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lala.cpp
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/*This source code copyrighted by Lazy Foo' Productions (2004-2019)
and may not be redistributed without written permission.*/
//Using SDL, SDL_image, standard IO, strings, and file streams
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <stdio.h>
#include <string>
#include <fstream>
//Screen dimension constants
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
//The dimensions of the level
const int LEVEL_WIDTH = 1280;
const int LEVEL_HEIGHT = 960;
//Tile constants
const int TILE_WIDTH = 80;
const int TILE_HEIGHT = 80;
const int TOTAL_TILES = 192;
const int TOTAL_TILE_SPRITES = 12;
//The different tile sprites
const int TILE_RED = 0;
const int TILE_GREEN = 1;
const int TILE_BLUE = 2;
const int TILE_CENTER = 3;
const int TILE_TOP = 4;
const int TILE_TOPRIGHT = 5;
const int TILE_RIGHT = 6;
const int TILE_BOTTOMRIGHT = 7;
const int TILE_BOTTOM = 8;
const int TILE_BOTTOMLEFT = 9;
const int TILE_LEFT = 10;
const int TILE_TOPLEFT = 11;
//Texture wrapper class
class LTexture
{
public:
//Initializes variables
LTexture();
//Deallocates memory
~LTexture();
//Loads image at specified path
bool loadFromFile( std::string path );
#if defined(_SDL_TTF_H) || defined(SDL_TTF_H)
//Creates image from font string
bool loadFromRenderedText( std::string textureText, SDL_Color textColor );
#endif
//Deallocates texture
void free();
//Set color modulation
void setColor( Uint8 red, Uint8 green, Uint8 blue );
//Set blending
void setBlendMode( SDL_BlendMode blending );
//Set alpha modulation
void setAlpha( Uint8 alpha );
//Renders texture at given point
void render( int x, int y, SDL_Rect* clip = NULL, double angle = 0.0, SDL_Point* center = NULL, SDL_RendererFlip flip = SDL_FLIP_NONE );
//Gets image dimensions
int getWidth();
int getHeight();
private:
//The actual hardware texture
SDL_Texture* mTexture;
//Image dimensions
int mWidth;
int mHeight;
};
//The tile
class Tile
{
public:
//Initializes position and type
Tile( int x, int y, int tileType );
//Shows the tile
void render( );
//Get the tile type
int getType();
//Get the collision box
SDL_Rect getBox();
private:
//The attributes of the tile
SDL_Rect mBox;
//The tile type
int mType;
};
//The dot that will move around on the screen
class Dot
{
public:
//The dimensions of the dot
static const int DOT_WIDTH = 20;
static const int DOT_HEIGHT = 20;
//Maximum axis velocity of the dot
static const int DOT_VEL = 10;
//Initializes the variables
Dot();
//Takes key presses and adjusts the dot's velocity
void handleEvent( SDL_Event& e );
//Moves the dot and check collision against tiles
void move( Tile *tiles[] );
//Centers the camera over the dot
void setCamera( SDL_Rect& camera );
//Shows the dot on the screen
void render();
private:
//Collision box of the dot
SDL_Rect mBox;
//The velocity of the dot
int mVelX, mVelY;
};
//Starts up SDL and creates window
