add game scene

This commit is contained in:
2023-01-21 17:04:58 +01:00
parent 814d135ada
commit 98d4db02fa
9 changed files with 74 additions and 6 deletions
+1
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@@ -27,6 +27,7 @@ set(SRC
src/input.c
src/scaller.c
src/scene.c
src/game.c
)
# add the executable
Binary file not shown.
+41
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@@ -0,0 +1,41 @@
#include "game.h"
#include <SDL2/SDL_image.h>
#include "scaller.h"
static RenderId_t menuObjects[10];
static unsigned menuObjectsSize = 0;
Scene_t gameScene = { NULL, 0, 0, 0 };
int game_staticRender(void){
MonitorSize_t size = renderer_getMonitorSize();
float aspectRatio = (float)size.width / size.height;
SDL_Surface* ppSurface = IMG_Load("./assets/img/pp.png");
if(ppSurface == NULL){
printf("cannot load background");
return -1;
}
RenderObject_t pp;
strcpy(pp.name, "pp");
pp.z = 10;
pp.surface = ppSurface;
pp.width = 1;
pp.height = 1;
scaller(pp.surface, 1, &pp.width, &pp.height);
menuObjects[menuObjectsSize] = scene_addRenderObject(&gameScene, pp, CAMERA_WIDTH * 0.35f, 0);
renderer_setScene(&gameScene);
++menuObjectsSize;
return 0;
}
int game_render([[maybe_unused]] float delta){
return 0;
}
void game_remove(void){
scene_free(&gameScene);
menuObjectsSize = 0;
}
+13
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@@ -0,0 +1,13 @@
#ifndef __GAME_H__
#define __GAME_H__
#include "renderer.h"
extern Scene_t gameScene;
int game_staticRender(void);
int game_render(float delta);
void game_remove(void);
#endif
+12 -1
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@@ -1,3 +1,4 @@
#include "game.h"
#include "input.h"
#include "renderer.h"
#include "text.h"
@@ -15,6 +16,7 @@ clock_t timecode;
long iter;
Mix_Music *prout;
static void space(void) {
printf("space!\n");
if(Mix_PlayMusic(prout, 0) != 0){
@@ -23,6 +25,11 @@ static void space(void) {
Mix_FreeMusic(prout);
running = false;
}
if(renderer_getScene() == &menuScene){
menu_remove();
renderer_setScene(&gameScene);
game_staticRender();
}
}
Scene_t demo;
@@ -43,8 +50,12 @@ static void game_loop(void) {
float delta = ((float)(clock() - timecode)) / CLOCKS_PER_SEC;
//update time
if(renderer_getScene() == &menuScene){
menu_render(delta);
}
else{
game_render(delta);
}
timecode = clock();
}
+1
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@@ -3,6 +3,7 @@
#include "renderer.h"
extern Scene_t menuScene;
int menu_staticRender(void);
int menu_render(float delta);
+4
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@@ -89,3 +89,7 @@ void renderer_setScene(Scene_t * newScene) {
MonitorSize_t renderer_getMonitorSize() {
return monitorSize;
}
const Scene_t * renderer_getScene(void){
return scene;
}
+1
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@@ -19,5 +19,6 @@ typedef struct MonitorSize {
void renderer_main(void(*game_setup)(void), void(*game_loop)(void));
MonitorSize_t renderer_getMonitorSize(void);
void renderer_setScene(Scene_t * newScene);
const Scene_t * renderer_getScene(void);
#endif
-4
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@@ -16,7 +16,6 @@ void scene_render(Scene_t * scene) {
int maxScanX = scene->x + CAMERA_WIDTH;
int maxScanY = scene->y + CAMERA_HEIGHT;
printf("camera: %d %d %d %d\n", minScanX, minScanY, maxScanX, maxScanY);
for(int i = 0; i < scene->objectCount; i++) {
SceneObject_t * object = &scene->objects[i];
@@ -25,8 +24,6 @@ void scene_render(Scene_t * scene) {
float y = (object->y) / CAMERA_HEIGHT;
//the object is to be rendered
printf("%f %f\n", x, y);
SDL_Rect rect = {
round(x * monitorSize.width) ,
round(y * monitorSize.height),
@@ -55,7 +52,6 @@ static void buildCache(SceneObject_t * object) {
RenderId_t scene_addRenderObject(Scene_t * scene, RenderObject_t object, int x, int y) {
RenderId_t itemId = scene->objectCount++;
printf("Adding: %s\n", object.name);
scene->objects = realloc(scene->objects, scene->objectCount * sizeof(SceneObject_t));
SceneObject_t item = {