        auto images = configuration.Get<LuaTable>("images");
        
        images.ForAllIntegerKeys([&](int key, LuaType::Value type)
                                 {
                                     if (type == LuaType::table)
                                     {
                                         auto value = images.Get<LuaTable>(key);
                                         auto id = value.Get<int>("id");
                                         auto path = value.Get<std::string>("path");
                                         auto x = value.Get<int>("x");
                                         auto y = value.Get<int>("y");
                                         auto w = value.Get<int>("w");
                                         auto h = value.Get<int>("h");
                                         
                                         SDL_Rect rect;
                                         rect.x = x;
                                         rect.y = y;
                                         rect.w = w;
                                         rect.h = h;
                                         
                                         auto texture = texturesByName.find(path);
                                         if (texture == texturesByName.end())
                                         {
                                             texturesByName[path] = std::shared_ptr<SDL_Texture>(IMG_LoadTexture(renderer, path.c_str()), SDL_DestroyTexture);
                                             
                                             
                                             texture = texturesByName.find(path);
                                             
                                             if (!texture->second)
                                             {
                                                 printlog("Image '%s' IMG:%s\n", path.c_str(), IMG_GetError());
                                             }
                                         }
                                         
                                         imageResources[id] = std::shared_ptr<ImageDesc>(new ImageDesc(texture->second, rect));
                                     }
                                 });
        
        
        auto sprites = configuration.Get<LuaTable>("sprites");
        
        sprites.ForAllIntegerKeys([&](int key, LuaType::Value type)
                                 {
                                     if (type == LuaType::table)
                                     {
                                         auto sprite = sprites.Get<LuaTable>(key);
                                         
                                         auto id = sprite.Get<int>("id");
                                         auto imageIds = sprite.Get<LuaTable>("imageIds");
                                         unsigned int delay = sprite.Get<int>("delay");
                                         
                                         std::vector< std::shared_ptr<ImageDesc> > imageList;
                                         imageIds.ForAllIntegerKeys([&](int key, LuaType::Value type)
                                                                    {
                                                                        auto imageId = imageIds.Get<int>(key);
                                                                        imageList.push_back(GetImage(imageId));
                                                                   });
                                         
                                         SDL_Rect rect = *(imageList[0]->GetRect());
                                         
                                         spriteResources[id] = std::shared_ptr<SpriteDesc>(new SpriteDesc(imageList, rect, delay));
                                         
                                     }
                                 });
        
        auto fonts = configuration.Get<LuaTable>("fonts");
        
        fonts.ForAllIntegerKeys([&](int key, LuaType::Value type)
                                  {
                                      if (type == LuaType::table)
                                      {
                                          auto font = fonts.Get<LuaTable>(key);
                                          
                                          auto id = font.Get<int>("id");
                                          auto path = font.Get<std::string>("path");
                                          auto color = font.Get<LuaTable>("color");
                                          auto ptsize = font.Get<int>("ptsize");
                                          
                                          std::stringstream ss;
                                          ss << path << "@" << ptsize;
                                          
                                          auto fontFile = fontsByName.find(ss.str());
                                          if (fontFile == fontsByName.end())
                                          {
                                              fontsByName[path] = std::shared_ptr<TTF_Font>(TTF_OpenFont(path.c_str(), ptsize), TTF_CloseFont);
                                              fontFile = fontsByName.find(path);
                                              TTF_SetFontHinting(fontFile->second.get(), 1);
                                              TTF_SetFontKerning(fontFile->second.get(), 1);
                                          }
                                          
                                          SDL_Color c;
                                          c.a = 0xff;
                                          c.r = (Uint8)color.Get<int>("r");
                                          c.g = (Uint8)color.Get<int>("g");
                                          c.b = (Uint8)color.Get<int>("b");

                                          fontResources[id] = std::shared_ptr<TTFFontDesc>(new TTFFontDesc(fontFile->second, c));

                                      }
                                  });
    }
Пример #3
0
	void Sprite::load_image(){
		image = SDL_Texture_ptr(IMG_LoadTexture(renderer.get(), filename.c_str()), SDL_DestroyTexture);
	}
Пример #4
0
	TextResources(SDL_Renderer *ren) : mRen(ren)
	{
		mTexture = IMG_LoadTexture(mRen, "Resources/TextResources.png");
		if (mTexture == nullptr)
			throw std::runtime_error("IMG_LoadTexture Error: " + std::string{ SDL_GetError() });
	}
Пример #5
0
/**
* Loads an image into a texture on the rendering device
* @param file The image file to load
* @param ren The renderer to load the texture onto
* @return the loaded texture, or nullptr if something went wrong.
*/
SDL_Texture* loadTexture(const std::string &file, SDL_Renderer *ren){
	SDL_Texture *texture = IMG_LoadTexture(ren, file.c_str());
	if (texture == nullptr)		
		logSDLError(std::cout, "LoadTexture");
	return texture;
}
Пример #6
0
// tank creation
Tank::Tank(SDL_Renderer *renderer, int pNum, string filePath, string audioPath, float x, float y)
{
	// load the health GUI
	back = IMG_LoadTexture(renderer, (filePath + "health_1.png").c_str());
	mid = IMG_LoadTexture(renderer, (filePath + "health_2.png").c_str());
	front = IMG_LoadTexture(renderer, (filePath + "health_3.png").c_str());

	empty = IMG_LoadTexture(renderer, (filePath + "emptyKeyGUI.png").c_str());
	one = IMG_LoadTexture(renderer, (filePath + "oneKeyGUI.png").c_str());
	two = IMG_LoadTexture(renderer, (filePath + "twoKeyGUI.png").c_str());

	none = IMG_LoadTexture(renderer, (filePath + "tLegNoneGUI.png").c_str());
	One = IMG_LoadTexture(renderer, (filePath + "tLegOneGUI.png").c_str());
	Two = IMG_LoadTexture(renderer, (filePath + "tLegTwoGUI.png").c_str());
	Three = IMG_LoadTexture(renderer, (filePath + "tLegThreeGUI.png").c_str());

	// bring in the rock landing sound
	// sound effect for the rock hit
	//rockLand = Mix_LoadWAV((audioPath + "rockClatter.wav").c_str());

	// set win condition to false
	win1 = false;
	win2 = false;

	key = 0;

	emptyR.x = oneR.x = twoR.x = 10;
	emptyR.y = oneR.y = twoR.y = 10;
	emptyR.w = oneR.w = twoR.w = 100;
	emptyR.h = oneR.h = twoR.h = 100;

	noneR.x = OneR.x = TwoR.x = ThreeR.x = 800;
	noneR.y = OneR.y = TwoR.y = ThreeR.y = 10;
	noneR.w = OneR.w = TwoR.w = ThreeR.w = 200;
	noneR.h = OneR.h = TwoR.h = ThreeR.h = 100;
	
	backR.x = midR.x = frontR.x = 350;
	backR.y = midR.y = frontR.y = 10;
	backR.w = midR.w = frontR.w = 300;
	backR.h = midR.h = frontR.h = 60;

	// player health
	playerHealth = 100.0f;
	maxHealth = 100.0f;

	active = true;

	playerNum = pNum;

	speed = 100.0f;

	// number of rocks Bibble starts with
	rocks = 3;

	// tank firing sound
	//fire = Mix_LoadWAV((audioPath + "fire.wav").c_str());

	playerPath = filePath + "Bibble.png";

	texture = IMG_LoadTexture(renderer, playerPath.c_str());

	if(texture == NULL)
	{
		printf("Could not get image: %s\n", SDL_GetError());
	}

	posRect.x = x;
	posRect.y = y;
	int w, h;
	SDL_QueryTexture(texture, NULL, NULL, &w, &h);
	posRect.w = w;
	posRect.h = h;

	pos_X = x;
	pos_Y = y;

	xDir = 0;
	yDir = 0;

	xDirOld = 1;
	yDirOld = 0;

	center.x = posRect.w/2;
	center.y = posRect.h/2;

	string bulletPath;

	if(playerNum == 0)
	{
		bulletPath = filePath + "rockItem.png";
	} 

	//create the player's bullet pool
	for (int i = 0; i < 10; i++)
	{
		//create the bullet and move offscreen, out of the gameplayer area
		Rocks tmpBullet(renderer, bulletPath, -1000, -1000, 0, 0);

		//add to bulletList
		bulletList.push_back(tmpBullet);
	}

	lockX = false;
	lockY = false;

	// create a pool of explosions - 10
	for (int i = 0; i < 10; i++) {
		// create the enemy
		RockHit tmpExplode(renderer, filePath, -1000, -1000, 0);

		// add to the enemyList
		rockHitList.push_back(tmpExplode);
	}

	// create the rects for the rock ammo indicators
	oneRock.w = twoRock.w = threeRock.w = 80;
	oneRock.h = twoRock.h = threeRock.h = 80;

	oneRock.x = 10;
	twoRock.x = 90;
	threeRock.x = 170;

	oneRock.y = twoRock.y = threeRock.y = 700;

}
CellularNetworkDemonstration::ViewWelcome::ViewWelcome(SDL_Renderer* renderer, int viewCode) :ViewBase(renderer, viewCode) {
    m_pWelcomeImage = IMG_LoadTexture(m_pRenderer, "view-welcome.png");
    SDL_SetTextureBlendMode(m_pWelcomeImage, SDL_BLENDMODE_BLEND);
}
Пример #8
0
Файл: ihm.c Проект: naaf/Master
int ihm1() {
	SDL_Texture *tmp_Tx;
	SDL_Event event;

