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#include <iostream>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
using namespace std;
SDL_Renderer* renderer;
SDL_Window* window;
SDL_Texture* texture;
SDL_Surface* surface;
SDL_Event event;
SDL_Surface* spriteOneSurface;
SDL_Surface* spriteTwoSurface;
SDL_Texture* spriteOneTexture;
SDL_Texture* spriteTwoTexture;
SDL_Rect spriteOneRect;
SDL_Rect spriteTwoRect;
bool spriteOneUp = false;
bool spriteOneDown = false;
bool spriteOneLeft = false;
bool spriteOneRight = true;
bool spriteTwoUp = false;
bool spriteTwoDown = true;
bool spriteTwoleft = false;
bool spiteTwoRight = false;
int velocity = 2;
int velocityFirstObj = 2;
void render(){
SDL_RenderClear(renderer);
SDL_SetRenderDrawColor(renderer,255,255,255,255);
SDL_RenderCopy(renderer,spriteOneTexture,NULL,&spriteOneRect);
SDL_RenderCopy(renderer,spriteTwoTexture,NULL,&spriteTwoRect);
SDL_RenderPresent(renderer);
}
void init(){
if(SDL_Init(SDL_INIT_EVERYTHING) < 0)
cout << "fail" << endl;
if(!IMG_Init(IMG_INIT_PNG))
cout << "image fail" << endl;
window = SDL_CreateWindow("sdl",250,250,800,600,SDL_WINDOW_SHOWN);
renderer = SDL_CreateRenderer(window,-1,SDL_RENDERER_ACCELERATED);
spriteOneSurface = IMG_Load("blockOne.png");
spriteTwoSurface = IMG_Load("blockTwo.png");
spriteOneTexture = SDL_CreateTextureFromSurface(renderer,spriteOneSurface);
spriteTwoTexture = SDL_CreateTextureFromSurface(renderer,spriteTwoSurface);
spriteOneRect.x = 20;
spriteOneRect.y = 20;
SDL_QueryTexture(spriteOneTexture,NULL,NULL,&spriteOneRect.w,&spriteOneRect.h);
spriteTwoRect.x = 350;
spriteTwoRect.y = 20;
SDL_QueryTexture(spriteTwoTexture,NULL,NULL,&spriteTwoRect.w,&spriteTwoRect.h);
}
void cleanUp(){
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
window = NULL;
renderer = NULL;
SDL_Quit();
}
bool objectsColliding(SDL_Rect& one, SDL_Rect& two){
if(one.y >= two.y + two.h)
return false;
if(one.x >= two.x + two.w)
return false;
if(one.y + one.h <= two.y)
return false;
if(one.x + one.w <= two.x)
return false;
cout << "returning true :: collision" << endl;
return true;
}
bool collisionBounds(SDL_Rect &rect){
if(rect.y <= 0)
return true;
if(rect.y + rect.h >= 600)
return true;
if(rect.x <= 0)
return true;
if(rect.x + rect.w >= 800)
return true;
return false;
}
void moveObject(SDL_Rect& rect){
if(&rect == &spriteOneRect){
if(collisionBounds(rect)){
if(spriteOneLeft){
spriteOneLeft = false;
spriteOneRight = true;
}else{
spriteOneRight = false;
spriteOneLeft = true;
}
}
if(objectsColliding(spriteOneRect,spriteTwoRect)){
if(spriteOneLeft){
spriteOneLeft = false;
spriteOneRight = true;
}else{
spriteOneRight = false;
spriteOneLeft = true;
}
}
if(spriteOneLeft)
spriteOneRect.x-= velocityFirstObj;
else
spriteOneRect.x+= velocityFirstObj;
}
if(&rect == &spriteTwoRect){
if(collisionBounds(rect)){
if(spriteTwoDown){
spriteTwoDown = false;
spriteTwoUp = true;
}else{
spriteTwoUp = false;
spriteTwoDown = true;
}
}
if(objectsColliding(spriteOneRect,spriteTwoRect)){
if(spriteTwoUp){
spriteTwoUp = false;
spriteTwoDown = true;
}else{
spriteTwoDown = false;
spriteTwoUp = true;
}
}
if(spriteTwoDown)
spriteTwoRect.y+=2;
else
spriteTwoRect.y-=2;
}
}
int SDL_main(int argc,char* argv[]){
init();
bool quit = false;
while(!quit){
SDL_PollEvent(&event);
if(event.type == SDL_QUIT)
break;
if(event.type == SDL_KEYDOWN){
int bKey = event.key.keysym.sym;
if(bKey == SDLK_b)
velocityFirstObj += 2;
}
moveObject(spriteTwoRect);
moveObject(spriteOneRect);
SDL_Delay(2);
render();
}
cleanUp();
}
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