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authorJuan Manuel Tomas <jtomas1815@gmail.com>2022-01-23 00:40:36 -0300
committerJuan Manuel Tomas <jtomas1815@gmail.com>2022-01-23 00:40:36 -0300
commitaadd4703f6b8381f1218f4bb9f6c2de25f340f2c (patch)
treee66e64fbe1d22a3497561e5fd0d0b6c78b12baa0
parentaca708aa91f9db51a69f27e3e855b24144bd26ed (diff)
downloadcannons-aadd4703f6b8381f1218f4bb9f6c2de25f340f2c.tar.gz
cannons-aadd4703f6b8381f1218f4bb9f6c2de25f340f2c.zip
Refactor main loop
-rw-r--r--main.c123
-rw-r--r--platform.c100
2 files changed, 108 insertions, 115 deletions
diff --git a/main.c b/main.c
index 407a1cd..464bcf4 100644
--- a/main.c
+++ b/main.c
@@ -1,7 +1,37 @@
#include <assert.h>
#include <stdio.h>
#include <stdlib.h>
-#include "platform.c"
+#include <SDL2/SDL.h>
+
+#define WINDOW_W 1280
+#define WINDOW_H 720
+
+static inline double GetCurrentTimestamp() {
+ return (double) SDL_GetTicks64() / 1000.0;
+}
+
+SDL_Texture *CreateTiledTexture(SDL_Renderer *context, const char *filename, int width, int height) {
+ SDL_Surface *texture_surface = SDL_LoadBMP(filename);
+ SDL_Texture *texture_tile = SDL_CreateTextureFromSurface(context, texture_surface);
+ int tile_w = texture_surface->w;
+ int tile_h = texture_surface->h;
+ SDL_FreeSurface(texture_surface);
+
+ SDL_Texture *texture = SDL_CreateTexture(context,
+ SDL_PIXELFORMAT_RGBA8888,
+ SDL_TEXTUREACCESS_TARGET,
+ width, height);
+ SDL_SetRenderTarget(context, texture);
+ for (int y = 0; y < height; y += tile_h) {
+ for (int x = 0; x < width; x += tile_w) {
+ SDL_Rect tile_rect = { x, y, tile_w, tile_h };
+ SDL_RenderCopy(context, texture_tile, 0, &tile_rect);
+ }
+ }
+ SDL_DestroyTexture(texture_tile);
+ SDL_SetRenderTarget(context, 0);
+ return texture;
+}
void PaintMask(float *mask, float x, float y, float color, float size) {
for (int j = y - size; j < y + size; j++) {
@@ -17,25 +47,41 @@ void PaintMask(float *mask, float x, float y, float color, float size) {
}
}
-void GameMain() {
- // Terrain generation
+void GameMain(SDL_Renderer *context) {
+ SDL_Texture *background = CreateTiledTexture(context, "background.bmp", WINDOW_W, WINDOW_H);
+
+ SDL_Texture *foreground = CreateTiledTexture(context, "foreground.bmp", WINDOW_W, WINDOW_H);
+ SDL_SetTextureBlendMode(foreground, SDL_BLENDMODE_MOD);
+
+ SDL_Texture *terrain = SDL_CreateTexture(context,
+ SDL_PIXELFORMAT_RGBA8888,
+ SDL_TEXTUREACCESS_TARGET,
+ WINDOW_W, WINDOW_H);
+ SDL_SetTextureBlendMode(terrain, SDL_BLENDMODE_BLEND);
+
+ SDL_Texture *mask_texture = SDL_CreateTexture(context,
+ SDL_PIXELFORMAT_RGBA8888,
+ SDL_TEXTUREACCESS_STREAMING,
+ WINDOW_W, WINDOW_H);
+
float *mask = calloc(WINDOW_W * WINDOW_H, sizeof(float));
for (int i = 0; i < 100 * WINDOW_W; i++) {
mask[i] = 1.0;
}
- // Player variables
float player_x = 100;
float player_y = 500;
