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#include "SDL.h"
#include "SDL_image.h"
#include <string>
//Screen attributes
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
const int SCREEN_BPP = 32;
//The frame rate
const int FRAMES_PER_SECOND = 45;
//The dot dimensions
const int DOT_WIDTH = 20;
const int DOT_HEIGHT = 20;
//The dimensions of the level
const int LEVEL_WIDTH = 1280;
const int LEVEL_HEIGHT = 960;
//The surfaces
SDL_Surface *dot = NULL;
SDL_Surface *background = NULL;
SDL_Surface *screen = NULL;
//The event structure
SDL_Event event;
//The camera
SDL_Rect camera = { 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT };
//The dot
class Dot
{
private:
//The X and Y offsets of the dot
int x, y;
//The velocity of the dot
int xVel, yVel;
public:
//Initializes the variables
Dot();
//Takes key presses and adjusts the dot's velocity
void handle_input();
//Moves the dot
void move();
//Shows the dot on the screen
void show();
//Sets the camera over the dot
void set_camera();
};
//The timer
class Timer
{
private:
//The clock time when the timer started
int startTicks;
//The ticks stored when the timer was paused
int pausedTicks;
//The timer status
bool paused;
bool started;
public:
//Initializes variables
Timer();
//The various clock actions
void start();
void stop();
void pause();
void unpause();
//Gets the timer's time
int get_ticks();
//Checks the status of the timer
bool is_started();
bool is_paused();
};
SDL_Surface *load_image( std::string filename )
{
//The image that's loaded
SDL_Surface* loadedImage = NULL;
//The optimized surface that will be used
SDL_Surface* optimizedImage = NULL;
//Load the image
loadedImage = IMG_Load( filename.c_str() );
//If the image loaded
if( loadedImage != NULL )
{
//Create an optimized surface
optimizedImage = SDL_DisplayFormat( loadedImage );
//Free the old surface
SDL_FreeSurface( loadedImage );
//If the surface was optimized
if( optimizedImage != NULL )
{
//Color key surface
SDL_SetColorKey( optimizedImage, SDL_SRCCOLORKEY, SDL_MapRGB( optimizedImage->format, 0, 0xFF, 0xFF ) );
}
}
//Return the optimized surface
return optimizedImage;
}
void apply_surface( int x, int y, SDL_Surface* source, SDL_Surface* destination, SDL_Rect* clip = NULL )
{
//Holds offsets
SDL_Rect offset;
//Get offsets
offset.x = x;
offset.y = y;
//Blit
SDL_BlitSurface( source, clip, destination, &offset );
}
bool init()
{
//Initialize all SDL subsystems
if( SDL_Init( SDL_INIT_EVERYTHING ) == -1 )
{
return false;
}
//Set up the screen
screen = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_SWSURFACE );
//If there was an error in setting up the screen
if( screen == NULL )
{
return false;
}
//Set the window caption
SDL_WM_SetCaption( "Drive The Car", NULL );
//If everything initialized fine
return true;
}
bool load_files()
{
//Load the dot image
dot = load_image( "MCar.png" );
//Load the background
background = load_image( "backgroundcar.png" );
//If there was a problem in loading the dot
if( dot == NULL )
{
return false;
}
//If there was a problem in loading the background
if( background == NULL )
{
return false;
}
//If everything loaded fine
return true;
}
void clean_up()
{
//Free the surfaces
SDL_FreeSurface( dot );
SDL_FreeSurface( background );
//Quit SDL
SDL_Quit();
}
Dot::Dot()
{
//Initialize the offsets
