graphics/02-jumping/src/main.c

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2023-11-12 20:32:30 +00:00
#include <stdio.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include "structs.h"
const int SCREEN_WIDTH = 1000;
const int SCREEN_HEIGHT = 480;
const Uint32 WINDOW_FLAGS = SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL;
const Uint32 RENDERER_FLAGS = SDL_RENDERER_ACCELERATED;
int GAME_RUNNING = 1;
struct game game;
int movement_speed = 10;
int gravity = 8;
double delta_time;
double last_frame;
void prepare_scene(void) {
SDL_SetRenderDrawColor(game.renderer, 96, 128, 255, 255);
SDL_RenderClear(game.renderer);
}
void key(SDL_KeyboardEvent *event) {
if (event->repeat != 0)
return;
if (event->keysym.scancode == SDL_SCANCODE_A)
game.left = !game.left;
if (event->keysym.scancode == SDL_SCANCODE_D)
game.right = !game.right;
if (event->keysym.scancode == SDL_SCANCODE_SPACE)
game.jump = !game.jump;
}
void handle_input(void) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
GAME_RUNNING = 0;
break;
case SDL_KEYDOWN:
case SDL_KEYUP:
key(&event.key);
break;
default:
break;
}
if (event.type == SDL_QUIT) {
GAME_RUNNING = 0;
}
}
}
SDL_Texture *load_texture(const char *path) {
SDL_Texture *texture;
SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO, "Loading %s", path);
texture = IMG_LoadTexture(game.renderer, path);
return texture;
}
void switch_animation(struct object *object, SDL_Texture *animation) {
if (object->texture == animation)
return;
object->animation_slide = 0;
object->texture = animation;
}
struct object *create_object(SDL_Texture *texture, int x, int y, int scale, int resolution) {
struct object *object = (struct object *) calloc(1, sizeof(struct object));
if (object == NULL) {
fprintf(stderr, "Error: failed allocating memory for new object\n");
return NULL;
}
object->texture = texture;
object->resolution = resolution;
object->animation_speed = 13;
object->scale = scale;
object->x = x;
object->y = y;
return object;
}
void draw_object(struct object *object) {
int texture_width;
SDL_Rect src;
SDL_Rect dest;
src.x = object->animation_slide * object->resolution;
src.y = 0;
src.w = object->resolution;
src.h = object->resolution;
dest.x = object->x;
dest.y = object->y;
dest.w = object->resolution * object->scale;
dest.h = object->resolution * object->scale;
SDL_RenderCopyEx(game.renderer, object->texture, &src, &dest, 0, NULL, object->flip);
// update animation slide
SDL_QueryTexture(object->texture, NULL, NULL, &texture_width, NULL);
object->animation_clock += object->animation_speed*(delta_time/1000);
if (object->animation_clock >= 1) {
object->animation_clock = 0;
object->animation_slide = (object->animation_slide+1) % (texture_width / object->resolution); // clock arithmetic: jump back to first animation slide
}
}
void present_scene(void) {
SDL_RenderPresent(game.renderer);
}
int main(int argc, char *argv[]) {
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
fprintf(stderr, "Error: could not initialize SDL\n%s\n", SDL_GetError());
return -1;
}
game.window = SDL_CreateWindow("02-jumping", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, WINDOW_FLAGS);
if (game.window == NULL) {
fprintf(stderr, "Error: could not create window\n%s\n", SDL_GetError());
return -1;
}
game.renderer = SDL_CreateRenderer(game.window, -1, RENDERER_FLAGS);
if (game.renderer == NULL) {
fprintf(stderr, "Error: could not create renderer\n%s\n", SDL_GetError());
return -1;
}
// load player animations
SDL_Texture *idle_animation = load_texture("assets/player/idle.png");
SDL_Texture *run_animation = load_texture("assets/player/run.png");
SDL_Texture *jump_animation = load_texture("assets/player/jump.png");
struct object *player = create_object(idle_animation, SCREEN_WIDTH/2, 0, 4, 48);
// game loop
while (GAME_RUNNING) {
double current_frame = SDL_GetTicks();
delta_time = current_frame - last_frame;
last_frame = current_frame;
prepare_scene();
handle_input();
// The reason why I don't do
// that much game development
// in my free time. Damn youuu ifs
if (player->colliding) {
if (game.left)
switch_animation(player, run_animation);
if (game.right)
switch_animation(player, run_animation);
if (!game.left && !game.right)
switch_animation(player, idle_animation);
if (game.jump) {
switch_animation(player, jump_animation);
player->force -= movement_speed * 3;
player->y += player->force;
player->colliding = 0;
}
}
if (game.left) {
player->x -= movement_speed;
player->flip = SDL_FLIP_HORIZONTAL;
}
if (game.right) {
player->x += movement_speed;
player->flip = SDL_FLIP_NONE;
}
if (player->y < 200) {
player->force += 2;
} else {
player->colliding = 1;
player->force = 0;
}
player->y += player->force;
draw_object(player);
present_scene();
SDL_Delay(16);
}
SDL_DestroyWindow(game.window);
SDL_Quit();
return 0;
}