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#include "SDL/SDL.h"
#include "SDL/SDL_image.h"
#include <string>
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
const int SCREEN_BPP = 32;
const int FRAMES_PER_SECOND = 15;
const int DOT_WIDTH = 25;
const int DOT_HEIGHT = 42;
const int BULLET_WIDTH = 13;
const int BULLET_HEIGHT = 31;
SDL_Surface *dot = NULL;
SDL_Surface *screen = NULL;
SDL_Surface *bullet = NULL;
SDL_Event event;
int x, y;
int xVel1 = 0;
int yVel1 = 3;
class Dot
{
private:
int xVel, yVel;
public:
Dot();
void handle_input();
void move();
void show();
};
class Timer
{
private:
int startTicks;
int pausedTicks;
bool paused;
bool started;
public:
Timer();
void start();
void stop();
void pause();
void unpause();
int get_ticks();
bool is_started();
bool is_paused();
};
SDL_Surface *load_image( std::string filename )
{
SDL_Surface* loadedImage = NULL;
SDL_Surface* optimizedImage = NULL;
loadedImage = IMG_Load( filename.c_str() );
if( loadedImage != NULL )
{
optimizedImage = SDL_DisplayFormat( loadedImage );
SDL_FreeSurface( loadedImage );
if( optimizedImage != NULL )
{
SDL_SetColorKey( optimizedImage, SDL_SRCCOLORKEY, SDL_MapRGB( optimizedImage->format, 0, 0xFF, 0xFF ) );
}
}
return optimizedImage;
}
void apply_surface( int x, int y, SDL_Surface* source, SDL_Surface* destination, SDL_Rect* clip = NULL )
{
SDL_Rect offset;
offset.x = x;
offset.y = y;
SDL_BlitSurface( source, clip, destination, &offset );
}
bool init()
{
if( SDL_Init( SDL_INIT_EVERYTHING ) == -1 )
{
return false;
}
screen = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_SWSURFACE );
if( screen == NULL )
{
return false;
}
SDL_WM_SetCaption( "Tank Game", NULL );
return true;
}
bool load_files()
{
dot = load_image( "dot.bmp" );
if( dot == NULL )
{
return false;
}
bullet = load_image( "bullet.png" );
if( bullet == NULL )
{
return false;
}
return true;
}
void clean_up()
{
SDL_FreeSurface( dot );
SDL_FreeSurface(bullet);
//Quit SDL
SDL_Quit();
}
Dot::Dot()
{
x = 1;
y = 420;
xVel = 0;
yVel = 0;
}
void Dot::handle_input()
{
if( event.type == SDL_KEYDOWN )
{
switch( event.key.keysym.sym )
{
case SDLK_LEFT: xVel -= DOT_WIDTH / 3; break;
case SDLK_RIGHT: xVel += DOT_WIDTH / 3; break;
}
}
else if( event.type == SDL_KEYUP )
{
switch( event.key.keysym.sym )
{
case SDLK_LEFT: xVel += DOT_WIDTH / 3; break;
case SDLK_RIGHT: xVel -= DOT_WIDTH / 3; break;
}
}
}
void Dot::move()
{
x += xVel;
if( ( x < 0 ) || ( x + DOT_WIDTH > SCREEN_WIDTH ) )
{
x -= xVel;
}
y += yVel;
if( ( y < 0 ) || ( y + DOT_HEIGHT > SCREEN_HEIGHT ) )
{
y -= yVel;
}
}
void Dot::show()
{
apply_surface( x, y, dot, screen );
}
Timer::Timer()
{
startTicks = 0;
pausedTicks = 0;
paused = false;
started = false;
}
void Timer::start()
{
started = true;
paused = false;
startTicks = SDL_GetTicks();
}
void Timer::stop()
{
started = false;
paused = false;
}
void Timer::pause()
{
if( ( started == true ) && ( paused == false ) )
{
paused = true;
pausedTicks = SDL_GetTicks() - startTicks;
}
}
void Timer::unpause()
{
if( paused == true )
{
paused = false;
startTicks = SDL_GetTicks() - pausedTicks;
pausedTicks = 0;
}
}
int Timer::get_ticks()
{
if( started == true )
{
if( paused == true )
{
return pausedTicks;
}
else
{
return SDL_GetTicks() - startTicks;
}
}
return 0;
}
bool Timer::is_started()
{
return started;
}
bool Timer::is_paused()
{
return paused;
}
class Bullet
{
private:
//The X and Y offsets of the bullet
int x1, y1;
//The velocity of the bullet
int xVel1, yVel1;
public:
Bullet();
//Takes key presses and adjusts the bullet's velocity
void handle_input1();
//Moves the bullet
void move1();
//Shows the bullet on the screen
void show1();
bool isFired;
};
Bullet::Bullet()
{
//Initialize the position and velocity
x1 = 20;
y1 = 400;
xVel1 = 0;
yVel1 = 3;
isFired = false;
}
void Bullet::handle_input1()
{
if( event.type == SDL_KEYDOWN )
{
//Adjust the velocity
switch( event.key.keysym.sym )
{
case SDLK_SPACE:
if (isFired)
{
yVel1 = BULLET_HEIGHT / 3;
}
else //first firing
{
//move the bullet to the position of the dot
x1=x;
y1=y;
yVel1 = 3;
isFired = true;
}
break;
default:
break;
}
}
//If a key was released
else if( event.type == SDL_KEYUP )
{
//Adjust the velocity
switch( event.key.keysym.sym )
{
case SDLK_SPACE:
if (isFired)
{
yVel1 = 3;
}
break;
default:
break;
}
}
}
void Bullet::move1()
{
//Only move Move the bullet if fired
if (isFired)
{
y1 -= yVel1;
}
}
void Bullet::show1()
{
//Only show the bullet if fired and it is onscreen
if (isFired && y1+BULLET_HEIGHT >0)
{
apply_surface( x1, y1, bullet, screen );
}
else
{
isFired = false;
}
}
int main( int argc, char* args[] )
{
bool quit = false;
Dot myDot;
Bullet myBullet;
Timer fps;
if( init() == false )
{
return 1;
}
if( load_files() == false )
{
return 1;
}
while( quit == false )
{
fps.start();
while( SDL_PollEvent( &event ) )
{
//Handle events for the dot and bullet
myDot.handle_input();
myBullet.handle_input1();
//If the user has Xed out the window
if( event.type == SDL_QUIT )
{
//Quit the program
quit = true;
}
}
//Fill the screen green
SDL_FillRect( screen, &screen->clip_rect, SDL_MapRGB( screen->format, 0x7F, 0xFF, 0x00 ) );
myDot.show();
myBullet.show1();
//Move the dot and bullet
myDot.move();
myBullet.move1();
//Update the screen
if( SDL_Flip( screen ) == -1 )
{
return 1;
}
//Cap the frame rate
if( fps.get_ticks() < 1000 / FRAMES_PER_SECOND )
{
SDL_Delay( ( 1000 / FRAMES_PER_SECOND ) - fps.get_ticks() );
}
}
//Clean up
clean_up();
return 0;
}
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