	SDL_Rect rectLabelCoup = { 10 * CASE, 16 * CASE + 16, 0, 0 };
	SDL_Rect rectSendMoves = { 7 * CASE, 17 * CASE, 64, 64 };
	SDL_Rect rectReset = { 10 * CASE, 17 * CASE, 64, 64 };
	SDL_Rect rectCoup = { 12 * CASE, 17 * CASE, CASE * 4, 64 };
	SDL_Rect rectEmpty = { 0, 0, 64, 32 };
	SDL_Rect rectUser = { 512, 32, 256, 32 };
	SDL_Rect rectTime = { 3 * CASE, 17 * CASE, 2 * CASE, 32 };
	SDL_Rect rectVoir = { 19 * CASE, 17 * CASE, 64, 64 };
	SDL_Rect rectArret = { 16 * CASE, 17 * CASE, 64, 64 };
	SDL_Rect rectSuivant = { 22 * CASE, 17 * CASE, 64, 64 };

	Direction direction;
	int robotSelected;
	bool_t focusCoup, preFocusCoup;
	bool_t focusUser, preFocusUser;
	int userSelected;

	char message[256];
	char move[3];
	char timeChaine[32];
	int lenCoups;
	char* labelCoup = "Veuillez entrer le nombre de coups :";

	int x, y, i;

	/*initialisation*/
	SDLS_init(768, 608, &win, &ren);
	if (TTF_Init() == -1) {
		fprintf(stderr, "Erreur d'initialisation de TTF_Init : %s\n",
		TTF_GetError());
	}

	empty_Tx = IMG_LoadTexture(ren, "assets/inputField.png");
	font = TTF_OpenFont("assets/dayrom.TTF", 12);

	/*** Show **/

	displayAccueil(win, ren);
	SDLS_affiche_image("assets/pl.png", ren, 0, 0);

	awaitLoadingTexte("attente de session ", PHASE_SESSION);

	focusCoup = preFocusCoup = FALSE;
	focusUser = preFocusUser = FALSE;
	userSelected = robotSelected = -1;
	direction = NONE;
	lenCoups = 0;
	memset(message, 0, sizeof(message));
	memset(moves, 0, sizeof(moves));
	memset(move, 0, sizeof(move));
	memset(coups, 0, sizeof(coups));
	if (!quit) {
		awaitLoadingTexte("attente d'enigme ", PHASE_REFLEX);

		// display labelCoup
		tmp_Tx = txt2Texture(ren, font, &colorBlack, labelCoup);
		SDL_QueryTexture(tmp_Tx, NULL, NULL, &rectLabelCoup.w,
				&rectLabelCoup.h);
		SDL_RenderCopy(ren, tmp_Tx, NULL, &rectLabelCoup);
		SDL_RenderPresent(ren);
		TTF_CloseFont(font);
		font = TTF_OpenFont("assets/dayrom.TTF", 20);
	}
	SDL_StartTextInput();
	int k, save_yUser;

	while (!quit) {
		SDL_WaitEvent(&event);
		switch (event.type) {
		case SDL_MOUSEBUTTONDOWN:
//			handle send moves or coups numbers of moves
			if (estContenu(&rectSendMoves, &event.motion)) {
				if (currentPhase == PHASE_REFLEX && strlen(coups) > 0) {
					send_request(sc, 3, SOLUTION, myName, coups);
				} else if (currentPhase == PHASE_ENCHERE && strlen(coups) > 0) {
					valideCoups =
							(valideCoups == -1) ? atoi(coups) : valideCoups;
					send_request(sc, 3, ENCHERE, myName, coups);
				} else if (currentPhase == PHASE_RESO && strlen(moves) > 0
						&& moiJoue) {
					send_request(sc, 3, SOLUTION, myName, moves);
				} else {
					if (!moiJoue && currentPhase == PHASE_RESO) {
						displayMsg("Ce n'est pas votre tour", FALSE);
					} else {
						displayMsg("coup ou deplacement est vide ", FALSE);
					}
				}
			}
//			handle btn reset /*|| estContenu(&rectCoup, &event.motion)*/
			if (estContenu(&rectReset, &event.motion)
					|| estContenu(&rectCoup, &event.motion)) {
				if (strlen(moves) > 0 || strlen(coups) > 0) {
					onclickReset(initPl, &initEnigme, coups, moves);
				}
			}
//			handle btn arret simulation
			if (estContenu(&rectArret, &event.motion)) {
				if (modeVisualisation) {
					arreterVisualisation();
					displayMsg("arret de visualisation", FALSE);
				}
			}
//			handle btn voir simulation
			if (estContenu(&rectVoir, &event.motion)) {
				if (userSelected >= 0) {
					displayMsg("visalisation", FALSE);
					demarrerVisualisation(userSelected);
				}
			}
//			handle btn suivant (movement suivant de la simulation
			if (estContenu(&rectSuivant, &event.motion)) {
				if (modeVisualisation) {
					pasVisualisation();
					displayMsg("pas suivant", FALSE);
				}
			}

//			handle focus coups
			focusCoup = FALSE;
			if (estContenu(&rectCoup, &event.motion)) {
				SDLS_affiche_image("assets/focusCoups.png", ren, rectCoup.x,
						rectCoup.y + CASE);
				memset(coups, 0, sizeof(coups));
				lenCoups = 0;
				preFocusCoup = focusCoup = TRUE;

			}
//			handle select user
			save_yUser = rectUser.y;
			focusUser = FALSE;
			for (k = 0; k < bilan.list_users.nb; k++) {
				if (estContenu(&rectUser, &event.motion)) {
					if (userSelected > -1) {
						int y = rectUser.y;
						rectUser.y = save_yUser + CASE * userSelected;
						SDLS_affiche_image("assets/unfocusUser.png", ren,
								rectUser.x, rectUser.y);
						rectUser.y = y;
					}
					SDLS_affiche_image("assets/focusUser.png", ren, rectUser.x,
							rectUser.y);
					preFocusUser = focusUser = TRUE;
					userSelected = k;

				}
				rectUser.y = rectUser.y + CASE;
			}
			rectUser.y = save_yUser;

			//handle move robot
			if (!modeVisualisation) {
				x = event.motion.x / CASE;
				y = event.motion.y / CASE;
				for (i = 0; i < NB_ROBOT; ++i) {
					if (enigme.robots[i].x == x && enigme.robots[i].y == y)
						robotSelected = i;
				}
				if (robotSelected > -1) {
					direction =
							estDirection(&enigme, &event.motion, robotSelected,
									-1, 0) == TRUE ? Gauche : direction;
					direction =
							estDirection(&enigme, &event.motion, robotSelected,
									1, 0) == TRUE ? Droit : direction;
					direction =
							estDirection(&enigme, &event.motion, robotSelected,
									0, -1) == TRUE ? Haut : direction;
					direction =
							estDirection(&enigme, &event.motion, robotSelected,
									0, 1) == TRUE ? Bas : direction;
				}

				if (direction != NONE) {
					update_pos_robot(pl, &enigme.robots[robotSelected],
							direction);
					/* update dans moves le nouveau deplacement de robot et le coups*/
					move[0] = enigme.robots[robotSelected].c;
					move[1] = direction;
					strcat(moves, move);
					sprintf(coups, "%d", ((int) (strlen(moves) / 2)));

					//update view
					updateView(&rectCoup, &rectEmpty);

					robotSelected = -1;
					direction = NONE;
				}

				// handle unfocus
				if (preFocusCoup && !focusCoup) {
					SDLS_affiche_image("assets/unfocusCoups.png", ren,
							rectCoup.x, rectCoup.y + CASE);
					preFocusCoup = focusCoup;
				}
				if (preFocusUser && !focusUser) {
					rectUser.y = save_yUser + CASE * userSelected;
					SDLS_affiche_image("assets/unfocusUser.png", ren,
							rectUser.x, rectUser.y);
					rectUser.y = save_yUser;
					userSelected = -1;
					preFocusUser = focusUser;
				}
			}
			break;
			// handle entrer en dur le nb coups
		case SDL_TEXTINPUT:
			if (focusCoup
					&& ((currentPhase & PHASE_REFLEX)
							|| (currentPhase & PHASE_ENCHERE))) {
				int nb = estEntier(event.text.text);
				if (0 <= nb && nb <= 9) {
					if (lenCoups < 4) {
						coups[lenCoups++] = event.text.text[0];
						tmp_Tx = txt2Texture(ren, font, &colorBlack, coups);
						displayCoup(tmp_Tx, rectCoup, &rectEmpty);
						SDL_RenderPresent(ren);
					}
				}
			}
			break;
		case SDL_QUIT:
			quit = TRUE;
			break;

		}
		// UPDATE Time
		memset(timeChaine, 0, 32);
		formatTime(SDL_GetTicks() - timeStart, timeChaine);

		SDLS_affiche_image("assets/emptyTT.png", ren, rectTime.x, rectTime.y);
		tmp_Tx = txt2Texture(ren, font, &colorBlack, timeChaine);
		SDL_QueryTexture(tmp_Tx, NULL, NULL, &rectTime.w, &rectTime.h);
		SDL_RenderCopy(ren, tmp_Tx, &rectEmpty, &rectTime);
		SDL_RenderPresent(ren);
	}
	TTF_CloseFont(font);
	SDL_DestroyRenderer(ren);
	SDL_DestroyWindow(win);
	send_request(sc, 2, SORT, myName);
	pthread_cancel(thread_com);
	pthread_cancel(thread_chat);
	SDL_Quit();
	return 0;
}
Пример #9
0
SDL_Texture *load_texture(const char *file, SDL_Renderer *ren){
    SDL_Texture *texture = IMG_LoadTexture(ren, file);
    if(!texture)
        err_msg("LoadTexture");
    return texture;
}
Пример #10
0
// Initializes a texture, including size and position
void Texture::LoadTexture( SDL_Renderer *renderer, const std::string &str )
{
	texture = IMG_LoadTexture( renderer, str.c_str() );

