02: add simple jumping demo
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ee7626159e
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8f52488567
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@ -60,6 +60,14 @@ SDL_Texture *load_texture(const char *path) {
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return texture;
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}
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void switch_animation(struct object *object, SDL_Texture *animation) {
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if (object->texture == animation)
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return;
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object->animation_slide = 0;
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object->texture = animation;
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}
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struct object *create_object(SDL_Texture *texture, int x, int y, int scale, int resolution) {
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struct object *object = (struct object *) calloc(1, sizeof(struct object));
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@ -70,7 +78,7 @@ struct object *create_object(SDL_Texture *texture, int x, int y, int scale, int
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object->texture = texture;
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object->resolution = resolution;
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object->animation_speed = 15;
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object->animation_speed = 13;
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object->scale = scale;
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object->x = x;
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object->y = y;
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@ -149,15 +157,15 @@ int main(int argc, char *argv[]) {
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if (game.left) {
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player->x -= movement_speed;
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player->flip = SDL_FLIP_HORIZONTAL;
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player->texture = run_animation;
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switch_animation(player, run_animation);
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}
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if (game.right) {
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player->x += movement_speed;
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player->flip = SDL_FLIP_NONE;
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player->texture = run_animation;
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switch_animation(player, run_animation);
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}
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if (!game.right && !game.left) {
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player->texture = idle_animation;
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switch_animation(player, idle_animation);
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}
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player->y += gravity;
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02-jumping/.imgs/showcase.png
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02-jumping/.imgs/showcase.png
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28
02-jumping/Makefile
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28
02-jumping/Makefile
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@ -0,0 +1,28 @@
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CC=gcc
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CFLAGS=`pkg-config --cflags sdl2 SDL2_image`
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LDFLAGS=`pkg-config --libs sdl2 SDL2_image`
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TARGET=jumping
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SDIR=src
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ADIR=assets
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ODIR=build
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SRC=$(shell find $(SDIR) -type f -name *.c)
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OBJ=$(SRC:.c=.o)
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all: $(TARGET)
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.PHONY: default
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$(TARGET): $(OBJ)
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mkdir -p build
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cp -rf $(ADIR) $(ODIR)/$(ADIR)
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$(CC) -o $(ODIR)/$@ $^ $(LDFLAGS)
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%.o: %.c
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$(CC) $(CFLAGS) -o $@ -c $<
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run:
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$(ODIR)/$(TARGET)
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.PHONY: clean
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clean:
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rm -f $(ODIR)/$(TARGET) $(OBJ)
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3
02-jumping/README.md
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3
02-jumping/README.md
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@ -0,0 +1,3 @@
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# Jumping
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Code added to 01-introduction for jumping around.
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BIN
02-jumping/assets/player/idle.png
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02-jumping/assets/player/idle.png
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02-jumping/assets/player/jump.png
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02-jumping/assets/player/jump.png
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02-jumping/assets/player/land.png
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02-jumping/assets/player/land.png
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02-jumping/assets/player/run.png
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02-jumping/assets/player/run.png
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207
02-jumping/src/main.c
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02-jumping/src/main.c
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#include <stdio.h>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_image.h>
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#include "structs.h"
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const int SCREEN_WIDTH = 1000;
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const int SCREEN_HEIGHT = 480;
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const Uint32 WINDOW_FLAGS = SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL;
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const Uint32 RENDERER_FLAGS = SDL_RENDERER_ACCELERATED;
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int GAME_RUNNING = 1;
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struct game game;
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int movement_speed = 10;
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int gravity = 8;
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double delta_time;
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double last_frame;
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void prepare_scene(void) {
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SDL_SetRenderDrawColor(game.renderer, 96, 128, 255, 255);
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SDL_RenderClear(game.renderer);
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}
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void key(SDL_KeyboardEvent *event) {
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if (event->repeat != 0)
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return;
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if (event->keysym.scancode == SDL_SCANCODE_A)
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game.left = !game.left;
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if (event->keysym.scancode == SDL_SCANCODE_D)
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game.right = !game.right;
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if (event->keysym.scancode == SDL_SCANCODE_SPACE)
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game.jump = !game.jump;
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}
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void handle_input(void) {
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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switch (event.type) {
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case SDL_QUIT:
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GAME_RUNNING = 0;
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break;
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case SDL_KEYDOWN:
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case SDL_KEYUP:
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key(&event.key);
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break;
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default:
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break;
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}
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if (event.type == SDL_QUIT) {
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GAME_RUNNING = 0;
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}
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}
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}
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SDL_Texture *load_texture(const char *path) {
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SDL_Texture *texture;
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SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO, "Loading %s", path);
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texture = IMG_LoadTexture(game.renderer, path);
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return texture;
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}
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void switch_animation(struct object *object, SDL_Texture *animation) {
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if (object->texture == animation)
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return;
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object->animation_slide = 0;
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object->texture = animation;
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}
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struct object *create_object(SDL_Texture *texture, int x, int y, int scale, int resolution) {
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struct object *object = (struct object *) calloc(1, sizeof(struct object));