float player_vy = 0;
float player_ay = -9.8;
- // Timer variables
float old_t = 0.0;
- // Event handling
int exit = 0;
while (!exit) {
+ double new_t = GetCurrentTimestamp();
+ double dt = (new_t - old_t) * 10;
+ old_t = new_t;
+
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
@@ -51,26 +97,73 @@ void GameMain() {
PaintMask(mask, mouse_x, WINDOW_H - mouse_y, 0.0, size);
}
- // Time delta calculation
- double new_t = GetCurrentTimestamp();
- double dt = new_t - old_t;
- old_t = new_t;
+ const Uint8 *keys = SDL_GetKeyboardState(0);
+ if (keys[SDL_SCANCODE_D]) {
+ player_x += 10 * dt;
+ }
+ if (keys[SDL_SCANCODE_A]) {
+ player_x -= 10 * dt;
+ }
- // Player logic
- if (mask[(int)player_x + (int)player_y * WINDOW_W] == 0.0) {
+ if (player_x < 0) {
+ player_x += 10 * dt;
+ } else if (player_x >= WINDOW_W) {
+ player_x -= 10 * dt;
+ }
+ if (mask[(int)player_x + (int)player_y * WINDOW_W] == 0.0 &&
+ player_y >= 0 && player_y < WINDOW_H) {
player_y += player_vy * dt;
player_vy += player_ay * dt;
} else {
- player_y += 1;
+ player_y += 10 * dt;
player_vy = 0;
}
- RenderScene(mask, player_x, player_y);
+ void *pixels;
+ int pitch;
+ SDL_LockTexture(mask_texture, 0, &pixels, &pitch);
+ Uint32 *p = (Uint32 *) pixels;
+ for (int j = 0; j < WINDOW_H; j++) {
+ for (int i = 0; i < WINDOW_W; i++) {
+ p[i + j * WINDOW_W] = mask[i + (WINDOW_H - j) * WINDOW_W] ? 0xffffffff : 0x00000000;
+ }
+ }
+ SDL_UnlockTexture(mask_texture);
+
+ SDL_SetRenderDrawColor(context, 40, 40, 40, 255);
+ SDL_RenderClear(context);
+ SDL_RenderCopy(context, background, 0, 0);
+ SDL_SetRenderTarget(context, terrain);
+ SDL_SetRenderDrawColor(context, 0, 0, 0, 0);
+ SDL_RenderClear(context);
+ SDL_RenderCopy(context, mask_texture, 0, 0);
+ SDL_RenderCopy(context, foreground, 0, 0);
+ SDL_SetRenderTarget(context, 0);
+ SDL_RenderCopy(context, terrain, 0, 0);
+ SDL_SetRenderDrawColor(context, 255, 0, 0, 255);
+ SDL_Rect player_rect = {player_x - 5, WINDOW_H - player_y - 10, 10, 10 };
+ SDL_RenderFillRect(context, &player_rect);
+ SDL_RenderPresent(context);
SDL_Delay(1);
}
}
int main() {
- PlatformMain(GameMain);
+ SDL_Init(SDL_INIT_VIDEO);
+
+ SDL_Window *window = SDL_CreateWindow("Cannons",
+ SDL_WINDOWPOS_UNDEFINED,
+ SDL_WINDOWPOS_UNDEFINED,
+ WINDOW_W,
+ WINDOW_H,
+ 0);
+
+ SDL_Renderer *context = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
+
+ GameMain(context);
+
+ SDL_DestroyRenderer(context);
+ SDL_DestroyWindow(window);
+ SDL_Quit();
return 0;
}
diff --git a/platform.c b/platform.c
deleted file mode 100644
index 24f5394..0000000
--- a/platform.c
+++ /dev/null
@@ -1,100 +0,0 @@
-#include <SDL2/SDL.h>
-
-#define WINDOW_W 1280
-#define WINDOW_H 720
-
-SDL_Renderer *context = 0;
-SDL_Texture *background = 0;
-SDL_Texture *foreground = 0;
-SDL_Texture *terrain = 0;
-SDL_Texture *mask_texture = 0;
