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#include "SDL/SDL.h" #include "SDLMain.h" #include <string> #include <iostream> #include "SDL_image/SDL_image.h" #include "timer.h" //Screen attributes const int SCREEN_WIDTH = 640; const int SCREEN_HEIGHT = 480; const int SCREEN_BPP = 32; //The frame rate const int FRAMES_PER_SECOND = 40; //The attributes of the square const int SQUARE_WIDTH = 20; const int SQUARE_HEIGHT = 20; //The surfaces SDL_Surface *square = NULL; SDL_Surface *screen = NULL; //The event structure SDL_Event event; //The wall SDL_Rect wall; SDL_Rect wall2; class Square { private: //The collision box of the square SDL_Rect box; //The velocity of the square int xVel, yVel; double jumpTimer; int jumpStr = 10; public: //Initializes the variables Square(); //Takes key presses and adjusts the square's velocity void handle_input(); //Moves the square void move(); //Shows the square on the screen void show(); //gravity void gravity(); //Jump function void jump(); }; SDL_Surface *load_image( std::string filename ) { //The image that's loaded SDL_Surface* loadedImage = NULL; //The optimized surface that will be used SDL_Surface* optimizedImage = NULL; //Load the image loadedImage = IMG_Load( filename.c_str() ); //If the image loaded if( loadedImage != NULL ) { //Create an optimized surface optimizedImage = SDL_DisplayFormat( loadedImage ); //Free the old surface SDL_FreeSurface( loadedImage ); //If the surface was optimized if( optimizedImage != NULL ) { //Color key surface SDL_SetColorKey( optimizedImage, SDL_SRCCOLORKEY, SDL_MapRGB( optimizedImage->format, 0, 0xFF, 0xFF ) ); } } //Return the optimized surface return optimizedImage; } void apply_surface( int x, int y, SDL_Surface* source, SDL_Surface* destination, SDL_Rect* clip = NULL ) { //Holds offsets SDL_Rect offset; //Get offsets offset.x = x; offset.y = y; //Blit SDL_BlitSurface( source, clip, destination, &offset ); } bool check_collision( SDL_Rect A, SDL_Rect B ) { //The sides of the rectangles int leftA, leftB; int rightA, rightB; int topA, topB; int bottomA, bottomB; //Calculate the sides of rect A leftA = A.x; rightA = A.x + A.w; topA = A.y; bottomA = A.y + A.h; //Calculate the sides of rect B leftB = B.x; rightB = B.x + B.w; topB = B.y; bottomB = B.y + B.h; //If any of the sides from A are outside of B if( bottomA <= topB ) { return false; } if( topA >= bottomB ) { return false; } if( rightA <= leftB ) { return false; } if( leftA >= rightB ) { return false; } //If none of the sides from A are outside B return true; } bool init() { //Initialize all SDL subsystems if( SDL_Init( SDL_INIT_EVERYTHING ) == -1 ) { return false; } //Set up the screen screen = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_SWSURFACE ); //If there was an error in setting up the screen if( screen == NULL ) { return false; } //Set the window caption SDL_WM_SetCaption( "Move the Square", NULL ); //If everything initialized fine return true; } bool load_files() { //Load the square image square = load_image( "/Users/Modius/X-Code 4/SDL-own/SDL-own/square.bmp" ); //If there was a problem in loading the square if( square == NULL ) { return false; } //If everything loaded fine return true; } void clean_up() { //Free the surface SDL_FreeSurface( square ); //Quit SDL SDL_Quit(); } Square::Square() { //Initialize the offsets box.x = 30; box.y = 400; //Set the square's dimentions box.w = SQUARE_WIDTH; box.h = SQUARE_HEIGHT; //Initialize the velocity xVel = 0; yVel = 0; } void Square::handle_input() { //If a key was pressed if( event.type == SDL_KEYDOWN ) { //Adjust the velocity switch( event.key.keysym.sym ) { //case SDLK_UP: yVel -= SQUARE_HEIGHT / 2; break; // case SDLK_DOWN: yVel += SQUARE_HEIGHT / 2; break; case SDLK_UP: jump (); break; case SDLK_LEFT: xVel -= SQUARE_WIDTH / 2; break; case SDLK_RIGHT: xVel += SQUARE_WIDTH / 2; break; } } //If a key was released else if( event.type == SDL_KEYUP ) { //Adjust the velocity switch( event.key.keysym.sym ) { //case SDLK_UP: yVel += SQUARE_HEIGHT / 2; break; //case SDLK_DOWN: yVel -= SQUARE_HEIGHT / 2; break; //case SDLK_UP: jump(); break; case SDLK_LEFT: xVel += SQUARE_WIDTH / 2; break; case SDLK_RIGHT: xVel -= SQUARE_WIDTH / 2; break; } } } void Square::jump(){ double fdiff; jumpTimer += 1; bool quitJump = false; jumpTimer += 0.1; if (quitJump = true) { fdiff = jumpStr *jumpTimer; //s = v*t fdiff = fdiff - (0.5 * 9.81 * pow (jumpTimer,2)); // Schwerkraft s = 1/2 * a * t^2 box.y -= (int)fdiff; if (yVel >= SCREEN_HEIGHT - SQUARE_HEIGHT) { quitJump = true; jumpTimer = 0; } }else{ fdiff = fdiff - (0.5 * 9.81 * pow (jumpTimer,2)); // Schwerkraft s = 1/2 * a * t^2 } } void Square::gravity(){ int grav = 1; box.y += grav; } void Square::move() { //Move the square left or right box.x += xVel; //If the square went too far to the left or right or has collided with the wall if( ( box.x < 0 ) || ( box.x + SQUARE_WIDTH > SCREEN_WIDTH ) || ( check_collision( box, wall )) || ( check_collision( box, wall2 )) ) { //Move back box.x -= xVel; } //Move the square up or down box.y += yVel; //If the square went too far up or down or has collided with the wall if( ( box.y < 0 ) || ( box.y + SQUARE_HEIGHT > SCREEN_HEIGHT ) || ( check_collision( box, wall )) || ( check_collision( box, wall2 )) ) { //Move back box.y -= yVel; } } void Square::show() { //Show the square apply_surface( box.x, box.y, square, screen ); } int main( int argc, char* args[] ) { //Quit flag bool quit = false; //The square Square mySquare; //The frame rate regulator Timer fps; //Initialize if( init() == false ) { return 1; } //Load the files if( load_files() == false ) { return 1; } //Set the wall wall.x = 0; wall.y = 440; wall.w = 640; wall.h = 40; //Set the 2nd wall wall2.x = 200; wall2.y = 400; wall2.w = 640; wall2.h = 40; //While the user hasn't quit while( quit == false ) { //Start the frame timer fps.start(); //While there's events to handle while( SDL_PollEvent( &event ) ) { //Handle events for the square mySquare.handle_input(); //If the user has Xed out the window if( event.type == SDL_QUIT ) { //Quit the program quit = true; } } //Move the square mySquare.move(); //Fill the screen white SDL_FillRect( screen, &screen->clip_rect, SDL_MapRGB( screen->format, 0xFF, 0xFF, 0xFF ) ); //Show the wall SDL_FillRect( screen, &wall, SDL_MapRGB( screen->format, 0x22, 0x8b, 0x22 ) ); SDL_FillRect( screen, &wall2, SDL_MapRGB( screen->format, 0x22, 0x8b, 0x22 ) ); //Show the square on the screen mySquare.show(); //Update the screen if( SDL_Flip( screen ) == -1 ) { return 1; } //Cap the frame rate if( fps.get_ticks() < 1000 / FRAMES_PER_SECOND ) { SDL_Delay( ( 1000 / FRAMES_PER_SECOND ) - fps.get_ticks() ); } } //Clean up clean_up(); return 0; } |
Community-Fossil
Beruf: Teamleiter Mobile Applikationen & Senior Software Engineer
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void Square::jump(){ double fdiff; jumpTimer += 1; bool quitJump = false; jumpTimer += 0.1; if (quitJump = true) { fdiff = jumpStr *jumpTimer; //s = v*t fdiff = fdiff - (0.5 * 9.81 * pow (jumpTimer,2)); // Schwerkraft s = 1/2 * a * t^2 box.y -= (int)fdiff; if (yVel >= SCREEN_HEIGHT - SQUARE_HEIGHT) { quitJump = true; jumpTimer = 0; } }else{ fdiff = fdiff - (0.5 * 9.81 * pow (jumpTimer,2)); // Schwerkraft s = 1/2 * a * t^2 } } |
Community-Fossil
Beruf: Teamleiter Mobile Applikationen & Senior Software Engineer
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