bool init();
//Loads media
bool loadMedia( Tile* tiles[] );
//Frees media and shuts down SDL
void close( Tile* tiles[] );
//Box collision detector
bool checkCollision( SDL_Rect a, SDL_Rect b );
//Checks collision box against set of tiles
bool touchesWall( SDL_Rect box, Tile* tiles[] );
//Sets tiles from tile map
bool setTiles( Tile *tiles[] );
//The window we'll be rendering to
SDL_Window* gWindow = NULL;
//The window renderer
SDL_Renderer* gRenderer = NULL;
//Scene textures
LTexture gDotTexture;
LTexture gTileTexture;
SDL_Rect gTileClips[ TOTAL_TILE_SPRITES ];
LTexture::LTexture()
{
//Initialize
mTexture = NULL;
mWidth = 0;
mHeight = 0;
}
LTexture::~LTexture()
{
//Deallocate
free();
}
bool LTexture::loadFromFile( std::string path )
{
//Get rid of preexisting texture
free();
//The final texture
SDL_Texture* newTexture = NULL;
//Load image at specified path
SDL_Surface* loadedSurface = IMG_Load( path.c_str() );
if( loadedSurface == NULL )
{
printf( "Unable to load image %s! SDL_image Error: %s\n", path.c_str(), IMG_GetError() );
}
else
{
//Color key image
SDL_SetColorKey( loadedSurface, SDL_TRUE, SDL_MapRGB( loadedSurface->format, 0, 0xFF, 0xFF ) );
//Create texture from surface pixels
newTexture = SDL_CreateTextureFromSurface( gRenderer, loadedSurface );
if( newTexture == NULL )
{
printf( "Unable to create texture from %s! SDL Error: %s\n", path.c_str(), SDL_GetError() );
}
else
{
//Get image dimensions
mWidth = loadedSurface->w;
mHeight = loadedSurface->h;
}
//Get rid of old loaded surface
SDL_FreeSurface( loadedSurface );
}
//Return success
mTexture = newTexture;
return mTexture != NULL;
}
#if defined(_SDL_TTF_H) || defined(SDL_TTF_H)
bool LTexture::loadFromRenderedText( std::string textureText, SDL_Color textColor )
{
//Get rid of preexisting texture
free();
//Render text surface
SDL_Surface* textSurface = TTF_RenderText_Solid( gFont, textureText.c_str(), textColor );
if( textSurface != NULL )
{
//Create texture from surface pixels
mTexture = SDL_CreateTextureFromSurface( gRenderer, textSurface );
if( mTexture == NULL )
{
printf( "Unable to create texture from rendered text! SDL Error: %s\n", SDL_GetError() );
}
else
{
//Get image dimensions
mWidth = textSurface->w;
mHeight = textSurface->h;
}
//Get rid of old surface
SDL_FreeSurface( textSurface );
}
else
{
printf( "Unable to render text surface! SDL_ttf Error: %s\n", TTF_GetError() );
}
//Return success
return mTexture != NULL;
}
#endif
void LTexture::free()
{
//Free texture if it exists
if( mTexture != NULL )
{
SDL_DestroyTexture( mTexture );
mTexture = NULL;
mWidth = 0;
mHeight = 0;
}
}
void LTexture::setColor( Uint8 red, Uint8 green, Uint8 blue )
{
//Modulate texture rgb
SDL_SetTextureColorMod( mTexture, red, green, blue );
}
void LTexture::setBlendMode( SDL_BlendMode blending )
{
//Set blending function
SDL_SetTextureBlendMode( mTexture, blending );
}
void LTexture::setAlpha( Uint8 alpha )
{
//Modulate texture alpha
