01: Add simple animation and movement

This commit is contained in:
0xdeadbeer 2023-11-12 15:17:09 +01:00
parent b25a3b259c
commit e0ef71674c
7 changed files with 223 additions and 0 deletions

2
.gitignore vendored Normal file
View File

@ -0,0 +1,2 @@
.ccls-cache/
build/

28
01-introduction/Makefile Normal file
View File

@ -0,0 +1,28 @@
CC=gcc
CFLAGS=`pkg-config --cflags sdl2 SDL2_image`
LDFLAGS=`pkg-config --libs sdl2 SDL2_image`
TARGET=introduction
SDIR=src
ADIR=assets
ODIR=build
SRC=$(shell find $(SDIR) -type f -name *.c)
OBJ=$(SRC:.c=.o)
all: $(TARGET)
.PHONY: default
$(TARGET): $(OBJ)
mkdir -p build
cp -rf $(ADIR) $(ODIR)/$(ADIR)
$(CC) -o $(ODIR)/$@ $^ $(LDFLAGS)
%.o: %.c
$(CC) $(CFLAGS) -o $@ -c $<
run:
$(ODIR)/$(TARGET)
.PHONY: clean
clean:
rm -f $(ODIR)/$(TARGET) $(OBJ)

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.4 KiB

161
01-introduction/src/main.c Normal file
View File

@ -0,0 +1,161 @@
#include <stdio.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include "structs.h"
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
const Uint32 WINDOW_FLAGS = SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS;
const Uint32 RENDERER_FLAGS = SDL_RENDERER_ACCELERATED;
int GAME_RUNNING = 1;
struct game game;
int movement_speed = 5;
int animation_frames = 100;
int frames = 0;
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_W)
game.up = !game.up;
if (event->keysym.scancode == SDL_SCANCODE_S)
game.down = !game.down;
if (event->keysym.scancode == SDL_SCANCODE_A)
game.left = !game.left;
if (event->keysym.scancode == SDL_SCANCODE_D)
game.right = !game.right;
}
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;
}
struct object *create_object(const char *texture_path, 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 = load_texture(texture_path);
if (object->texture == NULL) {
fprintf(stderr, "Error: loading texture into new object\n");
return NULL;
}
object->x = x;
object->y = y;
object->scale = scale;
object->resolution = resolution;
return object;
}
void draw_object(struct object *object) {
SDL_Rect src;
SDL_Rect dest;
src.x = object->state * 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_RenderCopy(game.renderer, object->texture, &src, &dest);
}
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("01-introduction", 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;
}
struct object *player = create_object("assets/player.png", SCREEN_WIDTH/2, SCREEN_HEIGHT/2, 3, 48);
// game loop
while (GAME_RUNNING) {
frames++;
prepare_scene();
handle_input();
if (game.up)
player->y -= movement_speed;
if (game.down)
player->y += movement_speed;
if (game.left)
player->x -= movement_speed;
if (game.right)
player->x += movement_speed;
player->state = ((frames % animation_frames)/5) % 10;
draw_object(player);
present_scene();
SDL_Delay(16);
}
SDL_DestroyWindow(game.window);
SDL_Quit();
return 0;
}

BIN
01-introduction/src/main.o Normal file

Binary file not shown.

View File

@ -0,0 +1,28 @@
#ifndef STRUCTS_H
#define STRUCTS_H
#include <SDL2/SDL.h>
struct game {
SDL_Window *window;
SDL_Renderer *renderer;
int up;
int down;
int left;
int right;
};
struct object {
SDL_Texture *texture;
int resolution; // of the texture/each tiles
int x;
int y;
int scale;
// animation
int state;
};
#endif

4
README Normal file
View File

@ -0,0 +1,4 @@
SDL Playground
==============
My little playground for SDL.