-
-double GetCurrentTimestamp() {
- return (double) SDL_GetTicks64() / 1000.0;
-}
-
-SDL_Texture *CreateTiledTexture(SDL_Renderer *context, const char *filename, int width, int height) {
- SDL_Surface *texture_surface = SDL_LoadBMP(filename);
- SDL_Texture *texture_tile = SDL_CreateTextureFromSurface(context, texture_surface);
- int tile_w = texture_surface->w;
- int tile_h = texture_surface->h;
- SDL_FreeSurface(texture_surface);
-
- SDL_Texture *texture = SDL_CreateTexture(context,
- SDL_PIXELFORMAT_RGBA8888,
- SDL_TEXTUREACCESS_TARGET,
- width, height);
- SDL_SetRenderTarget(context, texture);
- for (int y = 0; y < height; y += tile_h) {
- for (int x = 0; x < width; x += tile_w) {
- SDL_Rect tile_rect = { x, y, tile_w, tile_h };
- SDL_RenderCopy(context, texture_tile, 0, &tile_rect);
- }
- }
- SDL_DestroyTexture(texture_tile);
- SDL_SetRenderTarget(context, 0);
- return texture;
-}
-
-void PlatformMain(void (*GameMain)(void)) {
- SDL_Init(SDL_INIT_VIDEO);
-
- SDL_Window *window = SDL_CreateWindow("Cannons",
- SDL_WINDOWPOS_UNDEFINED,
- SDL_WINDOWPOS_UNDEFINED,
- WINDOW_W,
- WINDOW_H,
- 0);
-
- context = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
-
- background = CreateTiledTexture(context, "background.bmp", WINDOW_W, WINDOW_H);
-
- foreground = CreateTiledTexture(context, "foreground.bmp", WINDOW_W, WINDOW_H);
- SDL_SetTextureBlendMode(foreground, SDL_BLENDMODE_MOD);
-
- terrain = SDL_CreateTexture(context,
- SDL_PIXELFORMAT_RGBA8888,
- SDL_TEXTUREACCESS_TARGET,
- WINDOW_W, WINDOW_H);
- SDL_SetTextureBlendMode(terrain, SDL_BLENDMODE_BLEND);
-
- mask_texture = SDL_CreateTexture(context,
- SDL_PIXELFORMAT_RGBA8888,
- SDL_TEXTUREACCESS_STREAMING,
- WINDOW_W, WINDOW_H);
-
- GameMain();
-
- SDL_DestroyRenderer(context);
- SDL_DestroyWindow(window);
- SDL_Quit();
-}
-
-void RenderScene(float *mask, int player_x, int player_y) {
- void *pixels;
- int pitch;
- SDL_LockTexture(mask_texture, 0, &pixels, &pitch);
- Uint32 *p = (Uint32 *) pixels;
- for (int j = 0; j < WINDOW_H; j++) {
- for (int i = 0; i < WINDOW_W; i++) {
- p[i + j * WINDOW_W] = mask[i + (WINDOW_H - j) * WINDOW_W] ? 0xffffffff : 0x00000000;
- }
- }
- SDL_UnlockTexture(mask_texture);
-
- SDL_SetRenderDrawColor(context, 40, 40, 40, 255);
- SDL_RenderClear(context);
- SDL_RenderCopy(context, background, 0, 0);
- SDL_SetRenderTarget(context, terrain);
- SDL_SetRenderDrawColor(context, 0, 0, 0, 0);
- SDL_RenderClear(context);
- SDL_RenderCopy(context, mask_texture, 0, 0);
- SDL_RenderCopy(context, foreground, 0, 0);
- SDL_SetRenderTarget(context, 0);
- SDL_RenderCopy(context, terrain, 0, 0);
- SDL_SetRenderDrawColor(context, 255, 0, 0, 255);
- SDL_Rect player_rect = {player_x - 5, WINDOW_H - player_y - 10, 10, 10 };
- SDL_RenderFillRect(context, &player_rect);
- SDL_RenderPresent(context);
-}