Пример #1
0
bool loadMedia()
{
	//Loading success flag
	bool success = true;

	//Open the font
	gFont = TTF_OpenFont( "lazy.ttf", 28 );
	if( gFont == NULL )
	{
		printf( "Failed to load lazy font! SDL_ttf Error: %s\n", TTF_GetError() );
		success = false;
	}
	else
	{
		//Set text color as black
		SDL_Color textColor = { 0, 0, 0, 255 };
		
		//Load stop prompt texture
		if( !gStartPromptTexture.loadFromRenderedText( "Press S to Start or Stop the Timer", textColor ) )
		{
			printf( "Unable to render start/stop prompt texture!\n" );
			success = false;
		}
		
		//Load pause prompt texture
		if( !gPausePromptTexture.loadFromRenderedText( "Press P to Pause or Unpause the Timer", textColor ) )
		{
			printf( "Unable to render pause/unpause prompt texture!\n" );
			success = false;
		}
	}

	return success;
}
Пример #2
0
bool loadMedia()
{
	//Loading success flag
	bool success = true;

	//Open the font
	gFont = TTF_OpenFont( "lazy.ttf", 28 );
	if( gFont == NULL )
	{
		printf( "Failed to load lazy font! SDL_ttf Error: %s\n", TTF_GetError() );
		success = false;
	}
	else
	{
		//Set text color as black
		SDL_Color textColor = { 0, 0, 0, 255 };

		//Load prompt texture
		if( !gPromptTextTexture.loadFromRenderedText( "Press Enter to Reset Start Time.", textColor ) )
		{
			printf( "Unable to render prompt texture!\n" );
			success = false;
		}
	}

	return success;
}
Пример #3
0
bool loadMedia()
{
	//Loading success flag
	bool success = true;

	//Open the font
	gFont = TTF_OpenFont( "16_true_type_fonts/lazy.ttf", 28 );
	if( gFont == NULL )
	{
		printf( "Failed to load lazy font! SDL_ttf Error: %s\n", TTF_GetError() );
		success = false;
	}
	else
	{
		//Render text
		SDL_Color textColor = { 0, 0, 0 };
		if( !gTextTexture.loadFromRenderedText( "The quick brown fox jumps over the lazy dog", textColor ) )
		{
			printf( "Failed to render text texture!\n" );
			success = false;
		}
	}

	return success;
}
bool loadMedia()
{
	//Loading success flag
	bool success = true;
	
	//Open the font
	gFont = TTF_OpenFont( "assets/lazy.ttf", 28 );
	if( gFont == NULL )
	{
		printf( "Failed to load lazy font! SDL_ttf Error: %s\n", TTF_GetError() );
		success = false;
	}
	else
	{
		//Render the prompt
		SDL_Color textColor = { 0, 0, 0, 0xFF };
		if( !gPromptTextTexture.loadFromRenderedText( "Enter Text:", textColor ) )
		{
			printf( "Failed to render prompt text!\n" );
			success = false;
		}
	}

	return success;
}
void Scoreboard::render( SDL_Renderer* gRenderer, TTF_Font* gFont, LTexture gTextTexture ) {
	string s = std::to_string( static_cast<long long>( score ) );
	s = string( 10 - s.size(), ' ' ) + s;
	string text = "Score: " + s;
	gTextTexture.loadFromRenderedText( text, textColor );
	gTextTexture.setBlendMode( SDL_BLENDMODE_BLEND );
	gTextTexture.setAlpha( 150 );
	gTextTexture.render( xPos, yPos, gRenderer );
}
Пример #6
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;
}
void loop () {
	//Handle events on queue
	while( SDL_PollEvent( &e ) != 0 )
	{
		//User requests quit
		if( e.type == SDL_QUIT )
		{
			quit = true;
		}
	}
	
	//Calculate and correct fps
	float avgFPS = countedFrames / ( fpsTimer.getTicks() / 1000.f );
	if( avgFPS > 2000000 )
	{
		avgFPS = 0;
	}
	
	//Set text to be rendered
	timeText.str( "" );
	timeText << "Average Frames Per Second " << avgFPS; 

	//Render text
	if( !gFPSTextTexture.loadFromRenderedText( timeText.str().c_str(), textColor ) )
	{
		printf( "Unable to render FPS texture!\n" );
	}

	//Clear screen
	SDL_SetRenderDrawColor( gRenderer, 0xFF, 0xFF, 0xFF, 0xFF );
	SDL_RenderClear( gRenderer );

	//Render textures
	gFPSTextTexture.render( ( SCREEN_WIDTH - gFPSTextTexture.getWidth() ) / 2, ( SCREEN_HEIGHT - gFPSTextTexture.getHeight() ) / 2 );

	//Update screen
	SDL_RenderPresent( gRenderer );
	++countedFrames;
}
Пример #8
0
void loop () {
	//Handle events on queue
	while( SDL_PollEvent( &e ) != 0 )
	{
		//User requests quit
		if( e.type == SDL_QUIT )
		{
			quit = true;
		}
		//Reset start time on return keypress
		else if( e.type == SDL_KEYDOWN && e.key.keysym.sym == SDLK_RETURN )
		{
			startTime = SDL_GetTicks();
		}
	}

	//Set text to be rendered
	timeText.str( "" );
	timeText << "Milliseconds since start time " << SDL_GetTicks() - startTime; 

	//Render text
	if( !gTimeTextTexture.loadFromRenderedText( timeText.str().c_str(), textColor ) )
	{
		printf( "Unable to render time texture!\n" );
	}

	//Clear screen
	SDL_SetRenderDrawColor( gRenderer, 0xFF, 0xFF, 0xFF, 0xFF );
	SDL_RenderClear( gRenderer );

	//Render textures
	gPromptTextTexture.render( ( SCREEN_WIDTH - gPromptTextTexture.getWidth() ) / 2, 0 );
	gTimeTextTexture.render( ( SCREEN_WIDTH - gPromptTextTexture.getWidth() ) / 2, ( SCREEN_HEIGHT - gPromptTextTexture.getHeight() ) / 2 );

	//Update screen
	SDL_RenderPresent( gRenderer );
}
Пример #9
0
int
load_media(void)
{
	/* open the font */
	gFont = TTF_OpenFont("lazy.ttf", 28);
	if (gFont == NULL) {
		fprintf(stderr, "Failed to load lazy font! SDL_ttf Error: %s\n",
			TTF_GetError());
		return -1;
	}

	/* set text color as black */
	SDL_Color textColor = { 0, 0, 0, 255 };

	/* load prompt texture */
	if (gPromptTexture.loadFromRenderedText(
		"Please Enter to Reset Start Time.", textColor) == -1)
	{
		fprintf(stderr, "Unable to render prompt texture!\n");
		return -1;
	}

	return 0;
}
int main( int argc, char* args[] )
{
	//Start up SDL and create window
	if( !init() )
	{
		printf( "Failed to initialize!\n" );
	}
	else
	{
		//Load media
		if( !loadMedia() )
		{
			printf( "Failed to load media!\n" );
		}
		else
		{	
			//Main loop flag
			bool quit = false;

			//Event handler
			SDL_Event e;

			//Set text color as black
			SDL_Color textColor = { 0, 0, 0, 255 };

