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#include <SDL.h>
#include <windows.h>
#undef main
int main()
{
float LastTime,CurTime, Elapsed;
Uint8 *Key;
bool exit = false;
SDL_Surface *BackBuffer;
SDL_Surface *Background;
SDL_Surface *Player;
SDL_Rect PlayerRect;
SDL_Rect BackgroundRect;
SDL_Event Event;
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER);
BackBuffer = SDL_SetVideoMode(1024, 768, 32, SDL_HWSURFACE | SDL_DOUBLEBUF | SDL_FULLSCREEN);
Player = SDL_LoadBMP("data\\Player.bmp");
PlayerRect.x = 0;
PlayerRect.y = 500;
PlayerRect.w = Player->w;
PlayerRect.h = Player->h;
Background = SDL_LoadBMP("data\\Background.bmp");
BackgroundRect.x = 0;
BackgroundRect.y = 0;
BackgroundRect.w = Background->w;
BackgroundRect.h = Background->h;
LastTime = SDL_GetTicks()/1000.0f;
while(!(exit))
{
SDL_FillRect(BackBuffer, NULL, SDL_MapRGB(BackBuffer->format, 0, 0, 0));
SDL_SetColorKey(Player, SDL_SRCCOLORKEY, SDL_MapRGB(Player->format, 255,255,255));
SDL_SetColorKey(Background, SDL_SRCCOLORKEY, SDL_MapRGB(Background->format, 255,255,255));
SDL_BlitSurface(Background, NULL, BackBuffer, &BackgroundRect);
SDL_BlitSurface(Player, NULL, BackBuffer, &PlayerRect);
SDL_Flip(BackBuffer);
CurTime = SDL_GetTicks() / 1000.0f;
Elapsed = CurTime - LastTime;
LastTime = CurTime;
if(GetAsyncKeyState(VK_ESCAPE) & 0x8000)
{
exit = true;
}
}
SDL_FreeSurface(BackBuffer);
SDL_FreeSurface(Background);
SDL_FreeSurface(Player);
SDL_Quit();
return 0;
}
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