From 53ab36dc7b21f6bb5ebed3130fb026b0779122fe Mon Sep 17 00:00:00 2001 From: Juan Manuel Tomas Date: Sun, 16 Jan 2022 20:05:17 -0300 Subject: Fix inconsistencies with terrain and player --- main.c | 87 ++++++++++++++++++++++++++++++------------------------------------ 1 file changed, 40 insertions(+), 47 deletions(-) diff --git a/main.c b/main.c index da37ce4..ebca8cf 100644 --- a/main.c +++ b/main.c @@ -1,3 +1,4 @@ +#include #include #include #include @@ -5,13 +6,15 @@ #define WINDOW_W 1280 #define WINDOW_H 720 -void renderMaskedTexture(SDL_Renderer *context, SDL_Texture *result, SDL_Texture *mask, SDL_Texture *diffuse) { - SDL_SetRenderTarget(context, result); - SDL_SetRenderDrawColor(context, 0, 0, 0, 0); - SDL_RenderClear(context); - SDL_RenderCopy(context, mask, 0, 0); - SDL_RenderCopy(context, diffuse, 0, 0); - SDL_SetRenderTarget(context, 0); +void editMask(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) { + size_t index = i + j * WINDOW_W; + mask[index] = color; + } + } + } } SDL_Texture *createTiledTexture(SDL_Renderer *context, const char *filename) { @@ -61,24 +64,18 @@ int main() { SDL_SetTextureBlendMode(terrain, SDL_BLENDMODE_BLEND); // Terrain generation + float *mask = calloc(WINDOW_W * WINDOW_H, sizeof(float)); + for (int i = 500 * WINDOW_W; i < WINDOW_W * WINDOW_H; i++) { + mask[i] = 1.0; + } SDL_Surface *mask_surface = SDL_CreateRGBSurfaceWithFormat(0, WINDOW_W, WINDOW_H, 32, SDL_PIXELFORMAT_RGBA8888); - SDL_LockSurface(mask_surface); - for (int i = 0; i < mask_surface->w * mask_surface->h; i++) { - ((Uint32 *)mask_surface->pixels)[i] = 0x00000000; - } - for (int i = mask_surface->w * 500; i < mask_surface->w * mask_surface->h; i++) { - ((Uint32 *)mask_surface->pixels)[i] = 0xffffffff; - } - SDL_UnlockSurface(mask_surface); - SDL_Texture *mask_texture = SDL_CreateTextureFromSurface(context, mask_surface); - renderMaskedTexture(context, terrain, mask_texture, foreground); // Player variables float player_x = 100; - float player_y = 100; + float player_y = 500; float player_vy = 0; - float player_ay = 1; + float player_ay = -9.8; // Timer variables float old_t = 0.0; @@ -94,34 +91,11 @@ int main() { } int mouse_x, mouse_y; Uint32 mouse_state = SDL_GetMouseState(&mouse_x, &mouse_y); + float size = 100; if (mouse_state & SDL_BUTTON_LMASK) { - SDL_LockSurface(mask_surface); - unsigned size = 100; - for (int j = mouse_y - size / 2; j < mouse_y + size / 2; j++) { - for (int i = mouse_x - size / 2; i < mouse_x + size / 2; i++) { - size_t index = i + j * WINDOW_W; - ((Uint32 *)mask_surface->pixels)[index] = 0xffffffff; - } - } - SDL_UnlockSurface(mask_surface); - SDL_DestroyTexture(mask_texture); - mask_texture = SDL_CreateTextureFromSurface(context, mask_surface); - - renderMaskedTexture(context, terrain, mask_texture, foreground); + editMask(mask, mouse_x, mouse_y, 1.0, size); } else if (mouse_state & SDL_BUTTON_RMASK) { - SDL_LockSurface(mask_surface); - unsigned size = 100; - for (int j = mouse_y - size / 2; j < mouse_y + size / 2; j++) { - for (int i = mouse_x - size / 2; i < mouse_x + size / 2; i++) { - size_t index = i + j * WINDOW_W; - ((Uint32 *)mask_surface->pixels)[index] = 0x00000000; - } - } - SDL_UnlockSurface(mask_surface); - SDL_DestroyTexture(mask_texture); - mask_texture = SDL_CreateTextureFromSurface(context, mask_surface); - - renderMaskedTexture(context, terrain, mask_texture, foreground); + editMask(mask, mouse_x, mouse_y, 0.0, size); } // Main loop @@ -129,7 +103,21 @@ int main() { 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; + } + 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; @@ -137,8 +125,13 @@ int main() { old_t = new_t; // Player logic - player_y += player_vy * dt; - player_vy += player_ay * dt; + if (mask[(int)player_x + (WINDOW_H - (int)player_y) * WINDOW_W] == 0.0) { + player_y += player_vy * dt; + player_vy += player_ay * dt; + } else { + player_y += 1; + player_vy = 0; + } // Draw player SDL_SetRenderDrawColor(context, 255, 0, 0, 255); -- cgit v1.2.3