01: Add animation switching
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.imgs/icon.png
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01-introduction/.imgs/showcase.png
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01-introduction/README.md
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@ -0,0 +1,9 @@
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<p align="center">
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<img src=".imgs/showcase.png" width="300" />
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</p>
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# Introduction
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First code I ever wrote for SDL. It contains some basic functionality for importing textures, player movement, and animations/animation switching
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01-introduction/assets/player/land.png
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01-introduction/assets/player/run.png
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@ -3,15 +3,16 @@
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#include <SDL2/SDL_image.h>
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#include "structs.h"
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const int SCREEN_WIDTH = 640;
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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 | SDL_WINDOW_BORDERLESS;
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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 = 5;
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int animation_frames = 100;
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int frames = 0;
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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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@ -22,10 +23,6 @@ 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_W)
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game.up = !game.up;
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if (event->keysym.scancode == SDL_SCANCODE_S)
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game.down = !game.down;
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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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@ -63,7 +60,7 @@ SDL_Texture *load_texture(const char *path) {
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return texture;
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}
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struct object *create_object(const char *texture_path, int x, int y, int scale, int resolution) {
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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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@ -71,26 +68,22 @@ struct object *create_object(const char *texture_path, int x, int y, int scale,
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return NULL;
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}
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object->texture = load_texture(texture_path);
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if (object->texture == NULL) {
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fprintf(stderr, "Error: loading texture into 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 = 15;
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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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object->scale = scale;
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object->resolution = resolution;
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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->state * object->resolution;
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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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@ -101,7 +94,17 @@ void draw_object(struct object *object) {
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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_RenderCopy(game.renderer, object->texture, &src, &dest);
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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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@ -128,24 +131,40 @@ int main(int argc, char *argv[]) {
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return -1;
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}
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struct object *player = create_object("assets/player.png", SCREEN_WIDTH/2, SCREEN_HEIGHT/2, 3, 48);
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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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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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frames++;
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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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if (game.up)
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player->y -= movement_speed;
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if (game.down)
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player->y += movement_speed;
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if (game.left)
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if (game.left) {
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player->x -= movement_speed;
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if (game.right)
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player->flip = SDL_FLIP_HORIZONTAL;
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player->texture = 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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}
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if (!game.right && !game.left) {
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player->texture = idle_animation;
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}
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player->state = ((frames % animation_frames)/5) % 10;
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player->y += gravity;
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if (player->y > SCREEN_HEIGHT-(player->resolution*player->scale)) {
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player->y = SCREEN_HEIGHT-(player->resolution*player->scale);
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}
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draw_object(player);
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SDL_Window *window;
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SDL_Renderer *renderer;
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int up;
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int down;
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int left;
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int right;
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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/each tiles
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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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int state;
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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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};
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#endif
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