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#include <iostream>
#include <stdlib.h>
#include <windows.h>
#include <SDL/SDL.h>
#include <time.h>
#include <list.h>
using namespace std;
float time3 = 0;
int shotzahl = 0;
float shottime = 0;
SDL_Surface *shot;
SDL_Rect shotrec;
class cShot
{
public:
bool live;
cShot (int x)
{
shotrec.x = x;
live = true;
}
void update ()
{
shotrec.y -= 150.0f * time3;
if (shotrec.y == 0)
{
shot = NULL;
live = false;
}
}
};
int main(int argc, char *argv[])
{
//var
SDL_Surface *screen, *image, *bgimg;
SDL_Rect dst, dstblue, drect, srect;
SDL_Event event;
Uint8 *keys;
int tuxX = 288, tuxY = 416;
int done = 0;
//zeit
float time1 = 0, time2 = 0;
//klasse shot
list<cShot*> lShot;
list<cShot*>::iterator i;
cShot *Temp = NULL;
shot = SDL_LoadBMP("Laser.bmp");
if (shot == NULL)
{
MessageBoxA(NULL,"Can't load image of Shot","",0);
}
SDL_SetColorKey(shot, SDL_SRCCOLORKEY, SDL_MapRGB(shot->format, 255, 0, 255));
shotrec.y = 512;
shotrec.h = shot->h;
shotrec.w = shot->w;
time1 = SDL_GetTicks() / 1000.0f;
if (SDL_Init(SDL_INIT_VIDEO) == -1)
{
MessageBoxA(NULL,"Can't init SDL","",0);
return 0;
}
atexit(SDL_Quit);
screen = SDL_SetVideoMode(640, 480, 16, SDL_HWSURFACE | SDL_DOUBLEBUF);
SDL_FillRect(screen, NULL, SDL_MapRGB(screen->format, 0, 0, 255));
if (screen == NULL)
{
MessageBoxA(NULL,"Can't set video mode","",0);
return 0;
}
bgimg = SDL_LoadBMP("bg.bmp");
if (image == NULL)
{
MessageBoxA(NULL,"Can't load image of BG","",0);
return 0;
}
image = SDL_LoadBMP("Player.bmp");
if (image == NULL)
{
MessageBoxA(NULL,"Can't load image of Player","",0);
return 0;
}
dst.w = image->w;
dst.h = image->h;
dstblue.w = image->w + 1;
dstblue.h = image->h + 1;
SDL_SetColorKey(image, SDL_SRCCOLORKEY, SDL_MapRGB(image->format, 255, 0, 255));
// Setzen des Quellbereichs
srect.x = 320;
srect.y = 0;
srect.w = 64; // das halbe Bild
srect.h = image->h; // das gesamte Bild
while (!done)
{
while (SDL_PollEvent(&event))
{
switch(event.type)
{
case SDL_QUIT:
done = 1;
break;
}
}
dstblue.x = tuxX;
dstblue.y = tuxY;
keys = SDL_GetKeyState(NULL);
/*if (keys[SDLK_UP])
{
if (tuxY > 10)
{
tuxY--;
}
}
if (keys[SDLK_DOWN]) {
if (tuxY < 470 - image->h)
{
tuxY++;
}
}*/
if (keys[SDLK_RIGHT])
{
if(tuxX < 640 - 64)
{
tuxX += 230.0f * time3;
if (srect.x < 640)
{
srect.x += 64.0f;
}
}
}
else if (keys[SDLK_LEFT])
{
if (tuxX > 10)
{
tuxX -= 150.0f * time3;
if (srect.x > 0)
{
srect.x -= 64.0f;
}
}
}
else
{
srect.x = 320;
}
if (keys[SDLK_ESCAPE])
{
done = 1;
}
//schießen wuhaaa
if (keys[SDLK_SPACE])
{
shottime += time3;
if (shottime >= 0.2f)
{
shotzahl++;
Temp = new cShot (tuxX);
lShot.push_back (Temp);
shottime = 0;
}
}
// Setzen des Zielbereichs
drect.x = tuxX;
drect.y = tuxY;
drect.w = 64;
drect.h = image->h;
dst.x = tuxX;
dst.y = tuxY;
SDL_FillRect(screen, &dstblue, SDL_MapRGB(screen->format, 0, 0, 255));
SDL_BlitSurface(bgimg, NULL, screen, NULL);
//SDL_BlitSurface(image, NULL, screen, &dst);
SDL_BlitSurface(image, &srect, screen, &drect);
//für shoot
for (i=lShot.begin(); i!=lShot.end(); ++i)
{
(*i)->update ();
SDL_BlitSurface(shot, NULL, screen, &shotrec);
}
SDL_UpdateRects(screen,1,&drect);
SDL_Flip(screen);
time2 = SDL_GetTicks() / 1000.0f;
time3 = time2 - time1;
time1 = time2;
}
SDL_FreeSurface(image);
SDL_FreeSurface(bgimg);
SDL_QUIT;
return 0;
}
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