Render fixes + performance boost

This commit is contained in:
Marc
2023-01-22 13:56:44 +01:00
parent b7ca43006a
commit c0404ae69d
6 changed files with 64 additions and 32 deletions
+23 -23
View File
@@ -3,6 +3,7 @@
#include <SDL2/SDL_mixer.h>
#include <SDL2/SDL_surface.h>
#include "scaller.h"
#include "scene.h"
#define SPEED 1.f/10000000000
#define GRAVITY 10000.f
@@ -24,6 +25,8 @@ static float personPositionY = startPersonPositionY;
static const float personVelocityX = 200;
static float personVelocityY = 0;
static RenderObject_t person;
static RenderId_t personId;
static void playMusic(){
music = Mix_LoadMUS("./assets/music/jojo arab.mp3");
@@ -53,46 +56,43 @@ int game_staticRender(void){
}
RenderObject_t gameBackground;
RenderObject_t gameBackground = EMPTY_RENDER_OBJECT;
strcpy(gameBackground.name, "gameBackground");
gameBackground.z = 0;
gameBackground.surface = gameBackgroundSurface;
scaller(gameBackground.surface, 1, &gameBackground.width, &gameBackground.height);
gameBackground.height = 1;
menuObjects[menuObjectsSize] = scene_addRenderObject(&gameScene, gameBackground, 0, 0);
renderer_setScene(&gameScene);
++menuObjectsSize;
return 0;
}
int game_render([[maybe_unused]] float delta){
for(unsigned i = 2; i < menuObjectsSize; ++i){
scene_removeRenderObject(&gameScene, menuObjects[i]);
}
menuObjectsSize = 2;
deltaAccu += delta;
scene_addRenderObject(&gameScene, gameBackground, 0, 0);
SDL_Surface* buildingSurface = IMG_Load("./assets/img/building.png");
RenderObject_t building;
RenderObject_t building = EMPTY_RENDER_OBJECT;
strcpy(building.name, "building");
building.z = 9;
building.surface = buildingSurface;
building.width = 0.25;
building.height = 1;
menuObjects[menuObjectsSize] = scene_addRenderObject(&gameScene, building, 0, 0);
++menuObjectsSize;
scene_addRenderObject(&gameScene, building, 0, 0);
SDL_Surface* personSurface = IMG_Load("./assets/img/person.png");
RenderObject_t person;
strcpy(person.name, "person");
person.z = 9;
person.surface = personSurface;
person.width = 0.25f;
scaller(person.surface, 0.05f, &person.width, &person.height);
personId = scene_addRenderObject(&gameScene, person, personPositionX, personPositionY);
return 0;
}
int game_render([[maybe_unused]] float delta){
//for(unsigned i = 0; i < menuObjectsSize; ++i){
// scene_removeRenderObject(&gameScene, menuObjects[i]);
//}
menuObjectsSize = 0;
deltaAccu += delta;
// if(!crashed && deltaAccu >= SPEED && isSpaceKeypressed){
if(!crashed && isSpaceKeypressed){
personPositionX += personVelocityX * delta;
@@ -103,8 +103,8 @@ int game_render([[maybe_unused]] float delta){
personPositionY += personVelocityY * delta;
if(personPositionY + CAMERA_HEIGHT * person.height >= CAMERA_HEIGHT - 2) crashed = true;
}
menuObjects[menuObjectsSize] = scene_addRenderObject(&gameScene, person, personPositionX, personPositionY);
++menuObjectsSize;
scene_moveRenderObject(&gameScene, personId, personPositionX, personPositionY);
return 0;
}