	CalculateSize( );
}
Пример #11
0
Файл: ihm.c Проект: naaf/Master
void displayAccueil() {
	bool_t quitAccueil = FALSE;
	SDL_Event event;
	SDL_Color color = { 0, 0, 0, 0 };
	if (TTF_Init() == -1) {
		fprintf(stderr, "Erreur d'initialisation de TTF_Init : %s\n",
		TTF_GetError());
	}
	TTF_Font *font = TTF_OpenFont("assets/dayrom.TTF", 20);

	SDL_Texture *inputField_Tx;
	SDL_Texture *emptyInput_Tx = IMG_LoadTexture(ren, "assets/inputField.png");
	SDL_Rect rectInputField = { 8 * CASE, 8 * CASE, 0, 0 };
	SDL_Rect rectEmptyField = { 8 * CASE, 8 * CASE, 9 * CASE, 64 };
	SDL_Rect rectSend = { 17 * CASE, 8 * CASE, 64, 64 };

	memset(myName, 0, 256);
	int len = 0;
	bool_t shift, updateInput;

	shift = updateInput = FALSE;
	SDLS_affiche_image(ACC, ren, 0, 0);

	while (!quitAccueil && !quit) {
		SDL_WaitEvent(&event);
		switch (event.type) {
		case SDL_KEYDOWN:
			switch (event.key.keysym.sym) {
			case SDLK_DELETE:
				len = (len == 0) ? len : len - 1;
				myName[len] = 0;
				updateInput = TRUE;
				break;
			case SDLK_BACKSPACE:
				len = (len == 0) ? len : len - 1;
				myName[len] = 0;
				updateInput = TRUE;
				break;
			case SDLK_KP_ENTER:
				break;
			case SDLK_LSHIFT:
			case SDLK_RSHIFT:
				shift = TRUE;
				break;
			default:
				if (event.key.keysym.sym >= 'a'
						&& event.key.keysym.sym <= 'z') {
					myName[len++] = event.key.keysym.sym
							- ((shift == TRUE) ? 32 : 0);
					updateInput = TRUE;
				}

				break;
			}
			break;
		case SDL_KEYUP:
			switch (event.key.keysym.sym) {
			case SDLK_LSHIFT:
			case SDLK_RSHIFT:
				shift = FALSE;
				break;
			}
			break;
		case SDL_MOUSEBUTTONDOWN:
			if (estContenu(&rectSend, &event.motion)) {
				if (len <= 0) {
					displayMsg("nom vide", FALSE);
				} else {
					send_request(sc, 2, CONNEXION, myName);
					awaitLoading();
					quitAccueil = TRUE;
				}
			}
			break;
		case SDL_MOUSEBUTTONUP:
			break;

		case SDL_QUIT:
			quit = TRUE;
			quitAccueil = TRUE;
			break;
		}
		if (updateInput) {
			updateInput = FALSE;
			inputField_Tx = txt2Texture(ren, font, &color, myName);
			SDL_QueryTexture(inputField_Tx, NULL, NULL, &rectInputField.w,
					&rectInputField.h);
			SDL_RenderCopy(ren, emptyInput_Tx, NULL, &rectEmptyField);
			SDL_RenderCopy(ren, inputField_Tx, NULL, &rectInputField);
			SDL_RenderPresent(ren);

		}
	}

	TTF_CloseFont(font);
}
Пример #12
0
int main(int, char**){
	Conway Cellular(N);
	Cellular.FieldFillRand();
/*	for (int i = 0; i < N; ++i) {

		if (i%2) printf("\n");
		else printf("\n ");
		for (int j = 0; j < N; ++j)
		{
			Field[i][j]= rand() % 2;
			printf("%u ",Field[i][j]);
		}
	}
*/
	SDL_Init(SDL_INIT_VIDEO);
	SDL_Window *window = SDL_CreateWindow("Lesson 5", SDL_WINDOWPOS_CENTERED,
		SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
	SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);

	const std::string resPath = getResourcePath("Lesson5");
	SDL_Texture *tex = IMG_LoadTexture(renderer, "hex_102_88_g.png");
	SDL_Texture *texI = IMG_LoadTexture(renderer, "hex_102_88_black.png");


		double ratio = ((double)SCREEN_WIDTH / N) / CLIP_W;
		SDL_Rect dst,clip;
		clip.x = 0;
		clip.y = 0;
		clip.w = CLIP_W;
		clip.h = CLIP_H;
		dst.x = 400;
		dst.y = 400;
		//dst.w = CLIP_W/2;
		dst.w =  CLIP_W * ratio;
		dst.h = CLIP_H * ratio;
		printf("dst.w = %d, dst.h = %d, ratio = %lf\n",dst.w,dst.h,ratio);
		//SDL_QueryTexture(tex, NULL, NULL, &dst.w, &dst.h);
		SDL_QueryTexture(texI, NULL, NULL, &clip.w, &clip.h);
		SDL_QueryTexture(tex, NULL, NULL, &clip.w, &clip.h);

	int alive;
	SDL_Event e;
	bool quit = false;
	while (!quit){
		//Event Polling
		while (SDL_PollEvent(&e)){
			if (e.type == SDL_QUIT){
				quit = true;
			}
			//Use number input to select which clip should be drawn
			if (e.type == SDL_KEYDOWN){
				switch (e.key.keysym.sym){
					case SDLK_ESCAPE:
						quit = true;
						break;
					case SDLK_1:
						Cellular.addGlider(rand() % (N-3),rand() % (N-3)); ;
						break;
					default:
						break;
				}
			}
		}
		alive = Cellular.Step();
		printf("Alive = %d\n", alive);
		SDL_RenderClear(renderer);
		for (int i = 0; i < N; ++i)
		{
			dst.y = (dst.h*0.7)*i;
			for (int j = 0; j < N; ++j) {
				if (i%2) dst.x = j*dst.w;
				else dst.x = dst.w/2 + j*dst.w;
				if (Cellular.Cell(i,j)) SDL_RenderCopy(renderer, tex, &clip, &dst);
				//else SDL_RenderCopy(renderer, texI, &clip, &dst);
			}
		}
/*		SDL_SetRenderDrawColor(renderer, 0, 0, 255, 255);
		SDL_Rect rectangle;

		rectangle.x = 100;
		rectangle.y = 100;
		rectangle.w = 250;
		rectangle.h = 450;
		SDL_RenderFillRect(renderer, &rectangle);
		SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);*/
		//Update the screen
		SDL_RenderPresent(renderer);
		SDL_Delay(500);
	}
	//Clean up
	cleanup(tex, renderer, window);
	cleanup(texI, renderer, window);
	IMG_Quit();
	SDL_Quit();

	return 0;
}
Пример #13
0
int8_t rockpush_menu(Rock_Screen *screen_data)
{
  SDL_Event event;
  SDL_Surface *menu;
  SDL_Surface *sprite_textures;
  SDL_Texture *font_surface;
  Rock_Sprite *rocco;
  Rock_Scroll_Map map;
  Mix_Music *music;
  TTF_Font *menu_font;
  bool done = false;
  Uint32 init_ms;
  char font_path[128];
  int16_t offset;
  int8_t orientation, total_options, option;
  Sint32 event_option;
  SDL_Joystick *joystick = NULL;
  Sint16 joy_event = 0, joyy = 0;

    if (SDL_NumJoysticks() >= 1) {
        joystick = SDL_JoystickOpen(0);
        SDL_JoystickEventState(SDL_ENABLE);
    }

    if ((menu_font = TTF_OpenFont(MENU_TTF, 34)) == NULL) {
        printf("Error %s\n", TTF_GetError());
        exit(EXIT_FAILURE);
    }

    gfx_check_gpu(screen_data->screen);

    if (gfx_get_low_gpu())
        sprintf(font_path, "%s", TINY_FONT_PATH);
    else
        sprintf(font_path, "%s", FONT_PATH);

    if ((font_surface = IMG_LoadTexture(screen_data->screen, font_path)) == NULL) {
        printf("La fuente bitmap no encontrada %s\n", SDL_GetError());
        exit(EXIT_FAILURE);
    }

    menu            = screen_make_surface(SCREEN_WIDTH, SCREEN_HEIGHT);
    sprite_textures = screen_make_surface(screen_data->sprites_surface->w, screen_data->sprites_surface->h);

    map.view_height   = MINI_HEIGHT * TILE_SIZE;
    map.view_width    = MINI_WIDTH  * TILE_SIZE;
    map.scroll_shift  = SCROLL_SHIFT / 2;
    map.diamonds      = 0;
    map.level         = (rand() % 15);
    map.points        = 0;
    map.lives         = INIT_ROCCO_LIVE;
    map.update_score  = false;
    map.refresh_rocco = false;

    rocco = set_level_rocco(&map);
    rocco->active = false;
    map.objects_map[rocco->x_map][rocco->y_map] = EMPTY;
    map.rockmap[rocco->x_map][rocco->y_map]     = GRASS;
    sprites_set_tiles_textures();

    //Se hace una copia de las texturas cargadas para convertirlas a B/N
    SDL_BlitSurface(screen_data->sprites_surface, NULL, sprite_textures, NULL);
    screen_greyscale(screen_data->sprites_surface);

    orientation = (rand() % 4) + 2;
    option = offset = 0;
    total_options = menu_options(option, map.view_width, menu, menu_font);
    gfx_init();

    screen_data->blit_surface = true;

    SDL_SetRenderDrawColor(screen_data->screen, 0, 0, 0, 255);
    SDL_RenderClear(screen_data->screen);

    if (sfx_get_active()) {
        music = Mix_LoadMUS(MENU_MUSIC);
        Mix_PlayMusic(music, -1);
    }

    while (!done) {

        init_ms = SDL_GetTicks();

        map_show(screen_data, &map, false);
        map_move(&map, orientation);
        SDL_BlitSurface(menu, NULL, screen_data->buffer_surface, NULL);
        //sprites_update(&map);

        screen_dump_buffer(screen_data, map.view_width, map.view_height);
        offset ++;

        if (offset > 240) {
            orientation = (rand() % 4) + 2;
            offset = 0;
        }


