mirror of
https://github.com/sam-astro/Z-Sharp.git
synced 2025-12-11 16:22:12 +00:00
aaaaaaaaaaaaaAAAAAAAAAAAAAAAAAAAAAGHGHGHGGHGHHGHGHGGHGHGHGHGHGHGHGHGHHG
This commit is contained in:
parent
59d0bd5c56
commit
ab015b0cef
@ -558,29 +558,29 @@ int parseSlang(string script)
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return 0;
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}
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//
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//int main(int argc, char* argv[])
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//{
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// // Get builtin script contents
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// ifstream builtin("../Slang/builtin.slg");
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// stringstream builtinString;
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// builtinString << builtin.rdbuf();
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//
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// // Gathers builtin functions and variables
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// GetBuiltins(builtinString.str());
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// functionValues = builtinFunctionValues;
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// globalVariableValues = builtinVarVals;
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//
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// // Get default script contents
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// ifstream script("../Slang/script.slg");
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// stringstream scriptString;
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// scriptString << script.rdbuf();
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//
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// while (true) {
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// system("pause");
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// break;
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// }
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// parseSlang(scriptString.str());
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//
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// return 0;
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//}
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int main(int argc, char* argv[])
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{
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// Get builtin script contents
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ifstream builtin("../Slang/builtin.slg");
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stringstream builtinString;
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builtinString << builtin.rdbuf();
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// Gathers builtin functions and variables
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GetBuiltins(builtinString.str());
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functionValues = builtinFunctionValues;
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globalVariableValues = builtinVarVals;
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// Get default script contents
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ifstream script("../Slang/script.slg");
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stringstream scriptString;
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scriptString << script.rdbuf();
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while (true) {
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system("pause");
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break;
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}
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parseSlang(scriptString.str());
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return 0;
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}
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@ -150,7 +150,6 @@
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</ItemDefinitionGroup>
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<ItemGroup>
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<ClCompile Include="eval.cpp" />
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<ClCompile Include="graphics.cpp" />
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<ClCompile Include="Main.cpp" />
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<ClCompile Include="strops.cpp" />
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</ItemGroup>
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@ -24,9 +24,6 @@
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<ClCompile Include="strops.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="graphics.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="olcPixelGameEngine.h">
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@ -17,7 +17,7 @@
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using namespace std;
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using namespace boost;
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vector<string> types = { "int", "float", "string", "bool", "void", "null", "Circle"};
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vector<string> types = { "int", "float", "string", "bool", "void", "null", "Sprite"};
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unordered_map<string, vector<vector<string>>> builtinFunctionValues;
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unordered_map<string, boost::any> builtinVarVals;
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@ -123,18 +123,15 @@ boost::any CPPFunction(const string& name, const vector<boost::any>& args)
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return AnyAsInt(args[0]);
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else if (name == "CPP.Graphics.Init")
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{
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/*cout << "\x1B[32mInit graphics\033[0m\t\t" << endl;
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mainWindow.Start(AnyAsInt(args[0]), AnyAsInt(args[1]));*/
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cout << "\x1B[32mInit graphics\033[0m\t\t" << endl;
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initGraphics(AnyAsString(args[0]), AnyAsInt(args[1]), AnyAsInt(args[2]));
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}
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else if (name == "CPP.Graphics.Circle")
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else if (name == "CPP.Graphics.Sprite")
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{
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/*Circle c;
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c.x = AnyAsInt(args[0]);
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c.y = AnyAsInt(args[1]);
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c.r = AnyAsInt(args[2]);
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boost::any a = c;
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Circle d = any_cast<Circle>(a);
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return d;*/
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Sprite s(AnyAsString(args[0]), any_cast<Vec2>(args[1]), any_cast<Vec2>(args[2]), AnyAsFloat(args[3]));
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boost::any a = s;
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Sprite d = any_cast<Sprite>(a);
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return d;
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}
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else if (name == "CPP.System.Print")
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cout << AnyAsString(args[0]);
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@ -78,9 +78,16 @@ func Printl(in)
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CPP.System.PrintLine(in)
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}
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// Creates new circle class
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func NewCircle(x, y, r)
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// Creates new sprite class
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func NSprite(path, x, y, r)
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{
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Circle c = CPP.Graphics.Circle(x, y, r)
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return c
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Sprite s = CPP.Graphics.Sprite(path, x, y, r)
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return s
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}
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// Creates new Vector2 class
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func Vec2(x, y)
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{
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Vec2 v = CPP.Graphics.Vec2(x, y)
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return v
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}
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@ -1,405 +0,0 @@
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#include <chrono>
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#include <SDL.h>
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#include <SDL_ttf.h>
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#include <SDL_image.h>
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#include <string>
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//#include "graphics.h"
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const int WINDOW_WIDTH = 1280;
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const int WINDOW_HEIGHT = 720;
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enum Buttons
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{
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PaddleOneUp = 0,
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PaddleOneDown,
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PaddleTwoUp,
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PaddleTwoDown,
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};
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const float PADDLE_SPEED = 1.0f;
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//The window we'll be rendering to
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SDL_Window* gWindow = NULL;
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//The renderer we'll be rendering to
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SDL_Renderer* gRenderer = NULL;
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//The surface contained by the window
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SDL_Surface* gScreenSurface = NULL;
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SDL_Surface* loadSurface(std::string path)
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{
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//The final optimized image
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SDL_Surface* optimizedSurface = NULL;
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//Load image at specified path
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SDL_Surface* loadedSurface = IMG_Load(path.c_str());
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if (loadedSurface == NULL)
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{