			//The frames per second timer
			LTimer fpsTimer;

			//In memory text stream
			std::stringstream timeText;

			//Start counting frames per second
			int countedFrames = 0;
			fpsTimer.start();

			//While application is running
			while( !quit )
			{
				//Handle events on queue
				while( SDL_PollEvent( &e ) != 0 )
				{
					//User requests quit
					if( e.type == SDL_QUIT )
					{
						quit = true;
					}
				}

				//Calculate and correct fps
				float avgFPS = countedFrames / ( fpsTimer.getTicks() / 1000.f );
				if( avgFPS > 2000000 )
				{
					avgFPS = 0;
				}
				
				//Set text to be rendered
				timeText.str( "" );
				timeText << "Average Frames Per Second " << avgFPS; 

				//Render text
				if( !gFPSTextTexture.loadFromRenderedText( timeText.str().c_str(), textColor ) )
				{
					printf( "Unable to render FPS texture!\n" );
				}

				//Clear screen
				SDL_SetRenderDrawColor( gRenderer, 0xFF, 0xFF, 0xFF, 0xFF );
				SDL_RenderClear( gRenderer );

				//Render textures
				gFPSTextTexture.render( ( SCREEN_WIDTH - gFPSTextTexture.getWidth() ) / 2, ( SCREEN_HEIGHT - gFPSTextTexture.getHeight() ) / 2 );

				//Update screen
				SDL_RenderPresent( gRenderer );
				++countedFrames;
			}
		}
	}

	//Free resources and close SDL
	close();

	return 0;
}
Пример #11
0
int main(int argc, char *argv[])
{

	Tile *tiles[400];
	Mobs *ghosts[4];
	std::vector<Tile> coins;

	game.init();

	game.loadMedia();

	loadPlayerTex();

	game.loadGhosts(ghosts);

	if(	game.setTiles(tiles) == false) {
		printf("set tiles err \n");	
		return -1;
	}

	for(int i = 0; i < 400; ++i)
	{
		if(tiles[i]->getType() == 0)
			coins.push_back( Tile( tiles[i]->getBox().x, tiles[i]->getBox().y, 0 ) );
	}
	
	LTexture coinTex;
	coinTex.loadFromFile( "Data/Art/coin.png", game.getRenderer() );
	for(int i = 0; i < coins.size(); ++i)
	{
		coins[i].tileTex = &coinTex;
	}

	bool quit = false;

	LMenu menu( game.getRenderer() );
	menu.run();
	if(menu.isFinished() == 1)
		quit = true;

	Player player(32, 32);
	
	player.CurrentDirection = MovementRight;

	//game.setPlayerTex(player);

	LTimer fpsTimer;
	LTimer capTimer;
	
	int countedFrames = 0;
	int anim = 0;
	fpsTimer.start();

	const int gameEEN_FPS = 60;
	const int gameEEN_TICK_PER_FRAME = 1000 / gameEEN_FPS;

	SDL_Event e;

	while( !quit )
	{
		capTimer.start();
		while( SDL_PollEvent(&e) != 0 )
		{
			if(e.type == SDL_QUIT)
			{
				quit = true;
			}

			player.handleEvent(e);

		}


		//printf("%d, %d, %d, %d \n", leftCorn.x, leftCorn.y, leftCorn.w, leftCorn.h);

		//printf(" %d \n", player.CurrentDirection);

		game.GhostsAI(player, ghosts, tiles);

		game.GhostsCollision(ghosts, tiles);

		player.update();

		SDL_Rect topBox = {player.getPlayerBox().x + 2, player.getPlayerBox().y - 20, 1, 20};
		SDL_Rect rightBox = {player.getPlayerBox().x + player.getPlayerBox().w, player.getPlayerBox().y + 2, 20, 1};
		SDL_Rect botBox = {player.getPlayerBox().x + 2, player.getPlayerBox().y + player.getPlayerBox().h, 1, 20};
		SDL_Rect leftBox = {player.getPlayerBox().x - 20, player.getPlayerBox().y + 2, 20, 1};
		SDL_Rect topBox2 = {player.getPlayerBox().x + player.playerBox.w - 4, player.getPlayerBox().y - 20, 1, 20};
		SDL_Rect rightBox2 = {player.getPlayerBox().x + player.playerBox.w, player.getPlayerBox().y + player.playerBox.h - 4, 20, 1};
		SDL_Rect botBox2 = {player.getPlayerBox().x + player.getPlayerBox().w - 4, player.getPlayerBox().y + player.getPlayerBox().h, 1, 20};
		SDL_Rect leftBox2 = {player.getPlayerBox().x - 20, player.getPlayerBox().y + player.playerBox.h - 4, 20, 1};

		
		if (game.Collision(player, tiles) == 1 )
		{
			player.playerBox.x += PLAYER_SPEED;

			if(player.directionY == 1)
				player.CurrentDirection = MovementUp;
			if(player.directionY == 3)
				player.CurrentDirection = MovementDown;

		}
		if (game.Collision(player, tiles) == 2 )
		{
			player.playerBox.x -= PLAYER_SPEED;
			
			if(player.directionY == 1)
				player.CurrentDirection = MovementUp;
			if(player.directionY == 3)
				player.CurrentDirection = MovementDown;
			
		}
		if (game.Collision(player, tiles) == 3 )
		{
			player.playerBox.y += PLAYER_SPEED;
			
			if(player.directionX == 2)
				player.CurrentDirection = MovementRight;
			if(player.directionX == 4)
				player.CurrentDirection = MovementLeft;
			player.directionX == 0;
			
		}
		if (game.Collision(player, tiles) == 4 )
		{
			player.playerBox.y -= PLAYER_SPEED;
			
			if(player.directionX == 2)
				player.CurrentDirection = MovementRight;
			if(player.directionX == 4)
				player.CurrentDirection = MovementLeft;
			player.directionX == 0;
			
		}
		
		for(int i = 0; i < 400; i++)
		{
			if(game.checkCollision( botBox, tiles[i]->getBox() ) && game.checkCollision( botBox2, tiles[i]->getBox() ) && player.turnDir == 3 && tiles[i]->getType() == 0 )
			{
				player.CurrentDirection = MovementDown;
				player.turnDir = 0;
				break;
			}
			if(game.checkCollision( topBox, tiles[i]->getBox() ) && game.checkCollision( topBox2, tiles[i]->getBox() ) && player.turnDir == 1 && tiles[i]->getType() == 0 )
			{
				player.CurrentDirection = MovementUp;
				player.turnDir = 0;
				break;
			}
			if(game.checkCollision( leftBox, tiles[i]->getBox() ) && game.checkCollision( leftBox2, tiles[i]->getBox() ) && player.turnDir == 4 && tiles[i]->getType() == 0 )
			{
				player.CurrentDirection = MovementLeft;
				player.turnDir = 0;
				break;
			}
			if(game.checkCollision( rightBox, tiles[i]->getBox() ) && game.checkCollision( rightBox2, tiles[i]->getBox() ) && player.turnDir == 2 && tiles[i]->getType() == 0 )
			{
				player.CurrentDirection = MovementRight;
				player.turnDir = 0;
				break;
			}