        /* Desplazamiento de texto */
        gfx_text_move(screen_data->screen, font_surface);

        while (SDL_PollEvent(&event)) {

            if (event.type == SDL_QUIT) {
                option = 0;
                done   = true;
            }

            if (SDL_JoystickGetAttached(joystick))
                joy_event = SDL_JoystickGetAxis(joystick, 0) | SDL_JoystickGetAxis(joystick, 1);

            if (event.type == SDL_KEYDOWN || event.type == SDL_JOYBUTTONDOWN || joy_event) {

                event_option = event.key.keysym.sym;

                if (SDL_JoystickGetAttached(joystick)) {
                    joyy      = SDL_JoystickGetAxis(joystick, 1);
                    joy_event = SDL_JoystickGetAxis(joystick, 0) | joyy;

                    if (SDL_JoystickGetButton(joystick, 0))
                        event_option = SDLK_ESCAPE;

                    if (SDL_JoystickGetButton(joystick, 1))
                        event_option = SDLK_RETURN;

                    if (joyy < -10)
                        event_option = SDLK_UP;

                    if (joyy > 10)
                        event_option = SDLK_DOWN;
                }

                switch (event_option) {
                    case SDLK_UP:
                        if (option > 0)
                            option --;

                        break;

                    case SDLK_DOWN:
                        if (option < total_options)
                            option ++;
                        break;

                    case SDLK_ESCAPE:
                        option = -1;
                    case SDLK_RETURN:
                        done = true;
                        option ++;
                        break;
                }

                menu_options(option, map.view_width, menu, menu_font);
            }
        }

        while ((SDL_GetTicks() - init_ms) < TICK_RATE);

    }

    //Restauramos la copia
    SDL_BlitSurface(sprite_textures, NULL, screen_data->sprites_surface, NULL);

    SDL_SetRenderDrawColor(screen_data->screen, 0, 0, 0, 255);
    SDL_RenderClear(screen_data->screen);
    screen_data->blit_surface = false;

    SDL_FreeSurface(sprite_textures);
    SDL_DestroyTexture(font_surface);
    SDL_FreeSurface(menu);
    TTF_CloseFont(menu_font);

    if (SDL_JoystickGetAttached(joystick))
        SDL_JoystickClose(joystick);

    if (sfx_get_active()) {
        Mix_FadeOutMusic(SFX_FADE_OUT);
        while (Mix_PlayingMusic()) ;
        Mix_FreeMusic(music);
    }

    return option;
}
Пример #14
0
Turret::Turret(SDL_Renderer *renderer, string filePath, string audioPath, float x, float y)
{

	//activate
	active = true;
	e1K = false;

	

	tHealth = 10;

	powderDropped = false;

	fire = Mix_LoadWAV((audioPath + "fire.wav").c_str());

	hitP = Mix_LoadWAV((audioPath + "hit.wav").c_str());

	string basePath = filePath + "tBase.png";

	tBase = IMG_LoadTexture(renderer, basePath.c_str());

	string barrelPath = filePath + "tHead.png";

	tBarrel = IMG_LoadTexture(renderer, barrelPath.c_str());

	string powderPath = filePath + "Bag.png";

	powder = IMG_LoadTexture(renderer, powderPath.c_str());

	powderRect.x = x;
	powderRect.y = y;

	int w, h;
	SDL_QueryTexture(powder, NULL, NULL, &w, &h);
	powderRect.w = w;
	powderRect.h = h;

	baseRect.x = x;
	baseRect.y = y;


	SDL_QueryTexture(tBase, NULL, NULL, &w, &h);
	baseRect.w = w;
	baseRect.h = h;

	barrelRect.x = x +46;
	barrelRect.y = y +46;

	SDL_QueryTexture(tBarrel, NULL, NULL, &w, &h);
	barrelRect.w = w;
	barrelRect.h = h;

	center.x = 12;
	center.y = 12;

	string bulletPath = filePath + "tbullet.png";

	for (int i = 0; i < 10; i++)
	{
		TurretBullet tmpBullet(renderer, bulletPath, 1500, 1500);

		bulletList.push_back(tmpBullet);
	}

	srand(time(NULL));

	//update the float
	posB_X = baseRect.x;
	posB_Y = baseRect.y;

	posT_X = baseRect.x;
	posT_Y = baseRect.x;


}
Пример #15
0
std::shared_ptr<Texture> Generic::Load(std::vector<std::vector<int>> map, std::shared_ptr<Entity> ent, std::string path, unsigned width, unsigned height, float starting_point_x, float starting_point_y, int frame_width, int frame_height)
{
	if (!path.size())
	{
		Output_Handler::Error << "ERR Generic::Load : No path supplied\n";
		return nullptr;
	}
	if (!map.size() || !map[0].size())
	{
		Output_Handler::Error << "ERR Generic::Change : Given map has width/height equal to 0\n";
		return nullptr;
	}

	SDL_Texture* gt = nullptr;
	for (auto& ttr : Texture::__Textures) if (path == ttr->__Path && dynamic_cast<Generic*>(ttr.get()))
	{
		gt = dynamic_cast<Generic*>(ttr.get())->__Generic_Texture;
		break;
	}
	if (!gt) gt = IMG_LoadTexture(Screen::Renderer, path.c_str());
	if (!gt)
	{
		Output_Handler::Error << "ERR Texture::Load : No valid texture file supplied\n";
		return nullptr;
	}

	auto texture = SDL_CreateTexture
		(
		Screen::Renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET,
		frame_width * map[0].size(),
		frame_height * map.size()
		);
	if (!texture)
	{
		Output_Handler::Error << "ERR Texture::Load : Couldn't create SDL_Texture (probably size is too big)\n";
		SDL_DestroyTexture(gt);
		return nullptr;
	}

	Texture::__Textures.emplace_back(std::make_shared<Generic>());
	Texture::__Load(ent, Texture::__Textures.back(), frame_width * map[0].size(), frame_height * map.size(), starting_point_x, starting_point_y);
	std::shared_ptr<Generic> ts = std::static_pointer_cast<Generic>(Texture::__Textures.back());



	ts->__Generic_Texture = gt;
	ts->__Generic_Width = width;
	ts->__Generic_Height = height;
	ts->__Width = frame_width * map[0].size();
	ts->__Height = frame_height * map.size();
	ts->__SDL_Texture = texture;
	ts->__Tilemap = map;
	ts->__Path = path;

	if (frame_width == 0) ts->Frame_Width = width;
	else if (frame_width < 0) ts->Frame_Width = width / -frame_width;
	else ts->Frame_Width = frame_width;

	if (frame_height == 0) ts->Frame_Height = height;
	else if (frame_height < 0) ts->Frame_Height = height / -frame_height;
	else ts->Frame_Height = frame_height;

	if (ent) ent->texture = Texture::__Textures.back();


	SDL_SetTextureBlendMode(ts->__SDL_Texture, SDL_BLENDMODE_BLEND);
	SDL_SetRenderTarget(Screen::Renderer, ts->__SDL_Texture);


	SDL_Rect src = { 0,0, (int)frame_width, (int)frame_height };
	SDL_Rect dst = { 0,0, (int)frame_width, (int)frame_height };

	auto get_frame_pos = [&ts](int frame)->std::pair<int, int>
	{
		if (frame < 0) return std::pair<int, int>( frame, frame );
		std::pair<int, int> p;
		p.second = 0;
		p.first = frame * (int)ts->Frame_Width;
		while (p.first >= (int)ts->__Generic_Width)
		{
			p.first -= ts->__Generic_Width;
			p.second += ts->Frame_Height;
		}
		return p;
	};

	SDL_RenderClear(Screen::Renderer);
	for (unsigned i = 0; i < map.size(); i++)
	{
		for (unsigned j = 0; j < map[i].size(); j++)
		{
			if (map[i][j] < (int)ts->Tiles_Count())
			{
				auto frame_pos = get_frame_pos(map[i][j]);
				src.x = frame_pos.first;
				src.y = frame_pos.second;
			}
			else
			{
				Output_Handler::Output << "MSG Generic::Change : Tile " << map[i][j] << " doesn't exist (max " << ts->Tiles_Count() - 1 << "); no tile is drawn\n";
				src.x = 0;
				src.y = 0;
			}
			if(src.x >= 0 && src.y >= 0)
				SDL_RenderCopy(Screen::Renderer, ts->__Generic_Texture, &src, &dst);
			dst.x += frame_width;
		}
		dst.y += frame_height;
		dst.x = 0;
	}

	//ent->__Type = ET_Generic;
	SDL_SetRenderTarget(Screen::Renderer, NULL);
	return Texture::__Textures.back();
}
Пример #16
0
void startscreen(SDL_Window *screen,uint *state,uint *grapset,uint *fullscreen) {

	/* Renderer (with VSync, nice !) */
	SDL_Renderer *renderer = SDL_CreateRenderer(screen, -1, SDL_RENDERER_PRESENTVSYNC|SDL_RENDERER_ACCELERATED);
	SDL_SetHint("SDL_HINT_RENDER_SCALE_QUALITY", "0");
	SDL_RenderSetLogicalSize(renderer, 256, 192);

	uint exit = 0;
	uint musicplay = 0;

	SDL_Rect srcintro = {0,0,256,192};
	SDL_Rect desintro = {0,0,256,192};

	SDL_Event keyp;

	/* Loading PNG */
	SDL_Texture *intro = IMG_LoadTexture(renderer, DATADIR "/graphics/intro.png");
	SDL_Texture *intromd = IMG_LoadTexture(renderer, DATADIR "/graphics/intromd.png");

