// Construtor Padrão Tela::Tela() { audio = true; textColor = { 255, 255, 255 }; set_clips(clipsGems); set_clips(clipsGems_dica); pontos = new Pilha(); level = 1; changedLevel = true; fillMatriz(4); user = new Usuario(); }
Animacion::Animacion(std::string nombre, Posicionable* animado, int prior,int alto, int ancho, vector<st_Animacion*> vectorAnimaciones, ID unId, std::string nombrePers) : Imagen(nombre, animado, prior,alto,ancho,unId, nombrePers) { this-> frame = 0; //Por defecto el frame 0 indica la posicion "quieto" this-> animado = animado; set_clips(vectorAnimaciones); }
Otter::Otter(std::string filename, int r, int g, int b):Sprite(4), SPRITE_DOWN(0), SPRITE_UP(1), SPRITE_WALK(2), ROLL(3){ //constructor //Initialize sprite dimensions height = 32; width = 32; //Initialize movement variables offSetY = -35; offSetX = 50; velocityX = 0; velocityY = 0; isStarting = true; //Initialize animation variables frame = 0; status = SPRITE_DOWN; //Sprite pointer sprite = load_image(filename,r,g,b); //Initialize States set_clips(); isVisible = true; isDead = false; }
//------------------------------ // Main game loop //------------------------------ int main(int argc, char* argv[]) { srand(time(0)); if(sys_init() == false) { return 1; } if(sys_loadfiles() == false) { return 1; } set_clips(); sys_configload(); while(quit == false) { startTimer = SDL_GetTicks(); sys_input(); game_logic(); draw_everything(); //Update the screen if(SDL_Flip(screen) == -1) { return 1; } endTimer = SDL_GetTicks(); deltaTimer = endTimer - startTimer; if ( deltaTimer < ( 1000 / FPS )) { SDL_Delay( ( 1000 / FPS ) - deltaTimer ); } } sys_configupdate(); sys_cleanup(); return 0; }
c_Animate::c_Animate( int eID ) { set_clips(eID); frameNo = 0; animType = eID; currentFrame = &defaultFrame; }
int main( int argc, char* argx[] ) { //Quit flag bool quit = false; //Initialize if( init() == false ) { return 1; } //Load the files if( load_files() == false ) { return 1; } //Clip the sprite sheet set_clips(); //Make the button Button myButton( 170, 120, 320, 240 ); //While the user hasn't quit while( quit == false ) { //If there's events to handle if( SDL_PollEvent( &event ) ) { //Handle button events myButton.handle_events(); //If the user hax Xed out the window if( event.type == SDL_QUIT ) { //Quit the program quit = true; } } //Fill the screen white SDL_FillRect( screen, &screen-> clip_rect, SDL_MapRGB( screen->format, 0xFF, 0xFF, 0xFF ) ); //Shaw the button myButton.show(); //Update the screen if( SDL_Flip( screen ) == -1 ) { return 1; } } //Clean up clean_up(); return 0; }
Tiles::Tiles(SDL_Rect &tposOffset, SDL_Surface* tScreen, int screen_width, int screen_height){ image = load_image("res/tilesfix.png"); if(image == NULL) std::cout << '1' << std::endl; screen = tScreen; posOffset = &tposOffset; set_clips(); this->screen_width = screen_width; this->screen_height = screen_height; }
//Functions int main(int argc, char* args[]) { bool quit = false; if(init() == false) { return 1; } //Load the files if(load_files() == false) { return 1; } set_clips(); Timer fps; Foo walk; //While user hasn't quit while(quit == false) { fps.start(); while(SDL_PollEvent(&event)) { walk.handle_events(); if(event.type == SDL_QUIT) { quit = true; } } walk.move(); SDL_FillRect(screen, &screen->clip_rect, SDL_MapRGB(screen->format, 0xFF, 0xFF, 0xFF)); walk.show(); if(SDL_Flip(screen) == -1) { return 1; } if(fps.get_ticks() < 1000 / FRAMES_PER_SECOND) { SDL_Delay((1000 / FRAMES_PER_SECOND) - fps.get_ticks()); } } clean_up(); return 0; }
Stage::Stage() { //units.push_back(new Hero(x,y,0,0,0,0,0)); screen = NULL; background = NULL; title = NULL; init(); load_files(); set_clips(); xoffset = 100; yoffset = 100; maxBullets = 5; //max number of bullets on screen is 5 currBullets = 0; }
