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#include"stdafx.h"
#include"SDL.h"
#include"SDL_ttf.h"
#include"SDL_image.h"
#include<vector>
#include <string>
#include <sstream>
using namespace std;
const int SCREEN_WIDTH = 1920;
const int SCREEN_HEIGHT = 1080;
const int SCREEN_BPP = 32;
SDL_Surface *background = NULL;
SDL_Surface *message = NULL;
SDL_Surface *screen = NULL;
SDL_Surface *boxA = NULL;
SDL_Surface *boxB = NULL;
SDL_Surface *collideMessage = NULL;
SDL_Surface *missMessage = NULL;
SDL_Surface *seconds = NULL;
//The event structure
SDL_Event event;
//The font
TTF_Font *font = NULL;
//The color of the font
SDL_Color textColor = { 0, 0, 0 };
SDL_Rect boxAz;
SDL_Rect boxBz;
bool collide;
bool quit = false;
bool check_collision();
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 = SDL_LoadBMP( 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;
}
//Initialize SDL_ttf
if( TTF_Init() == -1 )
{
return false;
}
//Set the window caption
SDL_WM_SetCaption( "Press an Arrow Key", NULL );
//If everything initialized fine
return true;
}
bool load_files()
{
//Load the background image
background = load_image( "background.bmp" );
boxA = load_image( "boxA.bmp" );
boxB = load_image( "boxB.bmp" );
font = TTF_OpenFont( "lazy.ttf", 20 );
//Open the font
//If there was a problem in loading the background
if( background == NULL || boxA == NULL || boxB == NULL )
{
return false;
}
//If there was an error in loading the font
if( font == NULL )
{
return false;
}
//If everything loaded fine
return true;
}
void clean_up()
{
//Free the surfaces
SDL_FreeSurface( background );
SDL_FreeSurface( boxA );
SDL_FreeSurface( boxB );
SDL_FreeSurface( missMessage );
SDL_FreeSurface( collideMessage );
//Close the font
TTF_CloseFont( font );
//Quit SDL_ttf
TTF_Quit();
//Quit SDL
SDL_Quit();
}
int main ( int argc, char* args[] ) {
std::stringstream time;
Uint32 start = 0;
bool running= true;
start = SDL_GetTicks();
if (init() == false) {
return false;
}
if (load_files() == false ) {
return false;
}
collideMessage = TTF_RenderText_Solid( font, "Collision detected!", textColor );
missMessage = TTF_RenderText_Solid( font, "No collisions detected.", textColor );
boxAz.x = 300;
boxAz.y = 300;
boxBz.x = 1000;
boxBz.y = 300;
message = missMessage;
//While the user hasn't quit
while( quit == false )
{//If message needs to be displayed
if( message != NULL )
{
check_collision();
//Apply the background to the screen
apply_surface( 0, 0, background, screen );
//Apply the message centered on the screen
apply_surface( 20,20, message, screen );
apply_surface ( boxAz.x, boxAz.y, boxA, screen);
apply_surface (boxBz.x, boxBz.y, boxB, screen);
//Null the surface pointer
} //Update the screen
//If there's an event to handle
if( SDL_PollEvent( &event ) )
{
//If the user has Xed out the window
if( event.type == SDL_QUIT )
{
//Quit the program
quit = true;
}
if (event.key.keysym.sym == SDLK_s )
if (running == true ) {
running = false;
start = 0;
}
else if (running == false ) {
running = true;
start = SDL_GetTicks();
}
}
Uint8 *keystates = SDL_GetKeyState (NULL);
if ( keystates[ SDLK_UP ] ) {
boxAz.y -= 20;
}
else if ( keystates[ SDLK_DOWN ]) {
boxAz.y += 20;
}
else if( keystates[ SDLK_LEFT]) {
boxAz.x -= 20;
}
else if ( keystates[ SDLK_RIGHT ]) {
boxAz.x += 20;
}
if (running == true ) {
time << "Timer: " << SDL_GetTicks() - start;
}
seconds = TTF_RenderText_Solid( font, time.str().c_str(), textColor);
apply_surface ( 300,20,seconds,screen);
time << " ";
if( SDL_Flip( screen ) == -1 )
{
return 1;
}
}
//Clean up
clean_up();
return 0;
}
bool check_collision() { //The sides of the rectangles
int leftA,leftB;
int rightA, rightB;
int topA, topB;
int bottomA, bottomB;
//Go through the A boxes
//Calculate the sides of rect A
leftA = boxAz.x;
rightA = boxAz.x + boxAz.w;
topA = boxAz.y;
bottomA = boxAz.y + boxAz.h;
//Go through the B boxes
//Calculate the sides of rect B
leftB = boxAz.x;
rightB = boxBz.x + boxBz.w;
topB = boxBz.y;
bottomB = boxBz.y + boxBz.h;
//If no sides from A are outside of B
if( ( ( bottomA <= topB ) || ( topA >= bottomB ) || ( rightA <= leftB ) || ( leftA >= rightB ) ) == false ) {
//A collision is detected
message = collideMessage;
return true; }
//If neither set of collision boxes touched
message = missMessage;
return false;
}
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