	/* Load audio */
	Mix_Music *music = Mix_LoadMUS(DATADIR "/sounds/MainTitleN.ogg");

	while (exit != 1) {

		/* Cleaning the renderer */
		SDL_RenderClear(renderer);

		/* Put image on renderer */
		if (*grapset == 0)
			SDL_RenderCopy(renderer, intro, &srcintro, &desintro);
		else
			SDL_RenderCopy(renderer, intromd, &srcintro, &desintro);

		/* Flip ! */
		SDL_RenderPresent(renderer);

		/* Play music if required */
		if (musicplay == 0) {
			musicplay = 1;
			Mix_PlayMusic(music, 0);
		}

		/* Check keyboard */
		if ( SDL_PollEvent(&keyp) ) {
			if (keyp.type == SDL_KEYDOWN) { /* Key pressed */
				if (keyp.key.keysym.sym == SDLK_c) { /* Change graphic set */
					if (*grapset == 0)
						*grapset = 1;
					else
						*grapset = 0;
				}
				if (keyp.key.keysym.sym == SDLK_i) { /* Show instructions */
					if (srcintro.y == 0)
						srcintro.y = 192;
					else {
						srcintro.y = 0;
						musicplay = 0;
					}
				}
				if (keyp.key.keysym.sym == SDLK_f) { /* Switch fullscreen/windowed */
					if (*fullscreen == 0) {
						SDL_SetWindowFullscreen(screen,SDL_WINDOW_FULLSCREEN_DESKTOP);
						*fullscreen = 1;
					}
					else {
						SDL_SetWindowFullscreen(screen,0);
						*fullscreen = 0;
					}
				}
				if (keyp.key.keysym.sym == SDLK_SPACE) { /* Start game */
					*state = 1;
					exit = 1;
				}
				if (keyp.key.keysym.sym == SDLK_ESCAPE) { /* Exit game */
      		exit = 1;
					*state = 6;
				}
			}
		}

	}

	/* Cleaning */
	SDL_DestroyTexture(intro);
	SDL_DestroyTexture(intromd);
	SDL_DestroyRenderer(renderer);

}
Пример #17
0
int main() {
  // Init SDL
  printf("Initializing SDL\n");
  Init();
  //SDL_RenderClear(Renderer);  

  // SDL_CreateTextureFromSurface(Renderer, crateS);
  SDL_Texture* yellow_crate = IMG_LoadTexture(Renderer, "gfx/yellow_crate.png");
  SDL_Texture* blue_crate   = IMG_LoadTexture(Renderer, "gfx/blue_crate.png"); 
  SDL_Texture* craneT = IMG_LoadTexture(Renderer, "gfx/crane.png"); 
  if(yellow_crate == NULL || blue_crate == NULL || craneT == NULL)  {
     printf("ERROR: %s", SDL_GetError());
  }
  int sceneHeigth = 8;
  int sceneWidth = 3;

  // Scene and crane stuff
  Scene scene;
  std::vector<Box> start;
  std::vector<Box> result;
  std::vector<  std::vector<int> > functions;
  functions.resize(4);

  functions[0].push_back(FUNC2);
  functions[0].push_back(FUNC3);
  functions[0].push_back(FUNC1);
  
  functions[1].push_back(GRAB);
  functions[1].push_back(RIGHT);
  functions[1].push_back(FUNC4);
  
  functions[2].push_back(FUNC4);
  functions[2].push_back(GRAB);
  functions[2].push_back(RIGHT);
  
  functions[3].push_back(GRAB);
  functions[3].push_back(LEFT);

  start.push_back(Box(1,1, YELLOW));
  start.push_back(Box(2,1, BLUE));
  start.push_back(Box(3,1, YELLOW));
  start.push_back(Box(4,1, BLUE));
  start.push_back(Box(5,1, YELLOW));
  start.push_back(Box(6,1, BLUE));

  result.push_back(Box(4, 0, BLUE));
  result.push_back(Box(5, 0, BLUE));
  result.push_back(Box(6, 0, BLUE));
  result.push_back(Box(4, 2, YELLOW));
  result.push_back(Box(5, 2, YELLOW));
  result.push_back(Box(6, 2, YELLOW));

  scene.Init(sceneHeigth, sceneWidth, start, result, functions); 

  scene.crane.pos.y = 1;

  int res = NOT_DONE;
  int function, task;
  bool quit = false; 
  SDL_Event e;
  
  SDL_Rect cratePos;
    cratePos.w = CRATE_SIZE;
    cratePos.h = CRATE_SIZE;

  SDL_Rect crateBasePos;
    crateBasePos.x = 30;
    crateBasePos.y = 20;
    crateBasePos.w = CRATE_SIZE;
    crateBasePos.h = CRATE_SIZE;

  SDL_Rect cranePos;
    cranePos.x = 30;
    cranePos.y = 200;
    cranePos.w = 80;
    cranePos.h = 76;

  SDL_Rect rect;
    rect.x = 20;
    rect.y = crateBasePos.y+CRATE_SIZE*(sceneHeigth-1);
    rect.w = 80;
    rect.h = 40;
    printf("Rect y: %d\n", rect.y);
  SDL_Rect basePos = rect;

  printf("Main Loop!\n");
  while(!quit) {
    if(res == NOT_DONE) {
      res = scene.Tick( &function, &task);
    } else if(res == SUCCES) {
      printf("YOU WON\n");
      res = DONE;
    } else if(res == FAILURE) {
      printf("YOU LOST!\n");
      res = DONE;
    }
    //Handle events on queue
    while( SDL_PollEvent( &e ) != 0 ) {
      //User requests quit
      if( e.type == SDL_QUIT ) {
          quit = true;
      }
      //User presses a key
      else if( e.type == SDL_KEYDOWN )
      {
        //Select surfaces based on key press
        switch( e.key.keysym.sym )
        {
          case SDLK_UP:
            printf("UP pressed!\n");
          break;
        }
      }
    }
    // Render box's in grid
    for (int i = 0; i < (int)scene.box.size(); ++i) {
      if(scene.box[i].pos.x == 0) // Box is in crane, so use that pos
        cratePos.x = crateBasePos.x+(CRATE_SIZE+40)*(scene.crane.pos.y);
      else 
        cratePos.x = crateBasePos.x+(CRATE_SIZE+40)*(scene.box[i].pos.y);
      cratePos.y = crateBasePos.y-CRATE_SIZE*(-scene.box[i].pos.x);
      switch(scene.box[i].color) {
        case YELLOW: 
          SDL_RenderCopy( Renderer, yellow_crate, NULL, &cratePos );
          break;
        case BLUE:
          SDL_RenderCopy( Renderer, blue_crate, NULL, &cratePos );
          break;
      };
    }

    for(int i = 0; i < sceneWidth; i++) {
      basePos.x = rect.x+(CRATE_SIZE+40)*i;
      Draw::FilledRectangleRoundEdge(Renderer, basePos, 10);
    }
    

    cranePos.x = crateBasePos.x+(CRATE_SIZE+40)*(scene.crane.pos.y)-10;
    cranePos.y = crateBasePos.y-CRATE_SIZE*(-scene.crane.pos.x)-20;

    SDL_RenderCopy(Renderer, craneT, NULL, &cranePos );
    //Apply the image
    //SDL_RenderCopy( Renderer, crateT, NULL, &cratePos );
    //SDL_RenderCopy( Renderer, crateT, NULL, &cratePos2);
    
    SDL_RenderPresent(Renderer);
    SDL_SetRenderDrawColor(Renderer, 0, 0, 0, 0);
    SDL_RenderClear(Renderer);
    SDL_SetRenderDrawColor(Renderer, 100, 0, 0, 0);
    SDL_Delay(750);
  }

  SDL_DestroyRenderer( Renderer );
  SDL_DestroyWindow( Window );

  SDL_Quit();
  return 0;
}
Пример #18
0
SDLTexture Window::LoadImage(const std::string& file){
	SDLTexture texture(IMG_LoadTexture(mRenderer.get(), file.c_str()));
	if (texture.get() == nullptr)
		throw std::runtime_error("Failed to load image: " + file + IMG_GetError());
	return texture;
}
Пример #19
0
void Csprites::setImage(std::string FilePath)
{
	filePath = FilePath;
	image = IMG_LoadTexture(renderer, filePath.c_str());
	
}
Пример #20
0
int main(){


    TempSettings gamesettings;

    gamesettings.mapw = 10;
    gamesettings.maph = 6;
    gamesettings.mapx = 0;
    gamesettings.mapy = 0;
    gamesettings.mapmidx = gamesettings.mapw/2.0;
    gamesettings.mapmidy = gamesettings.maph/2.0;
    gamesettings.window_width = 1300;
    gamesettings.window_height = 800;

    // initialize window, renderer, textures
    if (SDL_Init(SDL_INIT_EVERYTHING) != 0){
        std::cerr << "SDL_Init error: " << SDL_GetError() << std::endl;
        return 1;
    }

    if (TTF_Init() != 0){
        std::cerr << "TTF_Init error: " << SDL_GetError() << std::endl;
        SDL_Quit();
        return 1;
    }

    SDL_Window* window = SDL_CreateWindow("deathblade_floating", 0, 0, gamesettings.window_width, gamesettings.window_height, SDL_WINDOW_SHOWN);
    if (window == nullptr){
        std::cerr << "SDL_CreateWindow error: " << SDL_GetError() << std::endl;
        SDL_Quit();
        return 1;
    }

    SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
    if (renderer == nullptr){
        std::cerr << "SDL_CreateRenderer error: " << SDL_GetError() << std::endl;
        SDL_DestroyWindow(window);
        SDL_Quit();
        return 1;
    }
    std::string resource_path = getResourcePath("");
    std::string charfile = resource_path + "initialcharacter.png";
    std::string bgfile = resource_path + "initialbackgroundtile.png";
    std::string starfile = resource_path + "star.png";
    std::string wallfile = resource_path + "wall.png";
    SDL_Texture* character_texture = IMG_LoadTexture(renderer, charfile.c_str());
    SDL_Texture* bgtile_texture = IMG_LoadTexture(renderer, bgfile.c_str());
    SDL_Texture* star_texture = IMG_LoadTexture(renderer, starfile.c_str());
    SDL_Texture* wall_texture = IMG_LoadTexture(renderer,wallfile.c_str());
    if (character_texture == nullptr || bgtile_texture == nullptr || star_texture == nullptr || wall_texture == nullptr){
            std::cerr << "IMG_LoadTexture error: " << SDL_GetError() << std::endl;
            SDL_DestroyTexture(character_texture);
            SDL_DestroyTexture(bgtile_texture);
            SDL_DestroyRenderer(renderer);
            SDL_DestroyWindow(window);
            SDL_Quit();
            return 1;
    }

    std::string fontfile = resource_path + "sample.ttf";
    TTF_Font* font = TTF_OpenFont(fontfile.c_str(), 15);
    if (font == NULL){
        std::cerr << "TTF_OpenFont error: " << SDL_GetError() << std::endl;
    }


	CameraControl camera(&gamesettings);
    ObjectController objects;
    DeveloperConsoleClass console(&gamesettings);
    console.add_controller(&console);
    console.add_controller(&camera);

    const double tilew = 0.5;
    const double tileh = 0.5;
    double mousex = gamesettings.mapmidx;
    double mousey = gamesettings.mapmidy;
    int mousepx = gamesettings.window_width/2;
    int mousepy = gamesettings.window_height/2;

    double wallthickness = 0.1;
    TextureWall bottomwall, topwall, leftwall, rightwall;
    bottomwall.x = gamesettings.mapw/2;
    bottomwall.y = gamesettings.maph+wallthickness/2;
    bottomwall.setTexture(wall_texture,gamesettings.mapw,wallthickness);
    objects.add_object(&bottomwall);

    topwall.x = gamesettings.mapw/2;
    topwall.y = -wallthickness/2;
    topwall.setTexture(wall_texture,gamesettings.mapw,wallthickness);
    objects.add_object(&topwall);

    leftwall.x = -wallthickness/2;
    leftwall.y = gamesettings.maph/2;
    leftwall.setTexture(wall_texture,wallthickness,gamesettings.maph);
    objects.add_object(&leftwall);

    rightwall.x = gamesettings.mapw + wallthickness/2;
    rightwall.y = gamesettings.maph/2;
    rightwall.setTexture(wall_texture,wallthickness,gamesettings.maph);
    objects.add_object(&rightwall);

    Player human;
    human.x = 5; human.y = 5;
    human.dx = -0.025; human.dy = -0.03;
    human.setTexture(character_texture, 0.05, 0.05);
    objects.add_object(&human);

    // map x [0, 10]
    // map y [0,  6]
    // star width 0.256
    std::vector<vec2d> star_positions = {
        vec2d(6,4),
        vec2d(3,4.1),
        vec2d(9,0.2),
        vec2d(1,0.4),
        vec2d(2,2.5),
        vec2d(3,2.5),
        vec2d(9,4.9),
        vec2d(0.2,5.1),
        vec2d(4.1,4.1)
    };
    std::vector<double> star_thetas = {
        0,
        45,
        15,
        60,
        85,
        4,
        50,
        66,
        31
    };

    std::vector<Star*> star_field;
    for(unsigned int i = 0; i < star_positions.size(); ++i){
        Star* newstar = new Star();

        newstar->x = star_positions[i].x;
        newstar->y = star_positions[i].y;
        newstar->setTexture(star_texture, 0.256, 0.256);

        if(i < star_thetas.size())
            newstar->rotate(star_thetas[i]*3.14159265359/180.0);


        star_field.push_back(newstar);
        objects.add_object(star_field[i]);

    }

    bool rightmouse_down = false;

    SDL_Event event;	
    bool quitnow = false;
    Uint32 fps_lastframe = SDL_GetTicks();
    while(!quitnow){
		
        int zoomdirection = 0;

        while(SDL_PollEvent(&event)){

            if (console.is_active()){
                if (event.type == SDL_KEYDOWN){
                    switch(event.key.keysym.sym){
                    case SDLK_BACKQUOTE:
                        console.toggle();
                        break;
                    case SDLK_BACKSPACE:
                        console.backspace();
                        break;
                    case SDLK_RETURN:
                    case SDLK_RETURN2:
                        console.enter();
                        break;
                    case SDLK_UP:
                        console.goback_inhistory();
                        break;
                    case SDLK_DOWN:
                        console.goforward_inhistory();
                        break;
                    default:
                        break;
                    }
                    console.render_current_command(renderer);

                }
                else if (event.type == SDL_TEXTINPUT && event.text.text[0] != '`'){
                    console.addinput(event.text.text);
                    console.render_current_command(renderer);
                }
                else if (event.type == SDL_MOUSEBUTTONDOWN){
                    if (event.button.button == SDL_BUTTON_LEFT){
                        if(!console.mouse_grab(true, event.button.x, event.button.y))
                            camera.mousecontrol_on();
                    }
                    //if (event.button.button == SDL_BUTTON_RIGHT)

                }
                else if (event.type == SDL_MOUSEBUTTONUP){
                    if (event.button.button == SDL_BUTTON_LEFT){
                        console.mouse_grab(false, -1,-1);
                        camera.mousecontrol_off();
                    }
                }
                else if (event.type == SDL_MOUSEMOTION){
                    mousepx = event.motion.x;
                    mousepy = event.motion.y;
                    console.handle_mouse(event.motion.xrel, event.motion.yrel);

                    if (camera.mouse_controlling()){
                        camera.mousecontrol_move(mousepx, mousepy, event.motion.xrel, event.motion.yrel,SDL_GetModState()==KMOD_LCTRL);
                    }
                    else{
                        mousex = camera.xfrompixel(event.motion.x, event.motion.y, db::Player);
                        mousey = camera.yfrompixel(event.motion.x, event.motion.y, db::Player);
                    }
                }
                else if (event.type == SDL_MOUSEWHEEL){
                    if(!console.scroll(event.wheel.y, mousepx, mousepy))
                        zoomdirection += event.wheel.y;
                }
                else if (event.type == SDL_QUIT){
                    quitnow = true;
                }

                continue;
            }

            // if console is not up
            if (event.type == SDL_KEYDOWN){
                switch(event.key.keysym.sym){
                case SDLK_ESCAPE:
                        quitnow = true;
                        break;
                case SDLK_BACKQUOTE:
                    console.toggle();
                    break;
                case SDLK_t:
                    if (!camera.is_tracking())
                        camera.track_object(&(human.x), &(human.y));
                    else
                        camera.stop_tracking();
                    break;
                case SDLK_w:
                case SDLK_UP:
                    camera.pan_updown(-1);
                    break;
                case SDLK_a:
                case SDLK_LEFT:
                    camera.pan_leftright(-1);
                    break;
                case SDLK_s:
                case SDLK_DOWN:
                    camera.pan_updown(1);
                    break;
                case SDLK_d:
                case SDLK_RIGHT:
                    camera.pan_leftright(1);
                    break;
                default:
                    break;
                }
            }
            else if (event.type == SDL_KEYUP){
                switch(event.key.keysym.sym){
                case SDLK_w:
                case SDLK_UP:
                    camera.pan_updown(0);
                    break;
                case SDLK_a:
                case SDLK_LEFT:
                    camera.pan_leftright(0);
                    break;
                case SDLK_s:
                case SDLK_DOWN:
                    camera.pan_updown(0);
                    break;
                case SDLK_d:
                case SDLK_RIGHT:
                    camera.pan_leftright(0);
                    break;
                default:
                    break;
                }
            }
            else if (event.type == SDL_MOUSEBUTTONDOWN){
                if (event.button.button == SDL_BUTTON_LEFT){
                    camera.mousecontrol_on();
                }
                else if (event.button.button == SDL_BUTTON_RIGHT){
                    rightmouse_down = true;
                    human.bound.xclick = camera.xfrompixel(event.button.x,event.button.y,db::Player);
                    human.bound.yclick = camera.yfrompixel(event.button.x,event.button.y,db::Player);
                    human.bound.xdrag = 0;
                    human.bound.ydrag = 0;
                    human.bound.enabled = true;
                }
            }
            else if (event.type == SDL_MOUSEBUTTONUP){
                if (event.button.button == SDL_BUTTON_LEFT){
                    camera.mousecontrol_off();
                }
                else if (event.button.button == SDL_BUTTON_RIGHT){
                    rightmouse_down = false;
                }
            }
            else if (event.type == SDL_MOUSEWHEEL){
                zoomdirection += event.wheel.y;
            }
            else if (event.type == SDL_MOUSEMOTION){
                mousepx = event.motion.x;
                mousepy = event.motion.y;

                if (camera.mouse_controlling()){
                    camera.mousecontrol_move(mousepx, mousepy, event.motion.xrel, event.motion.yrel,SDL_GetModState()==KMOD_LCTRL);
                }
                else{
                    mousex = camera.xfrompixel(event.motion.x, event.motion.y, db::Player);
                    mousey = camera.yfrompixel(event.motion.x, event.motion.y, db::Player);
                    if(mousepx <= 1) camera.pan_leftright(-1);
                    else if (mousepx >= (int)gamesettings.window_width-1) camera.pan_leftright(1);
                    else if (mousepx - event.motion.xrel <= 1) camera.pan_leftright(0);
                    else if (mousepx - event.motion.xrel >= (int)gamesettings.window_width-1) camera.pan_leftright(0);
                    if(mousepy <= 1) camera.pan_updown(-1);
                    else if (mousepy >= (int)gamesettings.window_height-1) camera.pan_updown(1);
                    else if (mousepy - event.motion.yrel <= 1) camera.pan_updown(0);
                    else if (mousepy - event.motion.yrel >= (int)gamesettings.window_height-1) camera.pan_updown(0);

                    if(rightmouse_down){
                        human.bound.xdrag += event.motion.xrel;
                        human.bound.ydrag += event.motion.yrel;
                    }
                }