int main (int argc, char* args[] ) { bool quit = false; if( init() == false ) { return 1; } buttonSheet = load_image("button.png"); if( buttonSheet == NULL ) { return 1; } //Clip the sprite sheet set_clips(); //Make the button Button myButton( 170, 120, 320, 240 ); //While the user hasn't quit while( quit == false ) { //if there's events to handle if( SDL_PollEvent( &event ) ) { //handle button events myButton.handle_events(); if( event.type == SDL_QUIT ) { quit = true; } } //Fill the screen white SDL_FillRect( screen, &screen->clip_rect, SDL_MapRGB( screen->format, 0xFF, 0xFF, 0xFF ) ); //Show the button myButton.show(); //Update the screen if( SDL_Flip( screen ) == -1 ) { return 1; } } clean_up(); return 0; }
CFire::CFire() { set_clips() ; state = FIRE_WALKING ; //FIRE starts on the lowest platform xinit = FIRE_START_X ; yinit = FIRE_START_Y; x = xinit ; y = yinit ; width = FIRE_WIDTH ; height = FIRE_HEIGHT ; xVel = 1; yVel = 2; }
int main (int argc, char* args[]) { bool quit = false; if(init() == false) { return 1; } if(load_files() == false) { return 1; } set_clips(); Button myButton( 170, 120, 320,240); //the loop while(quit == false) { if (SDL_PollEvent(&event)) { myButton.handle_events(); if(event.type == SDL_QUIT) { quit = true; } } SDL_FillRect ( screen, &screen->clip_rect, SDL_MapRGB( screen->format, 0xFF, 0xFF, 0xFF ) ); myButton.show(); if(SDL_Flip(screen) == -1) { return 1; } } clean_up(); return 0; }
int main( int argc, char* args[] ) { //Quit flag bool quit = false; //Initialize if( init() == false ) { return 1; } //Load the files if( load_files() == false ) { return 1; } //Clip the sprite sheet set_clips(); //The frame rate regulator Timer fps; //The stick figure Foo walk; //While the user hasn't quit while( quit == false ) { //Start the frame timer fps.start(); //While there's events to handle while( SDL_PollEvent( &event ) ) { //Handle events for the stick figure walk.handle_events(); //If the user has Xed out the window if( event.type == SDL_QUIT ) { //Quit the program quit = true; } } //Move the stick figure walk.move(); //Fill the screen white SDL_FillRect( screen, &screen->clip_rect, SDL_MapRGB( screen->format, 0xFF, 0xFF, 0xFF ) ); //Show the stick figure on the screen walk.show(); //Update the screen if( SDL_Flip( screen ) == -1 ) { return 1; } //Cap the frame rate if( fps.get_ticks() < 1000 / FRAMES_PER_SECOND ) { SDL_Delay( ( 1000 / FRAMES_PER_SECOND ) - fps.get_ticks() ); } } //Clean up clean_up(); return 0; }
void dino_main() { start= SDL_GetTicks(); for(int i=0; i<600; i++) { randx[i]= rand()%600 + 1; randy[i]= rand()%420 + 1; if (randy[i]>220 && randy[i]<270) { randx[i]=randx[i-1]; randy[i]=randx[i-1]; } } bool quit = false; set_clips(); //The frame rate regulator Timer fps; //The stick figure Foo walk; //While the user hasn't quit while( quit == false ) { //Start the frame timer fps.start(); //While there's events to handle while( SDL_PollEvent( &event ) ) { //Handle events for the stick figure walk.handle_events(); //If the user has Xed out the window if( event.type == SDL_QUIT ) { //Quit the program quit = true; } } //Move the stick figure walk.move(randx,randy); //Fill the screen white //SDL_FillRect( screen, &screen->clip_rect, SDL_MapRGB( screen->format, 0, 0xFF, 0xFF ) ); apply_surface(0,0,back_grass,screen); score_dis = TTF_RenderText_Solid( font, "Score", textColor ); apply_surface( 460, 450, score_dis, screen ); SDL_FillRect( screen, &wall, SDL_MapRGB( screen->format, 0, 0xFF, 0xFF ) ); SDL_FillRect( screen, &wall2, SDL_MapRGB( screen->format, 0, 0xFF, 0xFF )); walk.show(); //Update the screen if( SDL_Flip( screen ) == -1 ) { } //Cap the frame rate if( fps.get_ticks() < 1000 / FRAMES_PER_SECOND ) { SDL_Delay( ( 1000 / FRAMES_PER_SECOND ) - fps.get_ticks() ); } } }
Enemies::Enemies(SDL_Rect &camera){ posOffset = camera; set_clips(); }
