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194 lines
5.0 KiB
194 lines
5.0 KiB
/* |
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Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org> |
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This software is provided 'as-is', without any express or implied |
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warranty. In no event will the authors be held liable for any damages |
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arising from the use of this software. |
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Permission is granted to anyone to use this software for any purpose, |
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including commercial applications, and to alter it and redistribute it |
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freely. |
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*/ |
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/* Simple program: Move N sprites around on the screen as fast as possible */ |
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#include <stdlib.h> |
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#include <stdio.h> |
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#include <time.h> |
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#ifdef __EMSCRIPTEN__ |
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#include <emscripten/emscripten.h> |
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#endif |
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#include "SDL.h" |
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#define WINDOW_WIDTH 640 |
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#define WINDOW_HEIGHT 480 |
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#define NUM_SPRITES 100 |
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#define MAX_SPEED 1 |
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static SDL_Texture *sprite; |
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static SDL_Rect positions[NUM_SPRITES]; |
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static SDL_Rect velocities[NUM_SPRITES]; |
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static int sprite_w, sprite_h; |
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SDL_Renderer *renderer; |
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int done; |
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/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ |
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static void |
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quit(int rc) |
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{ |
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exit(rc); |
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} |
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int |
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LoadSprite(char *file, SDL_Renderer *renderer) |
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{ |
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SDL_Surface *temp; |
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/* Load the sprite image */ |
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temp = SDL_LoadBMP(file); |
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if (temp == NULL) { |
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s\n", file, SDL_GetError()); |
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return (-1); |
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} |
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sprite_w = temp->w; |
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sprite_h = temp->h; |
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/* Set transparent pixel as the pixel at (0,0) */ |
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if (temp->format->palette) { |
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SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels); |
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} else { |
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switch (temp->format->BitsPerPixel) { |
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case 15: |
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SDL_SetColorKey(temp, SDL_TRUE, |
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(*(Uint16 *) temp->pixels) & 0x00007FFF); |
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break; |
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case 16: |
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SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels); |
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break; |
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case 24: |
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SDL_SetColorKey(temp, SDL_TRUE, |
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(*(Uint32 *) temp->pixels) & 0x00FFFFFF); |
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break; |
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case 32: |
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SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels); |
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break; |
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} |
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} |
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/* Create textures from the image */ |
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sprite = SDL_CreateTextureFromSurface(renderer, temp); |
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if (!sprite) { |
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError()); |
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SDL_FreeSurface(temp); |
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return (-1); |
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} |
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SDL_FreeSurface(temp); |
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/* We're ready to roll. :) */ |
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return (0); |
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} |
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void |
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MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite) |
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{ |
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int i; |
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int window_w = WINDOW_WIDTH; |
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int window_h = WINDOW_HEIGHT; |
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SDL_Rect *position, *velocity; |
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/* Draw a gray background */ |
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SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF); |
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SDL_RenderClear(renderer); |
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/* Move the sprite, bounce at the wall, and draw */ |
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for (i = 0; i < NUM_SPRITES; ++i) { |
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position = &positions[i]; |
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velocity = &velocities[i]; |
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position->x += velocity->x; |
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if ((position->x < 0) || (position->x >= (window_w - sprite_w))) { |
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velocity->x = -velocity->x; |
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position->x += velocity->x; |
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} |
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position->y += velocity->y; |
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if ((position->y < 0) || (position->y >= (window_h - sprite_h))) { |
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velocity->y = -velocity->y; |
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position->y += velocity->y; |
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} |
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/* Blit the sprite onto the screen */ |
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SDL_RenderCopy(renderer, sprite, NULL, position); |
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} |
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/* Update the screen! */ |
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SDL_RenderPresent(renderer); |
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} |
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void loop() |
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{ |
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SDL_Event event; |
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/* Check for events */ |
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while (SDL_PollEvent(&event)) { |
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if (event.type == SDL_QUIT || event.type == SDL_KEYDOWN) { |
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done = 1; |
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} |
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} |
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MoveSprites(renderer, sprite); |
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#ifdef __EMSCRIPTEN__ |
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if (done) { |
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emscripten_cancel_main_loop(); |
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} |
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#endif |
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} |
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int |
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main(int argc, char *argv[]) |
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{ |
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SDL_Window *window; |
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int i; |
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/* Enable standard application logging */ |
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SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); |
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if (SDL_CreateWindowAndRenderer(WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer) < 0) { |
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quit(2); |
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} |
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if (LoadSprite("icon.bmp", renderer) < 0) { |
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quit(2); |
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} |
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/* Initialize the sprite positions */ |
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srand(time(NULL)); |
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for (i = 0; i < NUM_SPRITES; ++i) { |
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positions[i].x = rand() % (WINDOW_WIDTH - sprite_w); |
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positions[i].y = rand() % (WINDOW_HEIGHT - sprite_h); |
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positions[i].w = sprite_w; |
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positions[i].h = sprite_h; |
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velocities[i].x = 0; |
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velocities[i].y = 0; |
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while (!velocities[i].x && !velocities[i].y) { |
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velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; |
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} |
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} |
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/* Main render loop */ |
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done = 0; |
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#ifdef __EMSCRIPTEN__ |
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emscripten_set_main_loop(loop, 0, 1); |
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#else |
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while (!done) { |
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loop(); |
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} |
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#endif |
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quit(0); |
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return 0; /* to prevent compiler warning */ |
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} |
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/* vi: set ts=4 sw=4 expandtab: */
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