SDL_SetTextureAlphaMod( mTexture, alpha );
}
void LTexture::render( int x, int y, SDL_Rect* clip, double angle, SDL_Point* center, SDL_RendererFlip flip )
{
//Set rendering space and render to screen
SDL_Rect renderQuad = { x, y, mWidth, mHeight };
//Set clip rendering dimensions
if( clip != NULL )
{
renderQuad.w = clip->w;
renderQuad.h = clip->h;
}
//Render to screen
SDL_RenderCopyEx( gRenderer, mTexture, clip, &renderQuad, angle, center, flip );
}
int LTexture::getWidth()
{
return mWidth;
}
int LTexture::getHeight()
{
return mHeight;
}
Tile::Tile( int x, int y, int tileType )
{
//Get the offsets
mBox.x = x;
mBox.y = y;
//Set the collision box
mBox.w = TILE_WIDTH;
mBox.h = TILE_HEIGHT;
//Get the tile type
mType = tileType;
}
void Tile::render()
{
gTileTexture.render( mBox.x, mBox.y, &gTileClips[ mType ] );
}
int Tile::getType()
{
return mType;
}
SDL_Rect Tile::getBox()
{
return mBox;
}
Dot::Dot()
{
//Initialize the collision box
mBox.x = 0;
mBox.y = 0;
mBox.w = DOT_WIDTH;
mBox.h = DOT_HEIGHT;
//Initialize the velocity
mVelX = 0;
mVelY = 0;
}
void Dot::handleEvent( SDL_Event& e )
{
//If a key was pressed
if( e.type == SDL_KEYDOWN && e.key.repeat == 0 )
{
//Adjust the velocity
switch( e.key.keysym.sym )
{
case SDLK_UP: mVelY -= DOT_VEL; break;
case SDLK_DOWN: mVelY += DOT_VEL; break;
case SDLK_LEFT: mVelX -= DOT_VEL; break;
case SDLK_RIGHT: mVelX += DOT_VEL; break;
}
}
//If a key was released
else if( e.type == SDL_KEYUP && e.key.repeat == 0 )
{
//Adjust the velocity
switch( e.key.keysym.sym )
{
case SDLK_UP: mVelY += DOT_VEL; break;
case SDLK_DOWN: mVelY -= DOT_VEL; break;
case SDLK_LEFT: mVelX += DOT_VEL; break;
case SDLK_RIGHT: mVelX -= DOT_VEL; break;
}
}
}
void Dot::move( Tile *tiles[] )
{
//Move the dot left or right
mBox.x += mVelX;
//If the dot went too far to the left or right or touched a wall
if( ( mBox.x < 0 ) || ( mBox.x + DOT_WIDTH > LEVEL_WIDTH ) || touchesWall( mBox, tiles ) )
{
//move back
mBox.x -= mVelX;
}
//Move the dot up or down
mBox.y += mVelY;
//If the dot went too far up or down or touched a wall
if( ( mBox.y < 0 ) || ( mBox.y + DOT_HEIGHT > LEVEL_HEIGHT ) || touchesWall( mBox, tiles ) )
{
//move back
mBox.y -= mVelY;
}
}
void Dot::render( )
{
//Show the dot
gDotTexture.render( mBox.x, mBox.y);
}
bool init()
{
//Initialization flag
bool success = true;
//Initialize SDL
if( SDL_Init( SDL_INIT_VIDEO ) < 0 )
{
printf( "SDL could not initialize! SDL Error: %s\n", SDL_GetError() );
success = false;
}
else
{
//Set texture filtering to linear
if( !SDL_SetHint( SDL_HINT_RENDER_SCALE_QUALITY, "1" ) )
{
printf( "Warning: Linear texture filtering not enabled!" );
}
//Create window
gWindow = SDL_CreateWindow( "SDL Tutorial", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN );
if( gWindow == NULL )
{
printf( "Window could not be created! SDL Error: %s\n", SDL_GetError() );
success = false;
}
else
{
//Create renderer for window
gRenderer = SDL_CreateRenderer( gWindow, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC );
if( gRenderer == NULL )
{
printf( "Renderer could not be created! SDL Error: %s\n", SDL_GetError() );
success = false;
}
else
{
//Initialize renderer color
SDL_SetRenderDrawColor( gRenderer, 0xFF, 0xFF, 0xFF, 0xFF );
//Initialize PNG loading
int imgFlags = IMG_INIT_PNG;
if( !( IMG_Init( imgFlags ) & imgFlags ) )
{
printf( "SDL_image could not initialize! SDL_image Error: %s\n", IMG_GetError() );
success = false;
}
}
}
}
return success;
}
bool loadMedia( Tile* tiles[] )
{
//Loading success flag
bool success = true;
//Load dot texture
if( !gDotTexture.loadFromFile( "dot.bmp" ) )
{
printf( "Failed to load dot texture!\n" );
success = false;
}
//Load tile texture
if( !gTileTexture.loadFromFile( "tiles.png" ) )
{
printf( "Failed to load tile set texture!\n" );
success = false;
}
//Load tile map
if( !setTiles( tiles ) )
{
printf( "Failed to load tile set!\n" );
success = false;
}
return success;
}
void close( Tile* tiles[] )
{
//Deallocate tiles
for( int i = 0; i < TOTAL_TILES; ++i )
{
if( tiles[ i ] == NULL )
{
delete tiles[ i ];
tiles[ i ] = NULL;
}
}
//Free loaded images
gDotTexture.free();
gTileTexture.free();
//Destroy window
SDL_DestroyRenderer( gRenderer );
SDL_DestroyWindow( gWindow );
gWindow = NULL;
gRenderer = NULL;
//Quit SDL subsystems
IMG_Quit();
SDL_Quit();
}
bool checkCollision( SDL_Rect a, SDL_Rect b )
{
//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;
}
bool setTiles( Tile* tiles[] )
{
//Success flag
bool tilesLoaded = true;
//The tile offsets
int x = 0, y = 0;
//Open the map
std::ifstream map( "lazy.map" );
//If the map couldn't be loaded
if( map.fail() )
{
printf( "Unable to load map file!\n" );
tilesLoaded = false;
}
else
{
//Initialize the tiles
for( int i = 0; i < TOTAL_TILES; ++i )
{
//Determines what kind of tile will be made
int tileType = -1;
//Read tile from map file
map >> tileType;
//If the was a problem in reading the map
if( map.fail() )
{
//Stop loading map
printf( "Error loading map: Unexpected end of file!\n" );
tilesLoaded = false;
break;
}
//If the number is a valid tile number
if( ( tileType >= 0 ) && ( tileType < TOTAL_TILE_SPRITES ) )
{
tiles[ i ] = new Tile( x, y, tileType );
}
//If we don't recognize the tile type
else
{
//Stop loading map
printf( "Error loading map: Invalid tile type at %d!\n", i );
tilesLoaded = false;
break;
}
//Move to next tile spot
x += TILE_WIDTH;
//If we've gone too far
if( x >= SCREEN_WIDTH )
{
//Move back
x = 0;
//Move to the next row
y += TILE_HEIGHT;
}
}
//Clip the sprite sheet
if( tilesLoaded )
{
gTileClips[ TILE_RED ].x = 0;
gTileClips[ TILE_RED ].y = 0;
gTileClips[ TILE_RED ].w = TILE_WIDTH;
gTileClips[ TILE_RED ].h = TILE_HEIGHT;
gTileClips[ TILE_GREEN ].x = 0;
gTileClips[ TILE_GREEN ].y = 80;
gTileClips[ TILE_GREEN ].w = TILE_WIDTH;
gTileClips[ TILE_GREEN ].h = TILE_HEIGHT;
gTileClips[ TILE_BLUE ].x = 0;
gTileClips[ TILE_BLUE ].y = 160;
gTileClips[ TILE_BLUE ].w = TILE_WIDTH;