		}
		for(int i  = 0; i < coins.size(); i++)
		{
			if(game.checkCollision(player.getPlayerBox(), coins[i].getBox()) && !coins[i].dead)
			{
				LTexture emptyTex;
				emptyTex.loadFromFile( "Data/Art/empty.png", game.getRenderer() );
				coins[i].tileTex = &emptyTex;
				coins[i].dead = true;
				player.score += 10;
			}
		}
		
		if( player.getPlayerX() + player.getPlayerBox().w <= 0 && player.CurrentDirection == MovementLeft)
		{
			player.playerBox.x = SCREEN_WIDTH - 1;
		}
		if( player.getPlayerX() >= SCREEN_WIDTH && player.CurrentDirection == MovementRight )
		{
			player.playerBox.x = 1 - player.getPlayerBox().w;
		}

		anim++;
		if(anim == 420)
			anim = 0;

//	//	// RENDERING // // //         //	//	// RENDERING // // //  	//	//	// RENDERING // // //  //	//	// RENDERING // // //   //	//	// RENDERING // // //  

			SDL_Color textColor = { 0xff, 0x00, 0xBA }; 
			SDL_Rect textRect = {200, 0, 64, 32};
			char* pScore = new char[6];
			sprintf(pScore, "%d", player.score);
			std::string pScoreStr;
			for(int i = 0; i < 3; ++i)	
			{
				pScoreStr.push_back(pScore[i]);
			}
			scoreTex.loadFromRenderedText("SCORE :  " + pScoreStr, textColor, game.getRenderer(), menu.font);

			SDL_SetRenderDrawColor( game.getRenderer(), 0x00, 0x00, 0x00, 0x00 );
			SDL_RenderClear( game.getRenderer() );
			


			//"SCORE :  " + pScoreStr



			for(int i = 0; i < 400; i++) {
				//printf( "%d = %d \n ", i, tiles[i]->getType());
				tiles[i]->show(game.getRenderer());
			}

		
			for( int i = 0; i < coins.size(); ++i)
			{
				coins[i].show( game.getRenderer() );
			}

			for (int i = 0; i < 4; i++){
				ghosts[i]->render(game.getRenderer());
			}


			bool pace = anim % 20 > 10; 

			if(player.CurrentDirection == MovementLeft || player.CurrentDirection == MovementRight)
			{
				if(pace)
				{
					player.setPlayerTex(&playerTextures[0]);
				}
				else
				{
					player.setPlayerTex(&playerTextures[1]);
				}
				if(player.CurrentDirection == MovementRight)
					player.render(game.getRenderer(), SDL_FLIP_NONE , 32, 32);
				if(player.CurrentDirection == MovementLeft)
					player.render(game.getRenderer(), SDL_FLIP_HORIZONTAL , 32, 32);
			}

			if(player.CurrentDirection == MovementDown || player.CurrentDirection == MovementUp)
			{
				if(pace)
				{
					player.setPlayerTex(&playerTextures[2]);
				}
				else
				{
					player.setPlayerTex(&playerTextures[3]);
				}
				if(player.CurrentDirection == MovementUp)
					player.render(game.getRenderer(), SDL_FLIP_NONE , 32, 32);
				if(player.CurrentDirection == MovementDown)
					player.render(game.getRenderer(), SDL_FLIP_VERTICAL , 32, 32);
			}

			//SpriteSheetTexture.NewRender(player.playerBox.x, player.playerBox.y, currentClip, gRenderer);
			scoreTex.render(0, 0, game.getRenderer(), SDL_FLIP_NONE, 150, 40);
			SDL_RenderPresent( game.getRenderer() );

			float avgFPS = countedFrames / ( fpsTimer.getTicks() / 1000.f );
			if( avgFPS > 2000000 )
			{
				avgFPS = 0;
			}
			++countedFrames;

			int frameTicks = capTimer.getTicks();
			if( frameTicks < gameEEN_TICK_PER_FRAME )
			{
				SDL_Delay( gameEEN_TICK_PER_FRAME - frameTicks );
			}

	}
	
	
	//system("pause");
	return 0;
}
Пример #12
0
int main( int argc, char* args[])
 {
	SDL_Color textColor = { 255, 255, 200, 255 };
//	 int i = 0;
	int timer = 0;
	int direction = 1;   //  1 : left moving / 2 : right
	bool screenHit = false;

	int PlayerLifes = 3;

	std::stringstream PlayerLifesText;

	if( !init() )
	{
		printf( "Failed to initialize!\n" );
	}
	else
	{
		if( !loadMedia() )
		{
			printf( "Failed to load media!\n" );
		}
		else
		{	
			bool quit = false;

			SDL_Event e;

			Player player(0, SCREEN_HEIGHT - gPlayerTexture.getHeight());
            player.setTex(&gPlayerTexture);
            gameObjects.push_back(&player);
        
			createArmy(100, 50, 0);

			while( !quit )
			{
				while( SDL_PollEvent( &e ) != 0 )
				{
					if( e.type == SDL_QUIT )
					{
						quit = true;
					}
					//if(e.type == SDL_KEYDOWN && e.key.keysym.sym == SDLK_n) 
					//{
					//	PlayerLifes = 1;
					//	deleteShips();
					//	createArmy(100, 50, 0);
					//}
					bool shouldShoot = player.handleEvent( e );
                    if (shouldShoot)
                        addProj(player);
					
				}
           
			if(PlayerLifes <= 0) {
				SDL_SetRenderDrawColor( gRenderer, 0x00, 0x00, 0x00, 0x00 );
				SDL_RenderClear( gRenderer );

				gLoseScreen.render(0, 0, gRenderer);

			}
			else 
			{
				PlayerLifesText.str("");
				PlayerLifesText << "Lifes " << PlayerLifes;

				gPlayerLifesTexture.loadFromRenderedText( PlayerLifesText.str().c_str(), textColor, gRenderer, gFont  ); 

				if( timer > 100 )
					timer = 0;
				timer += 1; 

				if( timer % 3 == 0) 
				{
					if(ifScreenEndHit()) {
						screenHit = true;
						direction += 1;
					}	
				
					movingShips(direction, screenHit);
				
					if(screenHit)
						screenHit = false;
				}				
				
				if( timer % 50 == 0) {
					shipFire();
				}

				ifProjCollShip();
				projCollPlayer(player, PlayerLifes);
				
				//cout << PlayerLifes << endl;

				  for(std::list<GameObject*>::iterator it = gameObjects.begin(); it != gameObjects.end();)
				  {
					if( (*it)->alive == true ) 
						(*it)->update();
					    ++it;
					
				  }

				for(vector<Projectile*>::iterator it = shipProjects.begin(); it != shipProjects.end(); ++it)
				{
					if( (*it)->alive == true)
						(*it)->move();
				}

                // RENDERING
				SDL_SetRenderDrawColor( gRenderer, 0x00, 0x00, 0x00, 0x00 );
				SDL_RenderClear( gRenderer );

				for(vector<Projectile*>::iterator it = shipProjects.begin(); it != shipProjects.end(); ++it)
				{
						if( (*it)->alive == true)
							(*it)->render(gRenderer);
				}
	                
                for(std::list<GameObject*>::iterator it = gameObjects.begin(); it != gameObjects.end();)
                {
					if ((*it)->alive == true ) 
					    (*it)->render(gRenderer);
                    ++it;
					