            }
            else if (event.type == SDL_QUIT){
                quitnow = true;
            }
	
        }


        objects.step_time();

        SDL_SetRenderDrawColor(renderer, 0,0,0,255);
        SDL_RenderClear(renderer);

        camera.adjust_zoom(zoomdirection, mousex, mousey);
		
        for (double x = gamesettings.mapx+tilew/2; x < gamesettings.mapx+gamesettings.mapw+tilew/2; x += tilew){
            for (double y = gamesettings.mapy+tileh/2; y < gamesettings.mapy+gamesettings.maph+tileh/2; y += tileh){
                SDL_Rect dst = camera.calculate_display_destination(x,y,tilew,tileh,db::Floor);
                SDL_RenderCopyEx(renderer, bgtile_texture, NULL, &dst, -camera.camyaw*180.0/3.14156033, NULL, SDL_FLIP_NONE);
            }
        }

        objects.drawon(renderer, &camera);
        if(console.is_active()) console.drawon(renderer);
        human.bound.drawon(renderer, &camera);


        Uint32 fps_newframe = SDL_GetTicks();
        if((fps_newframe-fps_lastframe) < SCREEN_TICKS_PER_FRAME){
            SDL_Delay(SCREEN_TICKS_PER_FRAME - (fps_newframe-fps_lastframe));
        }
        draw_fps(renderer, font, 1.0/(fps_newframe/1000.0 - fps_lastframe/1000.0));
        fps_lastframe = fps_newframe;

        SDL_RenderPresent(renderer);
	}
    SDL_DestroyTexture(character_texture);
	SDL_DestroyTexture(bgtile_texture);
    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);
    SDL_Quit();

    for(unsigned int i = 0; i < star_field.size(); ++i)
        delete star_field[i];

    return 0;
}
Пример #21
0
DrawConfig *create_DrawConfig(){
    DrawConfig* config = malloc(sizeof(DrawConfig));

    config->bird_tick_length = 100;
    config->last_bird_change = 0;
    config->bird_index = 0;

    config->window_width  = 500;
    config->window_height = 500;
    

    /*
     * Initialize SDL and related libraries.
     */
    if(SDL_Init(SDL_INIT_EVERYTHING) < 0){
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,"SDL_Init failed: %s\n",SDL_GetError());
    }
    if(IMG_Init(IMG_INIT_PNG) != IMG_INIT_PNG){
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,"IMG_Init for IMG_INIT_PNG failed %s\n",IMG_GetError());
    }  
    if(TTF_Init() == -1){
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,"TTF_Init faled %s\n",TTF_GetError());
    }

    /*
     * create and initialize SDL resources.
     */
    if(SDL_CreateWindowAndRenderer(config->window_width,config->window_height,0,&(config->window),&(config->renderer))){
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,"Could not create window and renderer: %s\n",SDL_GetError());
    }

    /*
     * Set the windows title
     */
    SDL_SetWindowTitle(config->window,"Flappy Bird");
    
    /*
     * Load image files using SDL_image.
     */
    char* bird_sheet_path = "resources/images/bird_sheet.png";
    config->bird_sprite_sheet = IMG_LoadTexture(config->renderer,bird_sheet_path);
    if(config->bird_sprite_sheet == NULL){
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,"Image at \"%s\" failed to load: %s\n",bird_sheet_path,IMG_GetError());
    }
    for(int i = 0; i < BIRD_SPRITE_NUM; i++){
        /*32 is a magic number. Woops!*/
        config->bird_texture_array[i].x = 32 * i;
        config->bird_texture_array[i].y = 0;
        config->bird_texture_array[i].w = 32;
        config->bird_texture_array[i].h = 32;
    }

    char* background_path = "resources/images/background.png";
    config->background_texture = IMG_LoadTexture(config->renderer,background_path);
    if(config->background_texture == NULL){
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,"Image at \"%s\" failed to load: %s\n",background_path,IMG_GetError());
    }
    
    char* pipe_path = "resources/images/pipe.png";
    config->pipe_texture = IMG_LoadTexture(config->renderer,pipe_path);
    if(config->pipe_texture == NULL){
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,"Image at \"%s\" failed to load: %s\n",pipe_path,IMG_GetError());
    }
    
    char* pipetop_path = "resources/images/pipe-top.png";
    config->pipe_top_texture = IMG_LoadTexture(config->renderer,pipetop_path);
    if(config->pipe_top_texture == NULL){
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,"Image at \"%s\" failed to load: %s\n",pipetop_path,IMG_GetError());
    }

    /*
     * Load font using TTF_Font
     */
    char* font_path = "resources/fonts/VeraMono.ttf"; 
    config->game_font = TTF_OpenFont(font_path,24);
    if(config->game_font == NULL){
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,"Font at \"%s\" failed to load: %s\n",font_path,TTF_GetError());
    }
    return config;
}
Пример #22
0
GusanoSprite::GusanoSprite(SDL_Renderer* renderer, SDL_Rect recDestino, string path, int col, int fil, int anchoTex, int altoTex, string nombre,int maximosCLientes): DibujableTextura(){
	this->armaTipo = NINGUNA;
	this->numCuadros = col*fil;
	this->velocidadRefresco = timeGusanoQuieto;
	this->contador = 0;
	this->congelado = 0;
	this->crosshair = IMG_LoadTexture(renderer, rutaCrosshair);
	this->mostrarCrosshair = false;
	this->frameCrosshair = 0;
	this->posFigura = new SDL_Point();

	int tamanioCuadroX = anchoTex / col;
	int tamanioCuadroY = altoTex / fil;
	this->frame = 0;
	this->rect = recDestino;

	this->rectApuntando = new SDL_Rect[32];
	for(int i=0; i< 32; i++){
		rectApuntando[i].h = 60;
		rectApuntando[i].w = 60;
		rectApuntando[i].x = 0;
		rectApuntando[i].y = i* 60;
	}

	this->recCuadro = new SDL_Rect[numCuadros];
	for(int i=0; i< numCuadros; i++){
		recCuadro[i].h = tamanioCuadroY;
		recCuadro[i].w = tamanioCuadroX;
	}

	for(int i=0; i<fil; i++){
		for(int j=0; j<col; j++){

			recCuadro[j + i*col].x = j* tamanioCuadroX;
			recCuadro[j + i*col].y = i* tamanioCuadroY;
		}
	}

	this->recPotencia = new SDL_Rect[17];
	for(int i=0; i<17; i++){
		this->recPotencia[i].h = 28;
		this->recPotencia[i].w = 244;
		this->recPotencia[i].x = 0;
		this->recPotencia[i].y = i*28;
	}
	
	this->rectTnt = new SDL_Rect[60];
	for (int i= 0; i<60; i++){
		rectTnt[i].h = 60;
		rectTnt[i].w = 60;
		rectTnt[i].x = 0;
		rectTnt[i].y = i*60;
	}

	this->rectGrave = new SDL_Rect[20];
	for (int i= 0; i<20; i++){
		rectGrave[i].h = 46;
		rectGrave[i].w = 60;
		rectGrave[i].x = 0;
		rectGrave[i].y = i*60;
	}

	this->rectSuicida = new SDL_Rect[20];
	for (int i= 0; i<20; i++){
		rectSuicida[i].h = 60;
		rectSuicida[i].w = 60;
		rectSuicida[i].x = 0;
		rectSuicida[i].y = i*60;
	}

	this->enUso = recCuadro;
	this->imagen = IMG_LoadTexture(renderer, path.c_str());
	this->cambiarImgDer = false;
	this->cambiarImgIzq = false;
	this->muertePorDisparo = false;
	this->terminoIteracion = false;
	this->contIzq = 0;
	this->contDer = 0;
	this->contFrent = 0;
	this->contMuerte = 0;
	this->contArma = 0;
	this->contMuerteVida = 0;
	this->estado = IZQ;
	this->nombre = nombre;
	SDL_Rect rectCart = this->rect;
	rectCart.h = rect.h / 4;
	rectCart.x = this->rect.x + this->rect.w/2;
	this->maximosCLientes = maximosCLientes;
	
	//this->cartel = NULL;
	this->cartel = new CartelDibujable(renderer, rectCart, rutaCartel, rutaCartelDEF, this->nombre);
	rectCart.w = this->rect.w/2;
	rectCart.h = this->rect.h * 2/3;
	this->flecha = new DibujableTextura(renderer,rectCart, rutaFlecha,rutaFlecha); 
	//this->mostrarCartel = false;
	for(int i=0; i < this->maximosCLientes; i++){
		this->mostrarCartel.push_back(false);
	}
	this->cliente = 0;
	SDL_Rect rectVida = this->rect;
	rectVida.h = 5;
	rectVida.w = pxPorVida * vidaGusano;
	this->vida = new DibujableTextura(renderer,rectVida,rutaVida,rutaVida);
	int rgb[3];
	rgb[0] = 0;
	rgb[1] = 255;
	rgb[2] = 0;
	this->vida->setColor(rgb);
	this->activo = false;
	this->ahogado = false;
}
Пример #23
0
Draw::Draw()
{
	window = NULL;
	backgroundImage = NULL;
	renderTarget = NULL;
	SDL_Init(SDL_INIT_VIDEO);

	int imgFlags = IMG_INIT_PNG;
	if (!(IMG_Init(imgFlags) & imgFlags))
		cout << "Error " << IMG_GetError() << endl;

	window = SDL_CreateWindow("GameWindow", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, SDL_WINDOW_SHOWN);
	renderTarget = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
	backgroundImage = IMG_LoadTexture(renderTarget, "Textures/pureBackground.png");
	texture = IMG_LoadTexture(renderTarget, "Textures/borderPattern.png");
	snakeBody = IMG_LoadTexture(renderTarget, "Textures/body.png");
	snakeHeadDown = IMG_LoadTexture(renderTarget, "Textures/headdown.png");
	snakeHeadUp = IMG_LoadTexture(renderTarget, "Textures/headup.png");
	snakeHeadLeft = IMG_LoadTexture(renderTarget, "Textures/headleft.png");
	snakeHeadRight = IMG_LoadTexture(renderTarget, "Textures/headright.png");
	snakeTail = IMG_LoadTexture(renderTarget, "Textures/tail.png");
	apple = IMG_LoadTexture(renderTarget, "Textures/apple.png");
	banana = IMG_LoadTexture(renderTarget, "Textures/banana.png");
	bomb = IMG_LoadTexture(renderTarget, "Textures/bomb.png");




