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#include <SDL.h>
#include <SDL_image.h>
#include <stdio.h>
#include <string>
using namespace std;
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
const int gravity = 2;
const int DOT_VEL = 10;
SDL_Window* gWindow;
SDL_Renderer* gRenderer;
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
class LTexture // class for loading the dot image and rendering it's position
{
public:
void loadimage(string path);
void renderimage(int x , int y);
int getwidth();
int getheight();
private:
SDL_Texture* mTexture;
int mWidth;
int mHeight;
}ltext;
void LTexture::loadimage(string path) // once we pass in the image , we wont have to pass it in anymore
{
SDL_Surface* newsurface = IMG_Load(path.c_str());
SDL_Texture* newtexture;
mWidth = newsurface->w;
mHeight = newsurface->h;
SDL_SetColorKey(newsurface,SDL_TRUE,SDL_MapRGB(newsurface->format,0,0xFF,0xFF));
newtexture = SDL_CreateTextureFromSurface(gRenderer,newsurface);
mTexture = newtexture;
}
void LTexture::renderimage(int x , int y)
{
SDL_Rect renderquad = {x , y , mWidth , mHeight};
SDL_RenderCopy(gRenderer,mTexture,NULL,&renderquad);
}
int LTexture::getwidth()
{
return mWidth;
}
int LTexture::getheight()
{
return mHeight;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
class DDott // the class for handling the dot's movement events
// updating it's position and applying the gravity on the dot.
{
public:
void eventhandle(SDL_Event a); // receiving event from the int main to
// handle the dot's movement.
void movement(SDL_Rect thewall); // add " wall " inside the brackets later
int gravitywork(); // function prototype for applying gravity on th edot
void render(int a,int b);
DDott();
int getposx();
int getposy();
private:
int mvelx , mvely; // the velocities of the dot on the x and y axis
int mposx , mposy; // the position of the dot on the x and y axis
SDL_Rect dotmov; // i warped the dot in a rectangle to make things easier
}mdot;
DDott::DDott()
{
mvelx = 0;
mvely = 0;
dotmov.x = 0;
dotmov.y = 0;
dotmov.w = ltext.getwidth();
dotmov.h = ltext.getheight();
}
void DDott::eventhandle(SDL_Event e)
{
if(e.type == SDL_KEYDOWN && e.key.repeat == 0) // if were pressing down a key
{
if(e.key.keysym.sym == SDLK_UP)
{
mvely = mvely - DOT_VEL;
}
if(e.key.keysym.sym == SDLK_DOWN)
{
mvely = mvely + DOT_VEL;
}
else if(e.key.keysym.sym == SDLK_RIGHT)
{
mvelx = mvelx + DOT_VEL;
}
else if(e.key.keysym.sym == SDLK_LEFT)
{
mvelx = mvelx - DOT_VEL;
}
}
if(e.type == SDL_KEYUP && e.key.repeat == 0) // if a key is released
{
if(e.key.keysym.sym == SDLK_UP)
{
mvely = mvely + DOT_VEL;
}
if(e.key.keysym.sym == SDLK_DOWN)
{
mvely = mvely - DOT_VEL;
}
else if(e.key.keysym.sym == SDLK_RIGHT)
{
mvelx = mvelx - DOT_VEL;
}
else if(e.key.keysym.sym == SDLK_LEFT)
{
mvelx = mvelx + DOT_VEL;
}
}
}
bool checkCollision( SDL_Rect a, SDL_Rect b ) //the collision checking function
//between "wall" rect and the dot.
{
//The sides of the rectangles
int leftA, leftB;
int rightA, rightB;
int topA, topB;
int bottomA, bottomB;
//Calculate the sides of rect A
leftA = a.x;
rightA = a.x + a.w;
topA = a.y;
bottomA = a.y + a.h;
//Calculate the sides of rect B
leftB = b.x;
rightB = b.x + b.w;
topB = b.y;
bottomB = b.y + b.h;
//If any of the sides from A are outside of B
if( bottomA <= topB )
{
return false;
}
if( topA >= bottomB )
{
return false;
}
if( rightA <= leftB )
{
return false;
}
if( leftA >= rightB )
{
return false;
}
//If none of the sides from A are outside B
return true;
}
void DDott::movement(SDL_Rect thewall) // "thewall" is inside to allow a pass of
// this parameter to another function to
// check for collisions.
{
dotmov.x = dotmov.x + mvelx;
if( (dotmov.x< 0) || (dotmov.x + dotmov.w >= (SCREEN_WIDTH - DOT_VEL)) || (checkCollision(dotmov,thewall)) ) // here we are checking the collision if the dot went out of the screen's region and if the ball hit "thewall" rectangle
{
dotmov.x = dotmov.x - mvelx;
}
dotmov.y = dotmov.y + mvely;
if((dotmov.y < 0 )|| (dotmov.y + dotmov.h > (SCREEN_HEIGHT - 22) )|| (checkCollision(thewall,dotmov)) )
{
dotmov.y = dotmov.y - mvely;
}
}
int DDott::gravitywork() // this is for applying the gravity on the dot
{
if(dotmov.y + dotmov.h > (SCREEN_HEIGHT - 22))
{
dotmov.y = dotmov.y - mvely;
}
else
{
dotmov.y = dotmov.y + gravity;
}
}
void DDott::render(int a , int b) // rendering the dot's x and y to the screen.
{
ltext.renderimage(a , b);
}
int DDott::getposx()
{
return dotmov.x;
}
int DDott::getposy()
{
return dotmov.y;
}
void init()
{
gWindow = SDL_CreateWindow("Collision + movment",SDL_WINDOWPOS_UNDEFINED,SDL_WINDOWPOS_UNDEFINED,SCREEN_WIDTH,SCREEN_HEIGHT,SDL_WINDOW_SHOWN);
gRenderer = SDL_CreateRenderer(gWindow,-1,SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
ltext.loadimage("dot.bmp"); // from here we go to the second part in our program the texture class to load the image and create a copy of it
}
int main(int argc, char* argv[])
{
SDL_Rect wall = {200,420,500,20};
bool quit = false;
init();
SDL_Event e;
while(quit == false)
{
while(SDL_PollEvent(&e)!=0)
{
if(e.type == SDL_QUIT)
{
quit = true;
}
mdot.eventhandle(e);
}
mdot.gravitywork();
mdot.movement(wall); // mwall.y - mwall.h
SDL_SetRenderDrawColor(gRenderer,0xFF,0xFF,0xFF,0xFF);
SDL_RenderClear(gRenderer);
mdot.render(mdot.getposx(),mdot.getposy());
SDL_SetRenderDrawColor(gRenderer,0xFF,0x00,0x00,0xFF);
SDL_RenderFillRect(gRenderer,&wall);
SDL_RenderPresent(gRenderer);
}
return 0;
}
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