                }
				
				for(vector<vector<Ships*>>::iterator it =  ships.begin(); it != ships.end(); ++it )
				{
					for(vector<Ships*>::iterator itt = (*it).begin(); itt != (*it).end(); ++itt)
					{
						if( (*itt)->alive == true )
							(*itt)->render(gRenderer);

					}
				}
			}

			gPlayerLifesTexture.render(5, 5, gRenderer);

				SDL_RenderPresent( gRenderer );
				//deleteDeadShips(); m

			}
		}
	
	}
	close();
	//system("pause");
	return 0;
}
Пример #13
0
//Displays the actual game with car handling
void Application::gameStart(std::fstream& fileToRead, int& choosenCar)
{
    if (gWindow != NULL)
    {
        if (!loadMedia(choosenCar))
        {
            printf("Failed to load media!\n");
        }
    }
    //Main loop flag
    bool quit = false;

    //Event handler
    SDL_Event e;
    SDL_Color textColor = { 0xFF, 0xFF, 0xFF, 0xFF };
    LTexture timeTexture;
    int timeTemp = gameData.getTime();
    const int mapFinishX = 870;
    const int mapFinishY = 620;
    bool firstRun = true;

    switch (choosenCar)
    {
    case CAR_ONE:
        gCarTexture = gFirstCarTexture;
        break;
    case CAR_TWO:
        gCarTexture = gSecondCarTexture;
        break;
    case CAR_THREE:
        gCarTexture = gThirdCarTexture;
        break;
    }

    //The car that will be moving around on the screen
    Car car(choosenCar, gCarTexture.getWidth(), gCarTexture.getHeight(), startingAngle, map.getDifficulty());
    SDL_Rect* wall = map.getObstacles();
    gameData.setStartGame(obj.getCurrentTime(obj.getCurrentDateTime()));
    if (isMusicOn)
    {
        car.loadSounds();
    }

    //While application is running
    while (!quit)
    {
        //Handle events on queue
        while (SDL_PollEvent(&e) != 0)
        {
            //Handle input for the car
            car.handleEvent(e);

            if (onMusicButton->handleEvent(&e))
            {
                checkMusicInGame(car, e);
            }
        }
        if (firstRun)
        {
            loadingScreen(gRenderer, timeTexture, textColor, car);
            firstRun = false;
        }
        //Clear screen
        SDL_SetRenderDrawColor(gRenderer, 0xFF, 0xFF, 0xFF, 0xFF);
        SDL_RenderClear(gRenderer);

        gBackgroundTexture.render(*gRenderer, 0, 0);
        timeTexture.render(*gRenderer, 620, 10);
        renderMusicButton();

        if (SDL_GetTicks() - startTimeTemp >= ONE_SECOND)
        {
            if (!timeTexture.loadFromRenderedText(timer(timeTemp), textColor, *gRenderer))
            {
                printf("Unable to render time texture!\n");
            }
            timer(timeTemp--);
            startTimeTemp = SDL_GetTicks();
        }

        //test the obstacles
        //drawObstaclesHelper(*gRenderer, wall, map.getObstaclesNumber());

        //Move the car and check collision
        car.move(wall, map.getObstaclesNumber(), SCREEN_HEIGHT, SCREEN_WIDTH);

        if (timeTemp < 0)
        {
            //YOU LOSE
            caseYouLose(fileToRead);
            return;
        }
        else if (car.getCarX() >= mapFinishX && car.getCarY() >= mapFinishY)
        {
            //YOU WIN
            caseYouWin(fileToRead);
            return;
        }
        //Render car
        car.render(gCarTexture, gSpeedMeter, gSpeedMeterClips, *gRenderer);

        //UPDATE SCREEN
        SDL_RenderPresent(gRenderer);
    }
}
bool loadMedia()
{
	//Text rendering color
	SDL_Color textColor = { 0, 0, 0, 0xFF };
	SDL_Color highlightColor = { 0xFF, 0, 0, 0xFF };
	
	//Loading success flag
	bool success = true;

	//Open the font
	gFont = TTF_OpenFont( "33_file_reading_and_writing/lazy.ttf", 28 );
	if( gFont == NULL )
	{
		printf( "Failed to load lazy font! SDL_ttf Error: %s\n", TTF_GetError() );
		success = false;
	}
	else
	{
		//Render the prompt
		if( !gPromptTextTexture.loadFromRenderedText( "Enter Data:", textColor ) )
		{
			printf( "Failed to render prompt text!\n" );
			success = false;
		}
	}

	//Open file for reading in binary
	SDL_RWops* file = SDL_RWFromFile( "33_file_reading_and_writing/nums.bin", "r+b" );

	//File does not exist
	if( file == NULL )
	{
		printf( "Warning: Unable to open file! SDL Error: %s\n", SDL_GetError() );
		
		//Create file for writing
		file = SDL_RWFromFile( "33_file_reading_and_writing/nums.bin", "w+b" );
		if( file != NULL )
		{
			printf( "New file created!\n" );

			//Initialize data
			for( int i = 0; i < TOTAL_DATA; ++i )
			{
				gData[ i ] = 0;	
				SDL_RWwrite( file, &gData[ i ], sizeof(Sint32), 1 );
			}
			
			//Close file handler
			SDL_RWclose( file );
		}
		else
		{
			printf( "Error: Unable to create file! SDL Error: %s\n", SDL_GetError() );
			success = false;
		}
	}
	//File exists
	else
	{
		//Load data
		printf( "Reading file...!\n" );
		for( int i = 0; i < TOTAL_DATA; ++i )
		{
			SDL_RWread( file, &gData[ i ], sizeof(Sint32), 1 );
		}

		//Close file handler
		SDL_RWclose( file );
	}

	//Initialize data textures
	gDataTextures[ 0 ].loadFromRenderedText( std::to_string( (_Longlong)gData[ 0 ] ), highlightColor );
	for( int i = 1; i < TOTAL_DATA; ++i )
	{
		gDataTextures[ i ].loadFromRenderedText( std::to_string( (_Longlong)gData[ i ] ), textColor );
	}

	return success;
}
Пример #15
0
int main(int argc, char* args[])
{

    if (!init())
    {
        printf("Failed to initialize!\n");
    }
    else
    {
        if (!loadMedia())
        {
            printf("Failed to load media!\n");
        }
        else
        {
            bool quit = false;
            SDL_Event e;
            LTexture word;
            SDL_Color textColor = { 0, 0, 0, 255 };
            std::stringstream timeText;
            LButton* ptrButton[NUMBER_OF_BUTTON];
            for (int i = 0; i < NUMBER_OF_BUTTON; ++i)
            {
                ptrButton[i] = &gButton[i];
            }

            bool temp[NUMBER_OF_BUTTON] = { false };

            while (!quit)
            {
                while (SDL_PollEvent(&e) != 0)
                {
                    if (e.type == SDL_QUIT)
                    {
                        quit = true;
                    }
                    for (int i = 0; i < NUMBER_OF_BUTTON; ++i)
                    {
                        temp[i] = ptrButton[i]->handleEvent(e);
                    }

                    for (int i = 0; i < NUMBER_OF_TILE * 4; i++)
                    {
                        gTile[i].handleEvent(e);
                    }

