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#include <iostream>
#include <SDL.h>
#include <SDL_Image.h>
SDL_Surface* load_image(std::string filename, bool maketransparent = false)
{
//The image that's loaded
SDL_Surface* loadedImage = NULL;
//The optimized image that will be used
SDL_Surface* optimizedImage = NULL;
//Load the image
loadedImage = IMG_Load( filename.c_str() );
//If the image loaded
if( loadedImage != NULL )
{
//Log the image loading
std::cout << "Successfully loaded: " << filename << "\n";
//Create an optimized image
optimizedImage = SDL_DisplayFormat( loadedImage );
//Free the old image
SDL_FreeSurface( loadedImage );
//If the image was optimized just fine and the user specifies transparency
if( optimizedImage != NULL && maketransparent == true )
{
//Log the optimization
std::cout << "Generated optimized image for: " << filename << "\n";
//Map the color key
Uint32 colorkey = SDL_MapRGB( optimizedImage->format, 0xED, 0x0B, 0xB5 );
//Set all pixels of color R 0xED, G 0x0B, B 0xB5 to be transparent
SDL_SetColorKey( optimizedImage, SDL_SRCCOLORKEY, colorkey );
//Log the image transparency
std::cout << "Color-keyed: " << filename << "\n";
}
else
{
//Log the generated image
std::cout << "Generated optimized image for: " << filename << ", no color key\n";
}
}
else
{
std::cerr << "Failed to load: " << filename;
}
//Return the optimized image
return optimizedImage;
}
void apply_surface(int x, int y, SDL_Surface* source, SDL_Surface* destination)
{
//Make a temporary rectangle to hold the offsets
SDL_Rect offset;
//Give the offsets to the rectangle
offset.x = x;
offset.y = y;
//Blit the surface
SDL_BlitSurface( source, nullptr, destination, &offset );
}
//Board states
enum class BoardPieces
{
Board_Empty,
Board_X,
Board_O,
Board_Error
};
//Player enumaration
enum class PlayerTurn
{
Player_One,
Player_Two
};
int main ( int argc, char* argv[] )
{
//Surfaces
SDL_Surface* main_screen = nullptr;
SDL_Surface* background_image = nullptr;
SDL_Surface* x_image = nullptr;
SDL_Surface* o_image = nullptr;
//Events
SDL_Event event_var;
//Constants
const short screen_width = 600;
const short screen_height = 600;
const short screen_depth = 32;
const short board_width = 3;
const short board_height = 3;
//The game board
BoardPieces game_board[board_height][board_width] = {{BoardPieces::Board_Empty, BoardPieces::Board_Empty, BoardPieces::Board_Empty},
{BoardPieces::Board_Empty, BoardPieces::Board_Empty, BoardPieces::Board_Empty},
{BoardPieces::Board_Empty, BoardPieces::Board_Empty, BoardPieces::Board_Empty}};
//Game spaces
SDL_Rect board_rectangles[board_height][board_width] = {{1, 2, 3},
{4, 5, 6},
{7, 8, 9}};
for(int i = 0; i < board_height; i++)
{
for(int j = 0; j < board_width; j++)
{
board_rectangles[i][j].x = i*200;
board_rectangles[i][j].y = j*200;
board_rectangles[i][j].h = 200;
board_rectangles[i][j].w = 200;
std::cout << "x: " << board_rectangles[i][j].x << "\n";
std::cout << "y: " << board_rectangles[i][j].y << "\n";
std::cout << "h: " << board_rectangles[i][j].h << "\n";
std::cout << "w: " << board_rectangles[i][j].w << "\n";
std::cout << "\n";
}
}
//Other variables
bool quit_test = false;
PlayerTurn current_player = PlayerTurn::Player_One;
int mouse_x = 0;
int mouse_y = 0;
//Start SDL
if(SDL_Init(SDL_INIT_EVERYTHING) != 0)
{
return 1;
}
//Set the screen and initialize images
main_screen = SDL_SetVideoMode(screen_width, screen_height, screen_depth, SDL_SWSURFACE);
background_image = load_image("Background.png");
x_image = load_image("X-image.png", true);
o_image = load_image("O-image.png", true);
//Set background
for(int i = 0; i < 3; i ++)
{
for(int j = 0; j < 3; j ++)
{
apply_surface(i*200, j*200, background_image, main_screen);
}
}
if(SDL_Flip(main_screen) != 0)
{
return 1;
std::cerr << "Error flipping the screen at line " << __LINE__ << "\n";
}
//Main loop
while(quit_test == false)
{
//Event handling
while(SDL_PollEvent(&event_var))
{
if(event_var.type == SDL_QUIT)
{
quit_test = true;
}
//Check for a mouse button
if(event_var.type == SDL_MOUSEBUTTONDOWN)
{
if(event_var.button.button == SDL_BUTTON_LEFT)
{
mouse_x = event_var.button.x;
mouse_y = event_var.button.y;
}
}
}
//Logic handling
for(int i = 0; i < 3; i ++)
{
for(int j = 0; j < board_width; j++)
{
if(current_player == PlayerTurn::Player_One)
{
if(mouse_x > board_rectangles[i][j].x && mouse_x < board_rectangles[i][j].w && mouse_y > board_rectangles[i][j].y && mouse_y < board_rectangles[i][j].h)
{
game_board[i][j] = BoardPieces::Board_X;
current_player = PlayerTurn::Player_Two;
mouse_x = 0;
mouse_y = 0;
apply_surface(i*200, j*200, background_image, main_screen);
apply_surface(i*200, j*200, x_image, main_screen);
if(SDL_Flip(main_screen) != 0)
{
std::cerr << "Error flipping the screen at line " << __LINE__ << "\n";
}
}
}
if(current_player == PlayerTurn::Player_Two)
{
if(mouse_x > board_rectangles[i][j].x && mouse_x < board_rectangles[i][j].w && mouse_y > board_rectangles[i][j].y && mouse_y < board_rectangles[i][j].h)
{
game_board[i][j] = BoardPieces::Board_O;
current_player = PlayerTurn::Player_One;
mouse_x = 0;
mouse_y = 0;
apply_surface(i*200, j*200, background_image, main_screen);
apply_surface(i*200, j*200, o_image, main_screen);
if(SDL_Flip(main_screen) != 0)
{
std::cerr << "Error flipping the screen at line " << __LINE__ << "\n";
}
}
}
}
}
}
//Free all memory and quit
SDL_FreeSurface(main_screen);
SDL_FreeSurface(background_image);
SDL_FreeSurface(x_image);
SDL_FreeSurface(o_image);
SDL_Quit();
return 0;
}
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