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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;
class Vector2{
public:
int x;
int y;
Vector2(int x,int y): x(x),y(y){}
Vector2(){x = 0;y = 0;}
void add(Vector2& other){
x += other.x;
y += other.y;
}
void scale(double scalar){
x*=scalar;
y*=scalar;
}
};
Vector2 addVectors(const Vector2& one,const Vector2& two){
Vector2 difference;
difference.x = one.x + two.x;
difference.y = one.y + two.y;
return difference;
}
class BlackRect{
public:
bool objectLeft = false;
bool objectRight = true;
Vector2 vec;
SDL_Rect spriteOneRect;
SDL_Surface* spriteOneSurface;
SDL_Texture* spriteOneTexture;
BlackRect(int x,int y,string fileName){
vec.x = x;
vec.y = y;
spriteOneSurface = IMG_Load(fileName.c_str());
spriteOneTexture = SDL_CreateTextureFromSurface(renderer,spriteOneSurface);
spriteOneRect.x = x;
spriteOneRect.y = y;
SDL_QueryTexture(spriteOneTexture,NULL,NULL,&spriteOneRect.w,&spriteOneRect.h);
}
BlackRect(){
vec.x = 250;
vec.y = 250;
}
void update(){
spriteOneRect.x = vec.x;
spriteOneRect.y = vec.y;
}
};
void render(BlackRect& br,BlackRect& rr){
SDL_RenderClear(renderer);
SDL_SetRenderDrawColor(renderer,255,255,255,255);
SDL_RenderCopy(renderer,br.spriteOneTexture,NULL,&br.spriteOneRect);
SDL_RenderCopy(renderer,rr.spriteOneTexture,NULL,&rr.spriteOneRect);
SDL_RenderPresent(renderer);
}
int SDL_main(int argc,char* argv[]){
init(); // init not included in snippet
bool quit = false;
bool jumping = false;
BlackRect br(20,400,"blockone.png");
BlackRect rr(400,200,"blockoneRed.png");
Vector2 gravity(0,1);
Vector2 velocity(2,-20);
Vector2 minusTwoPos(-20,-400);
Vector2 difference = addVectors(rr.vec,minusTwoPos);
cout << difference.x << " y == " << difference.y << endl;
while(true)
{
while(SDL_PollEvent(&event))
{
if(event.type == SDL_QUIT)
{
cleanUp();
return 0;
}
if(event.type == SDL_KEYDOWN)
{
int key = event.key.keysym.sym;
if(key == SDLK_b)
moveObject(br);
else if(key == SDLK_c){
br.vec.add(difference);
br.update();
}
}
}
if(jumping)
{
br.vec.add(velocity);
br.update();
velocity.add(gravity);
jumpSecond(br,400,jumping,velocity);
}
render(br,rr);
SDL_Delay(20);
}
cleanUp(); // clean up not included in snippet
}
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