                    //Handle window events
                    gWindow.handleEvent(e);
                    if (gWindow.isMinimized())
                    {
                        gTimer.pause();
                    }
                    else
                    {
                        gTimer.unpause();
                    }
                }

                logicButtons(temp);



//                for (int i = 0; i < 5; ++i){
//                    for (int g = 0; g < 6; ++g){
//                        board.unblock(i, g);
//                    }
//                }
//                for (int i = 0; i < 5; ++i){
//                    for (int g = 0; g < 6; ++g){
//                        board.unblock(i, g);
//                    }
//                }

                if (!gWindow.isMinimized())
                {
                    SDL_SetRenderDrawColor(gRenderer, 0xFF, 0xFF, 0xFF, 0xFF);
                    SDL_RenderClear(gRenderer);
                    renderTexture(&gSceneTexture, 0, 0, gWindow.getWidth(),
                                  gWindow.getHeight());

                    for (int i = 0; i < NUMBER_OF_BUTTON; ++i)
                    {
                        ptrButton[i]->setPosition(650, 50 + 40 * i);
                        ptrButton[i]->renderButton();
                    }
                    timeText.str("");
                    timeText << "Time: " << std::fixed << std::setprecision(1)
                             << (gTimer.getTicks() / 1000.f);
                    //Render text
                    if (!word.loadFromRenderedText(timeText.str().c_str(),
                                                   textColor))
                    {
                        printf("Unable to render time texture!\n");
                    }
                    word.render(20, 550);



                    if (gPtrHelp == NULL)
                    {
                        if (board.isStarted())
                        {
                            drowGame(board);
                        }

                    }

                    else
                    {
                        gPtrHelp->render(25, 50);
                    }

                    SDL_RenderPresent(gRenderer);
                }
            }
        }
    }
    close();
    return 0;
}
Пример #16
0
int main( int argc, char* args[] ){
	//Start up SDL and create window
	if(!init()){
		printf( "Failed to initialize!\n" );
	}
	else{
		//Load media
		if(!loadMedia()){
			printf( "Failed to load media!\n" );
		}
		else{	
			//Main loop flag
			bool quit = false;

			//Event handler
			SDL_Event e;

			//In memory text stream
			stringstream timeText;

			//Start global timer
			gTimer.start();

			//The frames per second timer
			LTimer fpsTimer;

			//Start counting frames per second
			int countedFrames = 0;
			fpsTimer.start();

			//Count of balls in screen
			int nBalls = 4;

			//Set text color as black
			SDL_Color textColor = {0, 0, 0, 255};

			//loadBalls in vector gBalls
			loadBalls(nBalls);

			//While application is running
			while(!quit){
				//Handle events on queue
				while(SDL_PollEvent(&e) != 0){
					//User requests quit
					if(e.type == SDL_QUIT){
						quit = true;
					}
				}

				//Clear screen
				SDL_SetRenderDrawColor(gRenderer, 0xFF, 0xFF, 0xFF, 0xFF);
				SDL_RenderClear(gRenderer);

				//The ball in the center of the screen to which all other ball collides with
				Ball ball(SCREEN_WIDTH/2, SCREEN_HEIGHT/2, 0, 0);
				ball.render();
				
				//Calculate and correct fps
				float avgFPS = countedFrames/(fpsTimer.getTicks()/1000.f);
				if(avgFPS > 2000000){
					avgFPS = 0;
				}

				//Set text to be rendered
				timeText.str("");
				timeText << "Average Frames Per Second " << avgFPS; 

				//Render text
				if(!gFPSTextTexture.loadFromRenderedText(timeText.str().c_str(), textColor)){
					printf("Unable to render FPS texture!\n");
				}
				gFPSTextTexture.render((SCREEN_WIDTH-gFPSTextTexture.getWidth())/2, 0);

				//Move and render the balls inside the vector gBalls
				for(int i = 0; i < nBalls; i++){
					//bug: Needs to include all the balls inside the gBalls for the move method
					gBalls.at(i).move(ball.getCollider());
					gBalls.at(i).render();
				}

				//Update screen
				SDL_RenderPresent(gRenderer);
				++countedFrames;

			}
		}
	}

	//Free resources and close SDL
	close();

	return 0;
}
Пример #17
0
//Does a countdown before the start of the race
void Application::loadingScreen(SDL_Renderer* gRenderer, LTexture& timeTexture, SDL_Color& textColor, Car &car)
{
    LTexture one, two, three;

    if (!one.loadFromFile("img/One.png", gRenderer))
    {
        printf("Failed to load one.png !\n");
    }
    if (!two.loadFromFile("img/Two.png", gRenderer))
    {
        printf("Failed to load two.png!\n");
    }
    if (!three.loadFromFile("img/Three.png", gRenderer))
    {
        printf("Failed to load three.png !\n");
    }

    Mix_HaltMusic();
    beep = Mix_LoadWAV("sounds/beep.wav");
    go = Mix_LoadWAV("sounds/go.wav");
    if (beep == NULL)
    {
        printf("Failed to load beep.wav !\n");
    }
    if (go == NULL)
    {
        printf("Failed to load go.wav !\n");
    }

    for (int i = 3; i > 0; i--)
    {
        //Clear screen
        SDL_SetRenderDrawColor(gRenderer, 0xFF, 0xFF, 0xFF, 0xFF);
        SDL_RenderClear(gRenderer);

        gBackgroundTexture.render(*gRenderer, 0, 0);
        renderMusicButton();
        switch (i)
        {
        case 1:
            one.render(*gRenderer, 0, 0);
            break;
        case 2:
            two.render(*gRenderer, 0, 0);
            break;
        case 3:
            three.render(*gRenderer, 0, 0);
            break;
        }

        timeTexture.loadFromRenderedText(timer(gameData.getTime()), textColor, *gRenderer);
        car.render(gCarTexture, gSpeedMeter, gSpeedMeterClips, *gRenderer);
        timeTexture.render(*gRenderer, 620, 10);

        if (isMusicOn)
        {
            Mix_PlayChannel(-1, beep, 0);
        }
        SDL_RenderPresent(gRenderer);
        SDL_Delay(1000);
    }
    if (isMusicOn)
    {
        Mix_PlayChannel(-1, go, 0);
    }
}
int main( int argc, char* args[] )
{
	//Start up SDL and create window
	if( !init() )
	{
		printf( "Failed to initialize!\n" );
	}
	else
	{
		//Load media
		if( !loadMedia() )
		{
			printf( "Failed to load media!\n" );
		}
		else
		{	
			//Main loop flag
			bool quit = false;

			//Event handler
			SDL_Event e;

			//Set text color as black
			SDL_Color textColor = { 0, 0, 0, 0xFF };

			//The current input text.
			std::string inputText = "Some Text";
			gInputTextTexture.loadFromRenderedText( inputText.c_str(), textColor );

			//Enable text input
			SDL_StartTextInput();

			//While application is running
			while( !quit )
			{
				//The rerender text flag
				bool renderText = false;

