mirror of
https://github.com/joel16/SDL2.git
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6d92d75009
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%404141
166 lines
4.3 KiB
C
166 lines
4.3 KiB
C
/* Simple program: Move N sprites around on the screen as fast as possible */
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#include <stdlib.h>
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#include <stdio.h>
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#include <time.h>
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#include "SDL_events.h"
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#include "SDL_video.h"
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#define WINDOW_WIDTH 640
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#define WINDOW_HEIGHT 480
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#define NUM_SPRITES 100
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#define MAX_SPEED 1
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static SDL_TextureID sprite;
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static SDL_Rect positions[NUM_SPRITES];
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static SDL_Rect velocities[NUM_SPRITES];
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static int sprite_w, sprite_h;
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/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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static void
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quit(int rc)
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{
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exit(rc);
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}
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int
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LoadSprite(char *file)
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{
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SDL_Surface *temp;
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/* Load the sprite image */
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temp = SDL_LoadBMP(file);
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if (temp == NULL) {
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fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError());
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return (-1);
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}
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sprite_w = temp->w;
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sprite_h = temp->h;
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/* Set transparent pixel as the pixel at (0,0) */
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if (temp->format->palette) {
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SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
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} else {
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switch (temp->format->BitsPerPixel) {
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case 15:
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SDL_SetColorKey(temp, SDL_TRUE,
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(*(Uint16 *) temp->pixels) & 0x00007FFF);
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break;
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case 16:
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SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
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break;
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case 24:
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SDL_SetColorKey(temp, SDL_TRUE,
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(*(Uint32 *) temp->pixels) & 0x00FFFFFF);
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break;
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case 32:
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SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
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break;
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}
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}
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/* Create textures from the image */
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sprite = SDL_CreateTextureFromSurface(0, temp);
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if (!sprite) {
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SDL_SetColorKey(temp, 0, 0);
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sprite = SDL_CreateTextureFromSurface(0, temp);
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}
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if (!sprite) {
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fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError());
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SDL_FreeSurface(temp);
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return (-1);
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}
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SDL_FreeSurface(temp);
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/* We're ready to roll. :) */
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return (0);
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}
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void
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MoveSprites(SDL_WindowID window, SDL_TextureID sprite)
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{
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int i;
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int window_w = WINDOW_WIDTH;
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int window_h = WINDOW_HEIGHT;
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SDL_Rect *position, *velocity;
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/* Draw a gray background */
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SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
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SDL_RenderFill(NULL);
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/* Move the sprite, bounce at the wall, and draw */
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for (i = 0; i < NUM_SPRITES; ++i) {
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position = &positions[i];
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velocity = &velocities[i];
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position->x += velocity->x;
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if ((position->x < 0) || (position->x >= (window_w - sprite_w))) {
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velocity->x = -velocity->x;
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position->x += velocity->x;
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}
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position->y += velocity->y;
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if ((position->y < 0) || (position->y >= (window_h - sprite_h))) {
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velocity->y = -velocity->y;
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position->y += velocity->y;
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}
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/* Blit the sprite onto the screen */
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SDL_RenderCopy(sprite, NULL, position);
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}
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/* Update the screen! */
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SDL_RenderPresent();
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}
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int
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main(int argc, char *argv[])
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{
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SDL_WindowID window;
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int i, done;
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SDL_Event event;
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window = SDL_CreateWindow("Happy Smileys",
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SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED,
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WINDOW_WIDTH, WINDOW_HEIGHT,
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SDL_WINDOW_SHOWN);
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if (!window) {
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quit(2);
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}
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if (LoadSprite("icon.bmp") < 0) {
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quit(2);
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}
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/* Initialize the sprite positions */
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srand(time(NULL));
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for (i = 0; i < NUM_SPRITES; ++i) {
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positions[i].x = rand() % (WINDOW_WIDTH - sprite_w);
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positions[i].y = rand() % (WINDOW_HEIGHT - sprite_h);
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positions[i].w = sprite_w;
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positions[i].h = sprite_h;
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velocities[i].x = 0;
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velocities[i].y = 0;
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while (!velocities[i].x && !velocities[i].y) {
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velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
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velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED;
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}
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}
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/* Main render loop */
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done = 0;
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while (!done) {
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/* Check for events */
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while (SDL_PollEvent(&event)) {
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if (event.type == SDL_QUIT || event.type == SDL_KEYDOWN) {
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done = 1;
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}
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}
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MoveSprites(window, sprite);
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}
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quit(0);
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}
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/* vi: set ts=4 sw=4 expandtab: */
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