x = 0;
y = 0;
//Initialize the velocity
xVel = 0;
yVel = 0;
}
void Dot::handle_input()
{
//If a key was pressed
if( event.type == SDL_KEYDOWN )
{
//Adjust the velocity
switch( event.key.keysym.sym )
{
case SDLK_UP: yVel -= DOT_HEIGHT / 2; break;
case SDLK_DOWN: yVel += DOT_HEIGHT / 2; break;
case SDLK_LEFT: xVel -= DOT_WIDTH / 2; break;
case SDLK_RIGHT: xVel += DOT_WIDTH / 2; break;
}
}
//If a key was released
else if( event.type == SDL_KEYUP )
{
//Adjust the velocity
switch( event.key.keysym.sym )
{
case SDLK_UP: yVel += DOT_HEIGHT / 2; break;
case SDLK_DOWN: yVel -= DOT_HEIGHT / 2; break;
case SDLK_LEFT: xVel += DOT_WIDTH / 2; break;
case SDLK_RIGHT: xVel -= DOT_WIDTH / 2; break;
}
}
}
void Dot::move()
{
//Move the dot left or right
x += xVel;
//If the dot went too far to the left or right
if( ( x < 0 ) || ( x + DOT_WIDTH > LEVEL_WIDTH ) )
{
//move back
x -= xVel;
}
//Move the dot up or down
y += yVel;
//If the dot went too far up or down
if( ( y < 0 ) || ( y + DOT_HEIGHT > LEVEL_HEIGHT ) )
{
//move back
y -= yVel;
}
}
void Dot::show()
{
//Show the dot
apply_surface( x - camera.x, y - camera.y, dot, screen );
}
void Dot::set_camera()
{
//Center the camera over the dot
camera.x = ( x + DOT_WIDTH / 2 ) - SCREEN_WIDTH / 2;
camera.y = ( y + DOT_HEIGHT / 2 ) - SCREEN_HEIGHT / 2;
//Keep the camera in bounds.
if( camera.x < 0 )
{
camera.x = 0;
}
if( camera.y < 0 )
{
camera.y = 0;
}
if( camera.x > LEVEL_WIDTH - camera.w )
{
camera.x = LEVEL_WIDTH - camera.w;
}
if( camera.y > LEVEL_HEIGHT - camera.h )
{
camera.y = LEVEL_HEIGHT - camera.h;
}
}
Timer::Timer()
{
//Initialize the variables
startTicks = 0;
pausedTicks = 0;
paused = false;
started = false;
}
void Timer::start()
{
//Start the timer
started = true;
//Unpause the timer
paused = false;
//Get the current clock time
startTicks = SDL_GetTicks();
}
void Timer::stop()
{
//Stop the timer
started = false;
//Unpause the timer
paused = false;
}
void Timer::pause()
{
//If the timer is running and isn't already paused
if( ( started == true ) && ( paused == false ) )
{
//Pause the timer
paused = true;
//Calculate the paused ticks
pausedTicks = SDL_GetTicks() - startTicks;
}
}
void Timer::unpause()
{
//If the timer is paused
if( paused == true )
{
//Unpause the timer
paused = false;
//Reset the starting ticks
startTicks = SDL_GetTicks() - pausedTicks;
//Reset the paused ticks
pausedTicks = 0;
}
}
int Timer::get_ticks()
{
//If the timer is running
if( started == true )
{
//If the timer is paused
if( paused == true )
{
//Return the number of ticks when the timer was paused
return pausedTicks;
}
else
{
//Return the current time minus the start time
return SDL_GetTicks() - startTicks;
}
}
//If the timer isn't running
return 0;
}
bool Timer::is_started()
{
return started;
}
bool Timer::is_paused()
{
return paused;
}
int main( int argc, char* args[] )
{
//Quit flag
bool quit = false;
//The offsets of the background
int bgX = 0, bgY = 0;
//The dot
Dot myDot;
//The frame rate regulator
Timer fps;
//Initialize
if( init() == false )
{
return 1;
}
//Load the files
if( load_files() == false )
{
return 1;
}
//While the user hasn't quit
while( quit == false )
{
//Start the frame timer
fps.start();
//While there's events to handle
while( SDL_PollEvent( &event ) )
{
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