				//Handle events on queue
				while( SDL_PollEvent( &e ) != 0 )
				{
					//User requests quit
					if( e.type == SDL_QUIT )
					{
						quit = true;
					}
					//Special key input
					else if( e.type == SDL_KEYDOWN )
					{
						//Handle backspace
						if( e.key.keysym.sym == SDLK_BACKSPACE && inputText.length() > 0 )
						{
							//lop off character
							inputText.pop_back();
							renderText = true;
						}
						//Handle copy
						else if( e.key.keysym.sym == SDLK_c && SDL_GetModState() & KMOD_CTRL )
						{
							SDL_SetClipboardText( inputText.c_str() );
						}
						//Handle paste
						else if( e.key.keysym.sym == SDLK_v && SDL_GetModState() & KMOD_CTRL )
						{
							inputText = SDL_GetClipboardText();
							renderText = true;
						}
					}
					//Special text input event
					else if( e.type == SDL_TEXTINPUT )
					{
						//Not copy or pasting
						if( !( ( e.text.text[ 0 ] == 'c' || e.text.text[ 0 ] == 'C' ) && ( e.text.text[ 0 ] == 'v' || e.text.text[ 0 ] == 'V' ) && SDL_GetModState() & KMOD_CTRL ) )
						{
							//Append character
							inputText += e.text.text;
							renderText = true;
						}
					}
				}

				//Rerender text if needed
				if( renderText )
				{
					//Text is not empty
					if( inputText != "" )
					{
						//Render new text
						gInputTextTexture.loadFromRenderedText( inputText.c_str(), textColor );
					}
					//Text is empty
					else
					{
						//Render space texture
						gInputTextTexture.loadFromRenderedText( " ", textColor );
					}
				}

				//Clear screen
				SDL_SetRenderDrawColor( gRenderer, 0xFF, 0xFF, 0xFF, 0xFF );
				SDL_RenderClear( gRenderer );

				//Render text textures
				gPromptTextTexture.render( ( SCREEN_WIDTH - gPromptTextTexture.getWidth() ) / 2, 0 );
				gInputTextTexture.render( ( SCREEN_WIDTH - gInputTextTexture.getWidth() ) / 2, gPromptTextTexture.getHeight() );

				//Update screen
				SDL_RenderPresent( gRenderer );
			}
			
			//Disable text input
			SDL_StopTextInput();
		}
	}

	//Free resources and close SDL
	close();

	return 0;
}
Пример #19
0
//Displays rules and how to play instructions
void Application::instructionsScreen()
{
    if (gWindow == NULL)
    {
        printf("Failed to load media!\n");
    }

    //Main loop flag
    bool quit = false;

    //Text Color
    SDL_Color textColor = { 0x00, 0xCC, 0xFF };

    //Back button
    Button back(160, 50, 370, 600);

    //Textures
    LTexture backgroundTexture;
    LTexture arrows;
    LTexture backText;
    LTexture instructions;
    LTexture instructionsTwo;
    LTexture instructionsUp;
    LTexture instructionsBack;
    LTexture instructionsLeft;
    LTexture instructionsLeftOne;
    LTexture instructionsLeftTwo;
    LTexture instructionsRight;
    LTexture instructionsRightOne;
    LTexture instructionsRightTwo;
    LTexture instructionsChoice;
    LTexture slogan;
    LTexture sloganTwo;


    //-------------BUTTON SET POS & BCKGROUND----------
    backgroundTexture.loadFromFile("img/menu.png", gRenderer);
    back.loadMedia("img/buttons/button.png", *gRenderer);
    arrows.loadFromFile("img/arrowKeys.png", gRenderer);


    //------------------TEXT LOADING-------------------
    backText.loadFromRenderedText("Back", textColor, *gRenderer);
    instructions.loadFromRenderedText("The goal is to reach the finish line before the time runs out!", textColor, *gRenderer);
    instructionsTwo.loadFromRenderedText("Get moving around using the arrow keys as follows :", textColor, *gRenderer);
    instructionsUp.loadFromRenderedText("Up - accelerate the car towards it's fornt.", textColor, *gRenderer);
    instructionsBack.loadFromRenderedText("Down - start driving the car in reverse.", textColor, *gRenderer);
    instructionsLeftOne.loadFromRenderedText("Left:", textColor, *gRenderer);
    instructionsLeft.loadFromRenderedText("Hold it at least 0.3 sec and release", textColor, *gRenderer);
    instructionsLeftTwo.loadFromRenderedText("to turn the car in this direction.", textColor, *gRenderer);
    instructionsRightOne.loadFromRenderedText("Right:", textColor, *gRenderer);
    instructionsRight.loadFromRenderedText("Hold it atleast 0.3 sec and release", textColor, *gRenderer);
    instructionsRightTwo.loadFromRenderedText("to turn the car in this direction.", textColor, *gRenderer);
    slogan.loadFromRenderedText("Good luck!", textColor, *gRenderer);
    sloganTwo.loadFromRenderedText("And may the Gods be ever in your favour!", textColor, *gRenderer);
    instructionsChoice.loadFromRenderedText("When you choose your car, press enter to begin the game", textColor, *gRenderer);


    //Event handler
    SDL_Event e;

    //While application is running
    while (!quit)
    {
        //Handle events on queue
        while (SDL_PollEvent(&e) != 0)
        {
            //User requests quit
            if (e.type == SDL_QUIT)
            {
                quit = true;
            }
            else if (onMusicButton->handleEvent(&e))
            {
                if (isMusicOn)
                {
                    isMusicOn = false;
                    Mix_PauseMusic();
                }
                else
                {
                    isMusicOn = true;
                    Mix_ResumeMusic();
                }
            }
            else if (e.key.keysym.sym == SDLK_ESCAPE)
            {
                return;
            }
            else if (e.type == SDL_MOUSEBUTTONUP)
            {
                if (back.handleEvent(&e))
                {
                    return;
                }
            }
        }

        //--------------CLEAR SCREEN-----------
        SDL_SetRenderDrawColor(gRenderer, 0xFF, 0xFF, 0xFF, 0xFF);
        SDL_RenderClear(gRenderer);

        //---------------RENDER TEXT----------------
        backgroundTexture.render(*gRenderer, 0, 0);
        arrows.render(*gRenderer, ((SCREEN_WIDTH - arrows.getWidth()) / 2), 200);
        back.render(*gRenderer);
        backText.render(*gRenderer, ((SCREEN_WIDTH - backText.getWidth()) / 2), 614);
        instructions.render(*gRenderer, ((SCREEN_WIDTH - instructions.getWidth()) / 2), 50);
        instructionsTwo.render(*gRenderer, ((SCREEN_WIDTH - instructionsTwo.getWidth()) / 2), 100);
        instructionsUp.render(*gRenderer, ((SCREEN_WIDTH - instructionsUp.getWidth()) / 2), 150);
        instructionsBack.render(*gRenderer, ((SCREEN_WIDTH - instructionsUp.getWidth()) / 2), 370);
        instructionsLeft.render(*gRenderer, 0, 230);
        instructionsLeftOne.render(*gRenderer, ((SCREEN_WIDTH - instructionsLeftOne.getWidth()) / 6), 200);
        instructionsLeftTwo.render(*gRenderer, 10, 270);
        instructionsRight.render(*gRenderer, 540, 230);
        instructionsRightOne.render(*gRenderer, 680, 200);
        instructionsRightTwo.render(*gRenderer, 560, 270);
        slogan.render(*gRenderer, ((SCREEN_WIDTH - slogan.getWidth()) / 2), 510);
        sloganTwo.render(*gRenderer, ((SCREEN_WIDTH - sloganTwo.getWidth()) / 2), 540);
        instructionsChoice.render(*gRenderer, ((SCREEN_WIDTH - instructionsChoice.getWidth()) / 2), 450);

        if (isMusicOn)
        {
            onMusicButton->render(*gRenderer);
        }
        else
        {
            offMusicButton->render(*gRenderer);
        }


