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-rwxr-xr-xbuild.sh3
-rw-r--r--main.c102
-rw-r--r--platform.c100
3 files changed, 115 insertions, 90 deletions
diff --git a/build.sh b/build.sh
index 850e2a2..287fd6c 100755
--- a/build.sh
+++ b/build.sh
@@ -1,3 +1,4 @@
-gcc -Wall -pedantic -O0 -c main.c -o main.o && \
+flags=-Wall -pedantic -O0
+gcc $flags -O0 -c main.c -o main.o && \
gcc main.o -lSDL2 -o main && \
./main
diff --git a/main.c b/main.c
index ebca8cf..9d53b94 100644
--- a/main.c
+++ b/main.c
@@ -1,12 +1,9 @@
#include <assert.h>
#include <stdio.h>
#include <stdlib.h>
-#include <SDL2/SDL.h>
+#include "platform.c"
-#define WINDOW_W 1280
-#define WINDOW_H 720
-
-void editMask(float *mask, float x, float y, float color, float size) {
+void PaintMask(float *mask, float x, float y, float color, float size) {
for (int j = y - size / 2; j < y + size / 2; j++) {
for (int i = x - size / 2; i < x + size / 2; i++) {
if (i > 0 && i < WINDOW_W && j > 0 && j < WINDOW_H) {
@@ -17,59 +14,12 @@ void editMask(float *mask, float x, float y, float color, float size) {
}
}
-SDL_Texture *createTiledTexture(SDL_Renderer *context, const char *filename) {
- 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,
- WINDOW_W, WINDOW_H);
- SDL_SetRenderTarget(context, texture);
- for (int y = 0; y < WINDOW_H; y += tile_h) {
- for (int x = 0; x < WINDOW_W; 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;
-}
-
-int main() {
- 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);
-
- SDL_Texture *background = createTiledTexture(context, "background.bmp");
-
- SDL_Texture *foreground = createTiledTexture(context, "foreground.bmp");
- 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);
-
+void GameMain() {
// Terrain generation
float *mask = calloc(WINDOW_W * WINDOW_H, sizeof(float));
- for (int i = 500 * WINDOW_W; i < WINDOW_W * WINDOW_H; i++) {
+ for (int i = 0; i < 100 * WINDOW_W; i++) {
mask[i] = 1.0;
}
- SDL_Surface *mask_surface = SDL_CreateRGBSurfaceWithFormat(0,
- WINDOW_W, WINDOW_H, 32, SDL_PIXELFORMAT_RGBA8888);
// Player variables
float player_x = 100;
@@ -83,7 +33,7 @@ int main() {
// Event handling
int exit = 0;
while (!exit) {
- SDL_Event event = {0};
+ SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
exit = 1;
@@ -93,39 +43,18 @@ int main() {
Uint32 mouse_state = SDL_GetMouseState(&mouse_x, &mouse_y);
float size = 100;
if (mouse_state & SDL_BUTTON_LMASK) {
- editMask(mask, mouse_x, mouse_y, 1.0, size);
+ PaintMask(mask, mouse_x, WINDOW_H - mouse_y, 1.0, size);
} else if (mouse_state & SDL_BUTTON_RMASK) {
- editMask(mask, mouse_x, mouse_y, 0.0, size);
- }
-
- // Main loop
- SDL_SetRenderDrawColor(context, 40, 40, 40, 255);
- SDL_RenderClear(context);
-
- SDL_RenderCopy(context, background, 0, 0);
-
- SDL_LockSurface(mask_surface);
- for (int i = 0; i < mask_surface->w * mask_surface->h; i++) {
- ((Uint32 *)mask_surface->pixels)[i] = mask[i] ? 0xffffffff : 0x00000000;
+ PaintMask(mask, mouse_x, WINDOW_H - mouse_y, 0.0, size);
}
- SDL_UnlockSurface(mask_surface);
- SDL_Texture *mask_texture = SDL_CreateTextureFromSurface(context, mask_surface);
- 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_DestroyTexture(mask_texture);
// Time delta calculation
- double new_t = (double) SDL_GetTicks64() / 1000.0;
+ double new_t = GetCurrentTimestamp();
double dt = new_t - old_t;
old_t = new_t;
// Player logic
- if (mask[(int)player_x + (WINDOW_H - (int)player_y) * WINDOW_W] == 0.0) {
+ if (mask[(int)player_x + (int)player_y * WINDOW_W] == 0.0) {
player_y += player_vy * dt;
player_vy += player_ay * dt;
} else {
@@ -133,17 +62,12 @@ int main() {
player_vy = 0;
}
- // Draw player
- 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);
+ RenderScene(mask, player_x, player_y);
SDL_Delay(1);
}
+}
- SDL_DestroyRenderer(context);
- SDL_DestroyWindow(window);
- SDL_Quit();
+int main() {
+ PlatformMain(GameMain);
return 0;
}
diff --git a/platform.c b/platform.c
new file mode 100644
index 0000000..7ba6d53
--- /dev/null
+++ b/platform.c
@@ -0,0 +1,100 @@
+#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);
+}