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#include <iostream>
#include "Window.h"
#include <SDL2_ttf/SDL_ttf.h>
using namespace std;
void gameLoop();
void update();
int main()
{
gameLoop();
SDL_Quit();
return 0;
}
void gameLoop()
{
SDL_Init(SDL_INIT_VIDEO);
TTF_Init();
Window win;
SDL_Renderer *render = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED);
SDL_Surface *paddleSurf;
paddleSurf = SDL_CreateRGBSurface(0, 1, 1, 32, 0, 0, 0, 0);
SDL_FillRect(paddleSurf, NULL, SDL_MapRGB(paddleSurf->format, 255, 0, 0));
SDL_Texture* paddleTex = SDL_CreateTextureFromSurface(render, paddleSurf);
SDL_Event event;
SDL_Rect paddle;
paddle.x = 10;
paddle.y = 400;
//paddle dimensions
paddle.w = 100;
paddle.h = 20;
SDL_Surface *ballSurf = SDL_CreateRGBSurface(0, 1, 1, 32, 0, 0, 0, 0);
SDL_FillRect(ballSurf, NULL, SDL_MapRGB(ballSurf->format, 0xFF, 0xFF, 0xFF));
SDL_Texture *ballTex = SDL_CreateTextureFromSurface(render, ballSurf);
SDL_Surface *bgSurf = SDL_CreateRGBSurface(0, 1, 1, 32, 0, 0, 0, 0);
SDL_FillRect(bgSurf, NULL, SDL_MapRGB(ballSurf->format, 0, 0, 255));
SDL_Texture *bgTex = SDL_CreateTextureFromSurface(render, bgSurf);
SDL_Rect ball;
ball.x = 640/2;
ball.y = 480/2;
//ball dimenions
ball.w = 10;
ball.h = 10;
double deltaTime = 0.0f;
double currentTime = 0;
double lastTime = 0;
double ballVel = 300;
double ballVely = 300;
double paddleVel = 600;
bool wallhit = false;
const Uint8 *state = SDL_GetKeyboardState(NULL);
while (event.type != SDL_QUIT) {
SDL_PollEvent(&event);
currentTime = SDL_GetTicks();
deltaTime =(currentTime - lastTime) / 1000;
lastTime = currentTime;
cout << deltaTime << endl;
ball.x += ballVel * deltaTime;
ball.y += ballVely * deltaTime;
if (ball.x > 640 || ball.x < 0) {
ballVel *= -1;
wallhit = true;
}
if (ball.y > 480 || ball.y < 0) {
ballVely *= -1;
wallhit = false;
}
if (state[SDL_SCANCODE_LEFT] && paddle.x > 0) {
paddle.x-=paddleVel*deltaTime;
}
else if(state[SDL_SCANCODE_RIGHT] && paddle.x < 535)
{
paddle.x+=paddleVel*deltaTime;
}
if (state[SDL_SCANCODE_A] && paddle.x > 0) {
paddle.x-=paddleVel*deltaTime;
}
else if(state[SDL_SCANCODE_D] && paddle.x < 535)
{
paddle.x+=paddleVel*deltaTime;
}
if (ball.x > paddle.x && ball.x < paddle.x+100 &&
ball.y > paddle.y-10 && ball.y < paddle.y+10) {
ballVely *= -1;
}
SDL_SetRenderDrawColor(render, 25, 255, 10, 0);
SDL_RenderClear(render);
if (wallhit == true) {
SDL_RenderCopy(render, bgTex, NULL, NULL);
}
SDL_RenderCopy(render, ballTex, NULL, &ball);
SDL_RenderCopy(render, paddleTex, NULL, &paddle);
SDL_RenderPresent(render);
}
SDL_FreeSurface(paddleSurf);
SDL_FreeSurface(ballSurf);
SDL_DestroyTexture(ballTex);
SDL_DestroyTexture(paddleTex);
SDL_DestroyRenderer(render);
SDL_DestroyWindow(win);
}
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