        //------------- UPDATE SCREEN----------------
        SDL_RenderPresent(gRenderer);
    }
}
Пример #20
0
int main( int argc, char* args[] )
{
	//Start up SDL and create window
	if( !init() )
	{
		printf( "Failed to initialize!\n" );
	}
	else
	{
		//Load media
		if( !loadMedia() )
		{
			printf( "Failed to load media!\n" );
		}
		else
		{	
			//Main loop flag
			bool quit = false;

			//Event handler
			SDL_Event e;

			//Set text color as black
			SDL_Color textColor = { 0, 0, 0, 255 };

			//The application timer
			LTimer timer;

			//In memory text stream
			std::stringstream timeText;

			//While application is running
			while( !quit )
			{
				//Handle events on queue
				while( SDL_PollEvent( &e ) != 0 )
				{
					//User requests quit
					if( e.type == SDL_QUIT )
					{
						quit = true;
					}
					//Reset start time on return keypress
					else if( e.type == SDL_KEYDOWN )
					{
						//Start/stop
						if( e.key.keysym.sym == SDLK_s )
						{
							if( timer.isStarted() )
							{
								timer.stop();
							}
							else
							{
								timer.start();
							}
						}
						//Pause/unpause
						else if( e.key.keysym.sym == SDLK_p )
						{
							if( timer.isPaused() )
							{
								timer.unpause();
							}
							else
							{
								timer.pause();
							}
						}
					}
				}

				//Set text to be rendered
				timeText.str( "" );
				timeText << "Seconds since start time " << ( timer.getTicks() / 1000.f ) ; 

				//Render text
				if( !gTimeTextTexture.loadFromRenderedText( timeText.str().c_str(), textColor ) )
				{
					printf( "Unable to render time texture!\n" );
				}

				//Clear screen
				SDL_SetRenderDrawColor( gRenderer, 0xFF, 0xFF, 0xFF, 0xFF );
				SDL_RenderClear( gRenderer );

				//Render textures
				gStartPromptTexture.render( ( SCREEN_WIDTH - gStartPromptTexture.getWidth() ) / 2, 0 );
				gPausePromptTexture.render( ( SCREEN_WIDTH - gPausePromptTexture.getWidth() ) / 2, gStartPromptTexture.getHeight() );
				gTimeTextTexture.render( ( SCREEN_WIDTH - gTimeTextTexture.getWidth() ) / 2, ( SCREEN_HEIGHT - gTimeTextTexture.getHeight() ) / 2 );

				//Update screen
				SDL_RenderPresent( gRenderer );
			}
		}
	}

	//Free resources and close SDL
	close();

	return 0;
}
Пример #21
0
//Displays last ten games on screen
void Application::lastTenGamesScreen(std::fstream& fileToRead)
{
    if (gWindow == NULL)
    {
        printf("Unable to open window");
    }
    bool quit = false;
    //Main loop flag
    SDL_Color textColor = { 0x00, 0xCC, 0xFF };
    LTexture backgroundTexture;
    Button back(160, 50, 370, 600);
    LTexture backText;
    LTexture description;
    std::string descriptionText = "Player Credit";
    descriptionText.append("             ");
    descriptionText.append("Time");
    descriptionText.append("                  ");
    descriptionText.append("Player Bet");
    descriptionText.append("                ");
    descriptionText.append("Player Win");
    descriptionText.append("                ");
    descriptionText.append("Difficulty");
    std::vector<PreviousGame> lastTenGames = lastTenGamesManager.readLastTenGames(fileToRead);

    LTexture lastTenGamesCredit[10];
    LTexture lastTenGamesTime[10];
    LTexture lastTenGamesBet[10];
    LTexture lastTenGamesWin[10];
    LTexture lastTenGamesDiff[10];
    for (int i = 0; i < 10; i++)
    {
        std::string tempCredit = std::to_string((int)lastTenGames[i].getCredit());
        std::string tempTime = std::to_string(lastTenGames[i].getTime());
        std::string tempBet = std::to_string((int)lastTenGames[i].getPlayerBet());
        std::string tempWin = std::to_string((int)lastTenGames[i].getPlayerWin());
        std::string tempDiff = lastTenGames[i].getDifficulty();

        lastTenGamesCredit[i].loadFromRenderedText(tempCredit, textColor, *gRenderer);
        lastTenGamesTime[i].loadFromRenderedText(tempTime, textColor, *gRenderer);
        lastTenGamesBet[i].loadFromRenderedText(tempBet, textColor, *gRenderer);
        lastTenGamesWin[i].loadFromRenderedText(tempWin, textColor, *gRenderer);
        lastTenGamesDiff[i].loadFromRenderedText(tempDiff, textColor, *gRenderer);
    }

    //----------------TEXTURES LOADING ------------------
    backgroundTexture.loadFromFile("img/menu.png", gRenderer);
    back.setPosition(370, 600);
    back.loadMedia("img/buttons/button.png", *gRenderer);

    //------------------TEXT LOADING-------------------
    backText.loadFromRenderedText("Back", textColor, *gRenderer);
    description.loadFromRenderedText(descriptionText, textColor, *gRenderer);

    //Event handler
    SDL_Event e;

    //While application is running
    while (!quit)
    {
        //Handle events on queue
        while (SDL_PollEvent(&e) != 0)
        {
            //User requests quit
            if (e.type == SDL_QUIT)
            {
                quit = true;
            }
            else if (onMusicButton->handleEvent(&e))
            {
                checkMusic();
            }
            else if (e.key.keysym.sym == SDLK_ESCAPE)
            {
                return;
            }
            else if (e.type == SDL_MOUSEBUTTONUP)
            {
                if (back.handleEvent(&e))
                {
                    return;
                }
            }
        }

        //--------------CLEAR SCREEN-----------
        SDL_SetRenderDrawColor(gRenderer, 0xFF, 0xFF, 0xFF, 0xFF);
        SDL_RenderClear(gRenderer);

        //---------------RENDER TEXT----------------
        backgroundTexture.render(*gRenderer, 0, 0);
        back.render(*gRenderer);
        backText.render(*gRenderer, ((SCREEN_WIDTH - backText.getWidth()) / 2), 614);
        description.render(*gRenderer, 20, 60);
        int xPos = 0;
        for (int i = 0; i < 10; i++)
        {
            if (lastTenGames[i].getCredit() < 10)
            {
                lastTenGamesCredit[i].render(*gRenderer, 85, (xPos + 100));
            }
            else
            {
                lastTenGamesCredit[i].render(*gRenderer, 80, (xPos + 100));
            }
            lastTenGamesTime[i].render(*gRenderer, 240, (xPos + 100));
            if (lastTenGames[i].getPlayerBet() < 10)
            {
                lastTenGamesBet[i].render(*gRenderer, 417, (xPos + 100));
            }
            else
            {
                lastTenGamesBet[i].render(*gRenderer, 410, (xPos + 100));
            }
            lastTenGamesWin[i].render(*gRenderer, 630, (xPos + 100));
            if (lastTenGames[i].getDifficulty() != "Medium")
            {
                lastTenGamesDiff[i].render(*gRenderer, 795, (xPos + 100));
            }
            else
            {
                lastTenGamesDiff[i].render(*gRenderer, 780, (xPos + 100));
            }
            xPos += 45;
        }
        renderMusicButton();