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if (object == NULL) {
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fprintf(stderr, "Error: failed allocating memory for new object\n");
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return NULL;
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}
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object->texture = texture;
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object->resolution = resolution;
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object->animation_speed = 13;
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object->scale = scale;
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object->x = x;
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object->y = y;
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return object;
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}
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void draw_object(struct object *object) {
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int texture_width;
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SDL_Rect src;
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SDL_Rect dest;
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src.x = object->animation_slide * object->resolution;
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src.y = 0;
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src.w = object->resolution;
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src.h = object->resolution;
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dest.x = object->x;
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dest.y = object->y;
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dest.w = object->resolution * object->scale;
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dest.h = object->resolution * object->scale;
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SDL_RenderCopyEx(game.renderer, object->texture, &src, &dest, 0, NULL, object->flip);
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// update animation slide
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SDL_QueryTexture(object->texture, NULL, NULL, &texture_width, NULL);
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object->animation_clock += object->animation_speed*(delta_time/1000);
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if (object->animation_clock >= 1) {
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object->animation_clock = 0;
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object->animation_slide = (object->animation_slide+1) % (texture_width / object->resolution); // clock arithmetic: jump back to first animation slide
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}
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}
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void present_scene(void) {
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SDL_RenderPresent(game.renderer);
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}
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int main(int argc, char *argv[]) {
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if (SDL_Init(SDL_INIT_VIDEO) != 0) {
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fprintf(stderr, "Error: could not initialize SDL\n%s\n", SDL_GetError());
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return -1;
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}
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game.window = SDL_CreateWindow("02-jumping", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, WINDOW_FLAGS);
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if (game.window == NULL) {
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fprintf(stderr, "Error: could not create window\n%s\n", SDL_GetError());
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return -1;
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}
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game.renderer = SDL_CreateRenderer(game.window, -1, RENDERER_FLAGS);
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if (game.renderer == NULL) {
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fprintf(stderr, "Error: could not create renderer\n%s\n", SDL_GetError());
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return -1;
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}
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// load player animations
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SDL_Texture *idle_animation = load_texture("assets/player/idle.png");
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SDL_Texture *run_animation = load_texture("assets/player/run.png");
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SDL_Texture *jump_animation = load_texture("assets/player/jump.png");
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struct object *player = create_object(idle_animation, SCREEN_WIDTH/2, 0, 4, 48);
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// game loop
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while (GAME_RUNNING) {
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double current_frame = SDL_GetTicks();
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delta_time = current_frame - last_frame;
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last_frame = current_frame;
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prepare_scene();
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handle_input();
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// The reason why I don't do
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// that much game development
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// in my free time. Damn youuu ifs
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if (player->colliding) {
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if (game.left)
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switch_animation(player, run_animation);
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if (game.right)
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switch_animation(player, run_animation);
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if (!game.left && !game.right)
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switch_animation(player, idle_animation);
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if (game.jump) {
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switch_animation(player, jump_animation);
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player->force -= movement_speed * 3;
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player->y += player->force;
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player->colliding = 0;
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}
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}
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if (game.left) {
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player->x -= movement_speed;
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player->flip = SDL_FLIP_HORIZONTAL;
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}
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if (game.right) {
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player->x += movement_speed;
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player->flip = SDL_FLIP_NONE;
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}
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if (player->y < 200) {
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player->force += 2;
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} else {
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player->colliding = 1;
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player->force = 0;
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}
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player->y += player->force;
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draw_object(player);
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present_scene();
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SDL_Delay(16);
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}
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SDL_DestroyWindow(game.window);
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SDL_Quit();
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return 0;
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}
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BIN
02-jumping/src/main.o
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BIN
02-jumping/src/main.o
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40
02-jumping/src/structs.h
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02-jumping/src/structs.h
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#ifndef STRUCTS_H
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#define STRUCTS_H
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#include <SDL2/SDL.h>
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struct game {
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SDL_Window *window;
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SDL_Renderer *renderer;
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int left;
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int right;
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int jump;
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};
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struct animation {
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SDL_Texture *tilemap;
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int resolution;
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int skippable;
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};
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struct object {
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SDL_Texture *texture;
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int resolution; // of the texture/every tile
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int x;
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int y;
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int scale;
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Uint32 flip;
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// animation
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double animation_clock; // everytime it reaches 1, the texture switches to the next slide
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double animation_speed; // how fast will the clock reach 1 with respect to delta_time
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int animation_slide; // the current slide of the animation
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int colliding;
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int force;
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};
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#endif
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