#include "../sdlpp/sdlpp.hpp" #include "sprites.hpp" #ifdef _WIN32 #include "../sdlpp/SDL2/SDL2_framerate.h" #include #include #include #else #include #endif // UNIX #include #include "global_vars.hpp" #include "objectids.hpp" #include "blocks.hpp" #include "maploader.hpp" std::shared_ptr< SDLPP::Renderer > renderer = nullptr; bool quit = false; std::vector,16>> objects = {}; void handleKeyDown( SDL_Keycode key, SDLPP::Scene &scene ) { switch ( key ) { case SDLK_ESCAPE: quit = true; break; case SDLK_a: break; case SDLK_d: break; case SDLK_SPACE: case SDLK_w: break; case SDLK_s: break; case SDLK_r: scene.getRenderer().setRenderColiders( !scene.getRenderer().getRenderColiders() ); default: break; } } void handleKeyUp( SDL_Keycode key ) { switch ( key ) { case SDLK_a: break; case SDLK_d: break; case SDLK_w: case SDLK_s: default: break; } } void pollEvents( SDLPP::Scene &scene ) { SDL_Event event; while ( SDLPP::getSDLEvent( event ) ) { switch ( event.type ) { case SDL_QUIT: quit = true; break; case SDL_KEYDOWN: if ( !event.key.repeat ) handleKeyDown( event.key.keysym.sym, scene ); break; case SDL_KEYUP: handleKeyUp( event.key.keysym.sym ); break; case SDL_WINDOWEVENT: if ( event.window.event == SDL_WINDOWEVENT_RESIZED ) { scene.updateSizeAndPosition(); } default: break; } } } void doInput( std::shared_ptr< SDLPP::Scene > scene ) { FPSmanager gFPS; SDL_initFramerate( &gFPS ); SDL_setFramerate( &gFPS, 200 ); while ( true ) { SDL_framerateDelay( &gFPS ); pollEvents( *scene ); scene->updateScene(); } } #ifdef _WIN32 int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, PWSTR szCmdLine, int nCmdShow ) { #else int main() { #endif SDLPP::init(); SDLPP::Window w( "Mario clone!" ); w.setResizable( true ); BLOCK_SIZE = 1.0 / 20; renderer = std::make_shared< SDLPP::Renderer >( w ); renderer->setBlendMode( SDL_BLENDMODE_BLEND ); // prepare global vars g_terrain_texture = std::make_shared< SDLPP::Texture >( renderer, "sprites/terrain.png", MARIO_OVERWORLD_COLORKEY ); auto scene = std::make_shared< SDLPP::Scene >( renderer ); auto bg = std::make_shared< SDLPP::RectangleRender >( 0, 0, 10, 10, renderer, MARIO_OVERWORLD_COLORKEY, true ); bg->setStatic(); bg->setId( 1 ); scene->addObject( bg ); loadMap( scene, "test_binary.bin", renderer, objects ); // grid for ( int i = 1; i < 20; i++ ) { auto line_vertical = std::make_shared< SDLPP::LineRenderer >( i * BLOCK_SIZE, 1 - 16 * BLOCK_SIZE, i * BLOCK_SIZE, 1.0, renderer, "#282828" ); line_vertical->setStatic(); line_vertical->setAlignment( SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER ); scene->addObject(line_vertical); if(i > 2) { auto line_horizontal = std::make_shared< SDLPP::LineRenderer >( BLOCK_SIZE, ( i + 1 ) * BLOCK_SIZE, 19 * BLOCK_SIZE, ( i + 1 ) * BLOCK_SIZE, renderer, "#282828" ); line_horizontal->setStatic(); line_horizontal->setAlignment( SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER ); scene->addObject(line_horizontal); } } // white rectangles auto rectangle1 = std::make_shared< SDLPP::RectangleRender >( 0, 4 * BLOCK_SIZE, BLOCK_SIZE, 16 * BLOCK_SIZE, renderer, "#FFFFFF88", true); rectangle1->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER); rectangle1->setId(1); rectangle1->addCollision(SDLPP::RectColider(0, 0, 1, 1)); scene->addObject(rectangle1); // white rectangles auto rectangle2 = std::make_shared< SDLPP::RectangleRender >( 19*BLOCK_SIZE, 4 * BLOCK_SIZE, 20*BLOCK_SIZE, 16 * BLOCK_SIZE, renderer, "#FFFFFF88", true); rectangle2->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER); rectangle2->setId(1); rectangle2->addCollision(SDLPP::RectColider(0, 0, 1, 1)); scene->addObject(rectangle2); FPSmanager gFPS; SDL_initFramerate( &gFPS ); SDL_setFramerate( &gFPS, 60 ); auto base = SDL_GetTicks(); int frames = 0; std::thread inputThread( doInput, scene ); inputThread.detach(); while ( !quit ) { SDL_PumpEvents(); SDL_framerateDelay( &gFPS ); scene->renderScene(); renderer->presentRenderer(); frames++; if ( SDL_GetTicks() - base >= 1000 ) { std::cout << "FPS: " << frames << std::endl; frames = 0; base = SDL_GetTicks(); } } // saveMap("test_binary.bin", objects); return 0; }