int main( int argc, char* args[] ) { //Make sure the program waits for a quit bool quit = false; //Initialize if( init() == false ) { return 1; } //Load the files if( load_files() == false ) { return 1; } //Set the clips set_clips(); //Fill the screen white SDL_FillRect( screen, &screen->clip_rect, SDL_MapRGB( screen->format, 255, 255, 255 ) ); //Apply the background int bkgd_loc = 0; for(int i=0; i<8; ++i ){ for(int j=0; j<8; ++j){ apply_surface( 16*i, 16*j, background, screen, &clip_background[ bkgd_loc ] ); ++bkgd_loc; } } int neal_loc[2] = { 2, 2}; apply_surface( neal_loc[0]*16, (neal_loc[1]-1)*16, sprite, screen, &clip_sprite[ 0 ] ); //While the user hasn't quit while( quit == false ) { //If there's an event to handle if( SDL_PollEvent( &event) ) { //If a key is pressed if( event.type == SDL_KEYDOWN ) { //Set the proper message surface switch( event.key.keysym.sym ) { case SDLK_UP: //Up Arrow Key /*Update background apply_surface( neal_loc[0]*16, neal_loc[1]*16-8, background, screen, &clip_background[(neal_loc[0]+1)*8+neal_loc[1]+1]);*/ //Update the background bkgd_loc = 0; for(int i=0; i<8; ++i ){ for(int j=0; j<8; ++j){ apply_surface( 16*i, 16*j, background, screen, &clip_background[ bkgd_loc ] ); ++bkgd_loc; } } //Update location neal_loc[1]--; //Update sprite surface apply_surface( neal_loc[0]*16, (neal_loc[1]-1)*16, sprite, screen, &clip_sprite[ 0 ] ); break; case SDLK_DOWN: //Down Arrow Key //Update the background bkgd_loc = 0; for(int i=0; i<8; ++i ){ for(int j=0; j<8; ++j){ apply_surface( 16*i, 16*j, background, screen, &clip_background[ bkgd_loc ] ); ++bkgd_loc; } } //Update location neal_loc[1]++; //Update sprite surface apply_surface( neal_loc[0]*16, (neal_loc[1]-1)*16, sprite, screen, &clip_sprite[ 0 ] ); break; case SDLK_LEFT: //Left Arrow Key //Update the background bkgd_loc = 0; for(int i=0; i<8; ++i ){ for(int j=0; j<8; ++j){ apply_surface( 16*i, 16*j, background, screen, &clip_background[ bkgd_loc ] ); ++bkgd_loc; } } //Update location neal_loc[0]--; //Update sprite surface apply_surface( neal_loc[0]*16, (neal_loc[1]-1)*16, sprite, screen, &clip_sprite[ 0 ] ); break; case SDLK_RIGHT: //Right Arrow Key //Update the background bkgd_loc = 0; for(int i=0; i<8; ++i ){ for(int j=0; j<8; ++j){ apply_surface( 16*i, 16*j, background, screen, &clip_background[ bkgd_loc ] ); ++bkgd_loc; } } //Update location neal_loc[0]++; //Update sprite surface apply_surface( neal_loc[0]*16, (neal_loc[1]-1)*16, sprite, screen, &clip_sprite[ 0 ] ); break; } } //If the user has X'ed out the window else if(event.type == SDL_QUIT ) { //Quit the program quit = true; } } //Update the screen if( SDL_Flip( screen ) == -1 ) { return 1; } } //Free the surface and quit SDL clean_up(); return 0; }
int main(int argc, char* args[]) { //make sure the program waits for a quit bool quit = false; if (!init()) { std::cerr << "failed to initialize SDL" << std::endl; return 1; } //load files if(!load_files()) { std::cerr << "failed to load images" << std::endl; return 1; } set_clips(); Button myButton(170, 120, 320, 240); //display background apply_surface(0, 0, background, screen); apply_surface(320, 0, background, screen); apply_surface(0, 240, background, screen); apply_surface(320, 240, background, screen); //update screen if ( SDL_Flip(screen) == -1) { std::cerr << "error flipping screen" << std::endl; return 1; } //Pause while(!quit) { while( SDL_PollEvent(&event) ) { //handle buton events myButton.handle_events(); //if user quits if(event.type==SDL_QUIT) { //quit program quit = true; } } apply_surface(0, 0, background, screen); apply_surface(320, 0, background, screen); apply_surface(0, 240, background, screen); apply_surface(320, 240, background, screen); myButton.show(); //update screen if ( SDL_Flip(screen) == -1) { std::cerr << "error flipping screen" << std::endl; return 1; } } clean_up(); return 0; }