        //------------- UPDATE SCREEN----------------
        SDL_RenderPresent(gRenderer);
    }
}
Пример #22
0
//User chooses preferred car
int Application::chooseCar(SDL_Renderer* gRenderer)
{
    if (gWindow == NULL)
    {
        printf("Failed to load screen!\n");
    }

    //Main loop flag
    bool quit = false;
    SDL_Color textColor = { 0x00, 0xCC, 0xFF };
    Button back(160, 50, 370, 600);
    LTexture backgroundTexture;
    LTexture header;
    LTexture cursor;
    LTexture attributesCarOne;
    LTexture attributesCarTwo;
    LTexture attributesCarThree;
    LTexture backText;
    LTexture text;
    LTexture carOne;
    LTexture carTwo;
    LTexture carThree;

    int cursorX = 190;
    int cursorY = 90;
    //--------------BACKGROUND IMG-----------------
    backgroundTexture.loadFromFile("img/menu.png", gRenderer);

    //--------------CURSOR IMG --------------------
    cursor.loadFromFile("img/cars/cursor.png", gRenderer);

    //----------------ATTRIBUTES--------------
    attributesCarOne.loadFromFile("img/cars/fastest.png", gRenderer);
    attributesCarTwo.loadFromFile("img/cars/medium.png", gRenderer);
    attributesCarThree.loadFromFile("img/cars/slowest.png", gRenderer);

    //-------------BUTTON SET POS & BCKGROUND----------
    back.setPosition(370, 600);
    back.loadMedia("img/buttons/button.png", *gRenderer);

    //---------------CAR PICTURES----------------
    carOne.loadFromFile("img/cars/carOneLarge.png", gRenderer);
    carTwo.loadFromFile("img/cars/carTwoLarge.png", gRenderer);
    carThree.loadFromFile("img/cars/carThreeLarge.png", gRenderer);

    //------------------TEXT LOADING-------------------
    backText.loadFromRenderedText("Back", textColor, *gRenderer);
    header.loadFromRenderedText("Choose your vehicle", textColor, *gRenderer);
    //Event handler
    SDL_Event e;

    //While application is running
    while (!quit)
    {
        //Handle events on queue
        while (SDL_PollEvent(&e) != 0)
        {
            //User requests quit
            if (e.type == SDL_QUIT)
            {
                quit = true;
            }
            else if (onMusicButton->handleEvent(&e))
            {
                checkMusic();
            }
            else if (e.type == SDL_MOUSEBUTTONUP)
            {
                if (back.handleEvent(&e))
                {
                    return 0;
                }
            }
            else if (e.type == SDL_KEYUP)
            {
                switch (e.key.keysym.sym)
                {
                case SDLK_RIGHT:
                    cursorX += 200;
                    if (cursorX > 590)
                    {
                        cursorX = 590;
                    }
                    break;
                case SDLK_LEFT:
                    cursorX -= 200;
                    if (cursorX < 190)
                    {
                        cursorX = 190;
                    }
                    break;
                case SDLK_RETURN:
                    if (cursorX == 190)
                    {
                        return 1;
                    }
                    else if (cursorX == 390)
                    {
                        return 2;
                    }
                    else
                    {
                        return 3;
                    }
                    break;
                case SDLK_ESCAPE:
                    return 0;
                    break;
                default:
                    break;
                }
            }
        }

        //--------------CLEAR SCREEN-----------
        SDL_SetRenderDrawColor(gRenderer, 0xFF, 0xFF, 0xFF, 0xFF);
        SDL_RenderClear(gRenderer);

        //---------------RENDER TEXT AND TEXTURES----------------
        backgroundTexture.render(*gRenderer, 0, 0);
        header.render(*gRenderer, ((SCREEN_WIDTH - header.getWidth()) / 2), 30);
        back.render(*gRenderer);
        backText.render(*gRenderer, ((SCREEN_WIDTH - backText.getWidth()) / 2), 614);
        carOne.render(*gRenderer, 200, 100);
        carTwo.render(*gRenderer, 400, 100);
        carThree.render(*gRenderer, 600, 100);
        cursor.render(*gRenderer, cursorX, cursorY);
        renderMusicButton();

        if (cursorX == 190)
        {
            attributesCarOne.render(*gRenderer, ((SCREEN_WIDTH - attributesCarOne.getWidth()) / 2), 300);
        }
        else if (cursorX == 390)
        {
            attributesCarTwo.render(*gRenderer, ((SCREEN_WIDTH - attributesCarTwo.getWidth()) / 2), 300);
        }
        else
        {
            attributesCarThree.render(*gRenderer, ((SCREEN_WIDTH - attributesCarThree.getWidth()) / 2), 300);
        }

        //------------- UPDATE SCREEN----------------
        SDL_RenderPresent(gRenderer);
    }
    return 0;
}
Пример #23
0
int
main(int argc, char *argv[])
{
	int quit = 0;
	/* event handler */
	SDL_Event event;

	/* set text color as black */
	SDL_Color textColor = { 0, 0, 0, 255 };
	/* current time start time */
	Uint32 startTime = 0;
	char timeText[128];

	/* starts up SDL and create window */
	if (init_sdl() == -1) {
		fprintf(stderr, "Failed to initialize SDL!\n");
		return -1;
	}

	/* load media */
	if (load_media() == -1) {
		fprintf(stderr, "Failed to load media!\n");
		return -2;
	}

	/* main loop */
	while (quit == 0) {
		/* handle events on queue */
		while (SDL_PollEvent(&event) != 0) {
			/* users request quit */
			if (event.type == SDL_QUIT)
				quit = 1;

			/* reset start time on return key press */
			else if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_RETURN) {
				startTime = SDL_GetTicks();
			}
		}

		/* set text to be rendered */
		snprintf(timeText, sizeof(timeText), "%d", SDL_GetTicks() - startTime);

		/* render text */
		if (gTimeTextTexture.loadFromRenderedText(timeText, textColor) == -1)
			fprintf(stderr, "Unable to render time texture!\n");


		/* clear screen */
		SDL_SetRenderDrawColor(gRenderer, 0xFF, 0xFF, 0xFF, 0xFF);
		SDL_RenderClear(gRenderer);

		/* render texture */
		gPromptTexture.render((SCREEN_WIDTH - gPromptTexture.getWidth()) / 2, 0);
		gTimeTextTexture.render((SCREEN_WIDTH - gTimeTextTexture.getWidth()) / 2,
			(SCREEN_HEIGHT - gTimeTextTexture.getHeight()) / 2);


		/* update screen */
		SDL_RenderPresent(gRenderer);
	}

	/* free resources and close */
	close_sdl();

	return 0;
}