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#include <stdio.h>
#include <stdlib.h>
#include <SDL2/SDL.h>
#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;
}
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