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#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
SDL_Renderer* renderer = NULL;
SDL_Surface* ScreenSurface =NULL;
SDL_Surface* window = NULL;
SDL_Surface* Background = NULL;
SDL_Surface* Player = NULL;
SDL_Texture * texture2 = SDL_CreateTextureFromSurface(renderer,Player);
SDL_Rect posPlayer;
class thePlayer
{
public:
thePlayer();
void player_movement();
void show_player();
private:
};
thePlayer::thePlayer()
{
posPlayer.x = 200;
posPlayer.y = 300;
posPlayer.w = 20;
posPlayer.h = 30;
}
void thePlayer::player_movement()
{
}
void thePlayer::show_player()
{
SDL_RenderCopy(renderer, texture2, NULL, NULL);
//SDL_BlitSurface( Player, NULL, renderer,NULL);
//SDL_SetColorKey(Player, SDL_TRUE, SDL_MapRGB(Player->format, 255, 255, 255));
}
int main(int argc, char** argv)
{
SDL_Event event;
SDL_Init(SDL_INIT_VIDEO);
SDL_Window * window = SDL_CreateWindow("SDL TestGame",
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 480, 854, 0);
SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, 0);
Background= IMG_Load("background.png");
Player = SDL_LoadBMP("ship.bmp");
SDL_Texture * texture = SDL_CreateTextureFromSurface(renderer,Background);
bool quit = false;
thePlayer myPlayer;
//GAME LOOP
while (quit == false)
{
SDL_RenderCopy(renderer, texture, NULL, NULL);
myPlayer.show_player();
myPlayer.player_movement();
SDL_RenderPresent(renderer);
}
}
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