gTileClips[ TILE_BLUE ].h = TILE_HEIGHT;
gTileClips[ TILE_TOPLEFT ].x = 80;
gTileClips[ TILE_TOPLEFT ].y = 0;
gTileClips[ TILE_TOPLEFT ].w = TILE_WIDTH;
gTileClips[ TILE_TOPLEFT ].h = TILE_HEIGHT;
gTileClips[ TILE_LEFT ].x = 80;
gTileClips[ TILE_LEFT ].y = 80;
gTileClips[ TILE_LEFT ].w = TILE_WIDTH;
gTileClips[ TILE_LEFT ].h = TILE_HEIGHT;
gTileClips[ TILE_BOTTOMLEFT ].x = 80;
gTileClips[ TILE_BOTTOMLEFT ].y = 160;
gTileClips[ TILE_BOTTOMLEFT ].w = TILE_WIDTH;
gTileClips[ TILE_BOTTOMLEFT ].h = TILE_HEIGHT;
gTileClips[ TILE_TOP ].x = 160;
gTileClips[ TILE_TOP ].y = 0;
gTileClips[ TILE_TOP ].w = TILE_WIDTH;
gTileClips[ TILE_TOP ].h = TILE_HEIGHT;
gTileClips[ TILE_CENTER ].x = 160;
gTileClips[ TILE_CENTER ].y = 80;
gTileClips[ TILE_CENTER ].w = TILE_WIDTH;
gTileClips[ TILE_CENTER ].h = TILE_HEIGHT;
gTileClips[ TILE_BOTTOM ].x = 160;
gTileClips[ TILE_BOTTOM ].y = 160;
gTileClips[ TILE_BOTTOM ].w = TILE_WIDTH;
gTileClips[ TILE_BOTTOM ].h = TILE_HEIGHT;
gTileClips[ TILE_TOPRIGHT ].x = 240;
gTileClips[ TILE_TOPRIGHT ].y = 0;
gTileClips[ TILE_TOPRIGHT ].w = TILE_WIDTH;
gTileClips[ TILE_TOPRIGHT ].h = TILE_HEIGHT;
gTileClips[ TILE_RIGHT ].x = 240;
gTileClips[ TILE_RIGHT ].y = 80;
gTileClips[ TILE_RIGHT ].w = TILE_WIDTH;
gTileClips[ TILE_RIGHT ].h = TILE_HEIGHT;
gTileClips[ TILE_BOTTOMRIGHT ].x = 240;
gTileClips[ TILE_BOTTOMRIGHT ].y = 160;
gTileClips[ TILE_BOTTOMRIGHT ].w = TILE_WIDTH;
gTileClips[ TILE_BOTTOMRIGHT ].h = TILE_HEIGHT;
}
}
//Close the file
map.close();
//If the map was loaded fine
return tilesLoaded;
}
bool touchesWall( SDL_Rect box, Tile* tiles[] )
{
//Go through the tiles
for( int i = 0; i < TOTAL_TILES; ++i )
{
//If the tile is a wall type tile
if( ( tiles[ i ]->getType() >= TILE_CENTER ) && ( tiles[ i ]->getType() <= TILE_TOPLEFT ) )
{
//If the collision box touches the wall tile
if( checkCollision( box, tiles[ i ]->getBox() ) )
{
return true;
}
}
}
//If no wall tiles were touched
return false;
}
int main( int argc, char* args[] )
{
//Start up SDL and create window
if( !init() )
{
printf( "Failed to initialize!\n" );
}
else
{
//The level tiles
Tile* tileSet[ TOTAL_TILES ];
//Load media
if( !loadMedia( tileSet ) )
{
printf( "Failed to load media!\n" );
}
else
{
//Main loop flag
bool quit = false;
//Event handler
SDL_Event e;
//The dot that will be moving around on the screen
Dot dot;
//Level camera
//While application is running
while( !quit )
{
//Handle events on queue
while( SDL_PollEvent( &e ) != 0 )
{
//User requests quit
if( e.type == SDL_QUIT )
{
quit = true;
}
//Handle input for the dot
dot.handleEvent( e );
}
//Move the dot
dot.move( tileSet );
//Clear screen
SDL_SetRenderDrawColor( gRenderer, 0xFF, 0xFF, 0xFF, 0xFF );
SDL_RenderClear( gRenderer );
//Render level
for( int i = 0; i < TOTAL_TILES; ++i )
{
tileSet[ i ]->render();
}
//Render dot
dot.render();
//Update screen
SDL_RenderPresent( gRenderer );
}
}
//Free resources and close SDL
close( tileSet );
}
return 0;
}