#include #include #include #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); } 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); // Terrain generation 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_vy = 0; float player_ay = 1; // Timer variables float old_t = 0.0; // Event handling int exit = 0; while (!exit) { SDL_Event event = {0}; while (SDL_PollEvent(&event)) { if (event.type == SDL_QUIT) { exit = 1; } } int mouse_x, mouse_y; Uint32 mouse_state = SDL_GetMouseState(&mouse_x, &mouse_y); 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); } 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); } // Main loop SDL_SetRenderDrawColor(context, 40, 40, 40, 255); SDL_RenderClear(context); SDL_RenderCopy(context, background, 0, 0); SDL_RenderCopy(context, terrain, 0, 0); // Time delta calculation double new_t = (double) SDL_GetTicks64() / 1000.0; double dt = new_t - old_t; old_t = new_t; // Player logic player_y += player_vy * dt; player_vy += player_ay * dt; // 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); SDL_Delay(1); } SDL_DestroyRenderer(context); SDL_DestroyWindow(window); SDL_Quit(); return 0; }