}
Пример #24
0
BouncyBallMain::BouncyBallMain(unsigned id, sbe::MainLoop const& main_loop)
  : Entity(id)
  , main_loop_(main_loop)
  , background_(IMG_LoadTexture(main_loop_.Renderer(), BACKGROUND_PATH.c_str()))
  , title_screen_(main_loop_.Renderer(), main_loop_.world())
  , losing_screen_(main_loop_.Renderer(), main_loop_.world())
  , pause_menu_(main_loop_.Renderer(), main_loop_.world())
  , game_layer_(std::make_shared<sbe::EntityLayer>())
  , game_started_(false)
  , losing_(false)
{
  key_up.connect(sigc::mem_fun(this, &BouncyBallMain::OnKeyUp));
  main_loop_.world()->SetGameData((void*)&bouncy_data_);

  bouncy_data_.left_scored.connect([this] {
    left_->Increment();
    CheckIfWinning();
  });

  bouncy_data_.right_scored.connect([this] {
    right_->Increment();
    CheckIfWinning();
  });

  title_screen_.start_clicked.connect([this] {
    StartGame();
  });

  title_screen_.two_player_clicked.connect([this] {
    right_paddle_->EnablePlayer();
    right_paddle_->EnableEvents();
  });

  title_screen_.easy_clicked.connect([this] {
      right_paddle_->SetEasy();
  });

  title_screen_.medium_clicked.connect([this] {
      right_paddle_->SetMedium();
  });

  title_screen_.hard_clicked.connect([this] {
      right_paddle_->SetHard();
  });

  title_screen_.exit_clicked.connect([this] {
    // FIXME exit better then this...
    exit(0);
  });

  losing_screen_.play_again.connect([this] {
    losing_screen_.Hide();
    StartGame();
    losing_ = false;
  });

  losing_screen_.main_menu.connect([this] {
    losing_screen_.Hide();
    ResetGame();
    losing_ = false;
  });

  pause_menu_.resume_clicked.connect([this] {
    pause_menu_.Hide();
    game_layer_->UnPause();
  });

  pause_menu_.main_menu_clicked.connect([this] {
    pause_menu_.Hide();
    game_layer_->UnPause();
    ResetGame();
  });

  pause_menu_.restart_clicked.connect([this] {
    pause_menu_.Hide();
    game_layer_->UnPause();
    StartGame();
  });

  pause_menu_.exit_clicked.connect([this] {
    // FIXME exit better then this...
    exit(0);
  });

  sbe::Rect const& bound = main_loop_.world()->Boundary();
  sbe::Rect new_bound = {0, 10, bound.width(), bound.height() - 10};
  main_loop_.world()->SetBoundary(new_bound);

  SetupGame();

  title_screen_.SetMedium();

  game_layer_->Hide();
  losing_screen_.Hide();
  pause_menu_.Hide();

  main_loop_.world()->AddEntityLayer(game_layer_);
}
Пример #25
0
SFApp::SFApp(std::shared_ptr<SFWindow> window) : fire(0), is_running(true), sf_window(window) {
  int canvas_w, canvas_h;
  SDL_GetRendererOutputSize(sf_window->getRenderer(), &canvas_w, &canvas_h);

  app_box = make_shared<SFBoundingBox>(Vector2(canvas_w, canvas_h), canvas_w, canvas_h);
  player  = make_shared<SFAsset>(SFASSET_PLAYER, sf_window);
  auto player_pos = Point2(canvas_w/2, canvas_h/2);
  player->SetPosition(player_pos);
  
  back.x = 0;
  back.y = 0;
  back.w = 640;
  back.h = 800;
  back2.x = 0;
  back2.y = 0 - 800;
  back2.w = 640;
  back2.h = 800;
  
  healthpos.x =  canvas_w - 40;
  healthpos.y =  15; 
  healthpos.w = 32;
  healthpos.h = 450;
  
  healthgreenpos.h = 444;
  healthgreenpos.w = 26;
  healthgreenpos.x = healthpos.x + 3;
  healthgreenpos.y = healthpos.y + 3;
  
  gameoverpos.h = 400;
  gameoverpos.w = 560;
  gameoverpos.x = canvas_w / 2 - gameoverpos.w / 2;
  gameoverpos.y = canvas_h / 2 - gameoverpos.h / 2;


  d1 = IMG_LoadTexture(sf_window->getRenderer(), "assets/1.png");
  d2 = IMG_LoadTexture(sf_window->getRenderer(), "assets/2.png");
  d3 = IMG_LoadTexture(sf_window->getRenderer(), "assets/3.png");
  d4 = IMG_LoadTexture(sf_window->getRenderer(), "assets/4.png");  
  d5 = IMG_LoadTexture(sf_window->getRenderer(), "assets/5.png");
  d6 = IMG_LoadTexture(sf_window->getRenderer(), "assets/6.png");
  d7 = IMG_LoadTexture(sf_window->getRenderer(), "assets/7.png");
  d8 = IMG_LoadTexture(sf_window->getRenderer(), "assets/8.png");
  d9 = IMG_LoadTexture(sf_window->getRenderer(), "assets/9.png");
  d0 = IMG_LoadTexture(sf_window->getRenderer(), "assets/0.png");
  scorepos.w = 16;
  scorepos.h = 16;
  scorepos.x = 10;
  scorepos.y = 10;

  gameoverimage = IMG_LoadTexture(sf_window->getRenderer(), "assets/gameover.png");  
  background = IMG_LoadTexture(sf_window->getRenderer(), "assets/background.png");
  healthbar = IMG_LoadTexture(sf_window->getRenderer(), "assets/emptyhealth.png");
  healthgreen = IMG_LoadTexture(sf_window->getRenderer(), "assets/healthbar.png");
}
Пример #26
0
SDL_Texture* Engine::makeTexture(const char* img_path) {
    SDL_Texture* texture = IMG_LoadTexture(renderer, img_path);
    return texture;
}
Пример #27
0
PersonajeJugador::PersonajeJugador(int x, int y,SDL_Renderer* renderer,list<Personaje*>*personajes)
{
    this->rectangulo.x=x;
    this->rectangulo.y=y;
    this->personajes=personajes;

    SDL_Texture *textura = IMG_LoadTexture(renderer, "assets/personajes/down1.png");
    SDL_QueryTexture(textura, NULL, NULL, &this->rectangulo.w, &this->rectangulo.h);
    texturas_down.push_back(textura);

    texturas_down.push_back(IMG_LoadTexture(renderer, "assets/personajes/down2.png"));

    texturas_up.push_back(IMG_LoadTexture(renderer, "assets/personajes/up1.png"));
    texturas_up.push_back(IMG_LoadTexture(renderer, "assets/personajes/up2.png"));

    texturas_left.push_back(IMG_LoadTexture(renderer, "assets/personajes/izquierda1.png"));
    texturas_left.push_back(IMG_LoadTexture(renderer, "assets/personajes/izquierda2.png"));

    texturas_right.push_back(IMG_LoadTexture(renderer, "assets/personajes/derecha1.png"));
    texturas_right.push_back(IMG_LoadTexture(renderer, "assets/personajes/derecha2.png"));

    ataque_abajo.push_back(IMG_LoadTexture(renderer, "assets/personajes/ataque1.png"));
    ataque_derecha.push_back(IMG_LoadTexture(renderer, "assets/personajes/ataque2.png"));
    ataque_arriba.push_back(IMG_LoadTexture(renderer, "assets/personajes/ataque3.png"));
    ataque_izquierda.push_back(IMG_LoadTexture(renderer, "assets/personajes/ataque4.png"));

    orientacion="down";
    rayo_orientacion = orientacion;
    rayo2_orientacion = orientacion;
    estado = "pasivo";
    player = true;
    vivo = true;
    vida=50;
    rayo_texture = IMG_LoadTexture(renderer, "assets/ataques/rayo.png");
    rayo2_texture = IMG_LoadTexture(renderer, "assets/ataques/rayo2.png");
    SDL_QueryTexture(rayo_texture,NULL,NULL, &this->rayo_rect.w, &this->rayo_rect.h);
    SDL_QueryTexture(rayo2_texture,NULL,NULL, &this->rayo2_rect.w, &this->rayo2_rect.h);
    rayo_rect.x = 0;
    rayo_rect.y = 0;
    rayo2_rect.x = 0;
    rayo2_rect.y = 0;
    rayo_activado=false;
    rayo2_activado=false;

    rayo_cooldown = 100;
    rayo_frame_actual = 0;

    textura_actual = texturas_down.begin();
}
Пример #28
0
	void m_LoadCharacter(const char *file) {
		m_character = IMG_LoadTexture(renderer, file);
	}