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#include <iostream> | |
#include <SDL2/SDL.h> | |
#include <SDL2/SDL_mixer.h> | |
#include <SDL2/SDL_image.h> | |
using namespace std; | |
SDL_Texture* LoadTexture(SDL_Renderer* render, const char* name); | |
bool processInput(bool b[4]); | |
int main (int argc, char* args[]) { | |
const int screen_width = 640; | |
const int screen_height =480; | |
bool b[4] = {0,0,0,0}; | |
SDL_Init(SDL_INIT_EVERYTHING); | |
SDL_Window* window = NULL; | |
window = SDL_CreateWindow("Pong", 100, 100, screen_width, screen_height, SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE ); | |
if (window == NULL) { | |
cout << "Window load Error!" << endl; | |
exit(1); | |
} | |
SDL_Renderer* render = NULL; | |
render = SDL_CreateRenderer(window, -1, 0); | |
if(render == NULL) { | |
cout << "Rendering Error!" << SDL_GetError() << endl; | |
exit(1); | |
} | |
SDL_Texture* stage1_image = NULL; | |
stage1_image = LoadTexture(render,"stage1.png"); | |
SDL_Rect stage1_rect; | |
stage1_rect.x = 10; | |
stage1_rect.y = 10; | |
stage1_rect.w = screen_width; | |
stage1_rect.h = screen_height; | |
SDL_Texture* red_bar_image = NULL; | |
red_bar_image = LoadTexture(render, "redbar.png"); | |
SDL_Rect red_bar_rect; | |
red_bar_rect.x = 10; | |
red_bar_rect.y = 240; | |
red_bar_rect.w = 50; | |
red_bar_rect.h = 50; | |
SDL_Texture* blue_bar_image = NULL; | |
blue_bar_image = LoadTexture(render, "bluebar.png"); | |
SDL_Rect blue_bar_rect; | |
blue_bar_rect.x = 580; | |
blue_bar_rect.y = 240; | |
blue_bar_rect.w = 50; | |
blue_bar_rect.h = 50; | |
SDL_Texture* ball_image = NULL; | |
ball_image = LoadTexture(render, "ball.png"); | |
SDL_Rect ball_rect; | |
ball_rect.x = 320; | |
ball_rect.y = 240; | |
ball_rect.w = 75; | |
ball_rect.h = 50; | |
//MainEvent is to poll event in wile loop | |
while(processInput(b)) { | |
if(b[0]) { | |
red_bar_rect.y -= 3; | |
} | |
if (b[1]) { | |
red_bar_rect.y += 3; | |
} | |
if(b[2]) { | |
blue_bar_rect.y -= 3; | |
} | |
if(b[3]) { | |
blue_bar_rect.y += 3; | |
} | |
ball_rect.x -= 5; | |
if (ball_rect.x <= red_bar_rect.x) { | |
ball_rect.x = 320; | |
} | |
SDL_RenderClear(render); | |
SDL_RenderCopy(render, stage1_image, NULL, &stage1_rect); | |
SDL_RenderCopy(render, red_bar_image, NULL, &red_bar_rect); | |
SDL_RenderCopy(render, blue_bar_image, NULL, &blue_bar_rect); | |
SDL_RenderCopy(render, ball_image, NULL, &ball_rect); | |
SDL_RenderPresent(render); | |
} | |
SDL_DestroyWindow(window); | |
SDL_DestroyRenderer(render); | |
SDL_DestroyTexture(stage1_image); | |
SDL_DestroyTexture(red_bar_image); | |
SDL_DestroyTexture(blue_bar_image); | |
SDL_DestroyTexture(ball_image); | |
} | |
SDL_Texture* LoadTexture(SDL_Renderer* render, const char* name) { | |
SDL_Texture* img = IMG_LoadTexture(render, name); | |
if (img == NULL) { | |
cout << "Error Loading Texture: " << SDL_GetError() << endl; | |
exit(1); | |
} | |
return img; | |
} | |
bool processInput(bool b[4]) { | |
static SDL_Event* mainevent = new SDL_Event(); | |
while (SDL_PollEvent(mainevent)) { | |
switch (mainevent->type) { | |
case SDL_QUIT: | |
return false; | |
break; | |
case SDL_KEYDOWN: | |
switch(mainevent->key.keysym.sym) { | |
case SDLK_w: | |
b[0] = 1; | |
break; | |
case SDLK_s: | |
b[1] = 1; | |
break; | |
case SDLK_o: | |
b[2] = 1; | |
break; | |
case SDLK_l: | |
b[3] = 1; | |
break; | |
case SDLK_ESCAPE: | |
return false; | |
break; | |
} | |
break; | |
case SDL_KEYUP: | |
switch(mainevent->key.keysym.sym) { | |
case SDLK_w: | |
b[0] = 0; | |
break; | |
case SDLK_s: | |
b[1] = 0; | |
break; | |
case SDLK_o: | |
b[2] = 0; | |
break; | |
case SDLK_l: | |
b[3] = 0; | |
} | |
break; | |
} | |
} | |
return true; | |
} |
SDL_Texture* LoadTexture(SDL_Renderer* render, const char* name);
bool processInput(bool b[4]);
what does that do ?
oh ok i see i had
bool b[4] = {0,0,0,0};
and you prototyped it.
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Awesome, i did not notice that. its has changed alot lol