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printf("Unable to load image %s! SDL_image Error: %s\n", path.c_str(), IMG_GetError());
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}
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else
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{
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//Convert surface to screen format
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optimizedSurface = SDL_ConvertSurface(loadedSurface, gScreenSurface->format, 0);
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if (optimizedSurface == NULL)
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{
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printf("Unable to optimize image %s! SDL Error: %s\n", path.c_str(), SDL_GetError());
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}
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//Get rid of old loaded surface
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SDL_FreeSurface(loadedSurface);
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}
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return optimizedSurface;
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}
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class Vec2
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{
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public:
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Vec2()
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: x(0.0f), y(0.0f)
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{}
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Vec2(float x, float y)
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: x(x), y(y)
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{}
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Vec2 operator+(Vec2 const& rhs)
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{
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return Vec2(x + rhs.x, y + rhs.y);
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}
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Vec2& operator+=(Vec2 const& rhs)
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{
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x += rhs.x;
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y += rhs.y;
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return *this;
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}
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Vec2 operator*(float rhs)
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{
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return Vec2(x * rhs, y * rhs);
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}
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float x, y;
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};
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const int BALL_WIDTH = 15;
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const int BALL_HEIGHT = 15;
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class Ball
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{
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public:
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Ball(Vec2 position)
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: position(position)
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{
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rect.x = static_cast<int>(position.x);
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rect.y = static_cast<int>(position.y);
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rect.w = BALL_WIDTH;
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rect.h = BALL_HEIGHT;
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}
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void Draw(SDL_Renderer* renderer)
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{
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rect.x = static_cast<int>(position.x);
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rect.y = static_cast<int>(position.y);
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SDL_RenderFillRect(renderer, &rect);
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}
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Vec2 position;
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SDL_Rect rect{};
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};
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const int PADDLE_WIDTH = 15;
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const int PADDLE_HEIGHT = 80;
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class Paddle
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{
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public:
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Paddle(Vec2 position, Vec2 velocity)
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: position(position), velocity(velocity)
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{
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rect.x = static_cast<int>(position.x);
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rect.y = static_cast<int>(position.y);
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rect.w = PADDLE_WIDTH;
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rect.h = PADDLE_HEIGHT;
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}
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void Update(float dt)
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{
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position += velocity * dt;
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if (position.y < 0)
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{
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// Restrict to top of the screen
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position.y = 0;
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}
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else if (position.y > (WINDOW_HEIGHT - PADDLE_HEIGHT))
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{
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// Restrict to bottom of the screen
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position.y = WINDOW_HEIGHT - PADDLE_HEIGHT;
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}
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}
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void Draw(SDL_Renderer* renderer)
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{
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rect.y = static_cast<int>(position.y);
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SDL_RenderFillRect(renderer, &rect);
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}
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Vec2 position;
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Vec2 velocity;
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SDL_Rect rect{};
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};
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class Sprite
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{
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public:
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Sprite(Vec2 position, std::string path)
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: position(position)
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{
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rect.x = static_cast<int>(position.x);
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rect.y = static_cast<int>(position.y);
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rect.w = PADDLE_WIDTH;
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rect.h = PADDLE_HEIGHT;
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SDL_Surface* surface = loadSurface(path);
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texture = SDL_CreateTextureFromSurface(gRenderer, surface);
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SDL_FreeSurface(surface);
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}
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void Draw()
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{
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rect.y = static_cast<int>(position.y);
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//SDL_RenderFillRect(renderer, &rect);
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SDL_RenderCopy(gRenderer, texture, NULL, &rect);
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}
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Vec2 position;
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std::string path;
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SDL_Rect rect{};
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SDL_Texture* texture;
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};
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class PlayerScore
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{
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public:
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PlayerScore(Vec2 position, SDL_Renderer* renderer, TTF_Font* font, SDL_Color scoreColor)
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: renderer(renderer), font(font)
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{
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surface = TTF_RenderText_Solid(font, "0", scoreColor);
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texture = SDL_CreateTextureFromSurface(renderer, surface);
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int width, height;
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SDL_QueryTexture(texture, nullptr, nullptr, &width, &height);
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rect.x = static_cast<int>(position.x);
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rect.y = static_cast<int>(position.y);
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rect.w = width;
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rect.h = height;
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}
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~PlayerScore()
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{
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SDL_FreeSurface(surface);
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SDL_DestroyTexture(texture);
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}
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void Draw()
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{
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SDL_RenderCopy(renderer, texture, nullptr, &rect);
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}
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SDL_Renderer* renderer;
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TTF_Font* font;
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SDL_Surface* surface{};
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SDL_Texture* texture{};
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SDL_Rect rect{};
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};
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int main(int argc, char* argv[])
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{
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// Initialize SDL components
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SDL_Init(SDL_INIT_VIDEO);
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TTF_Init();
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gWindow = SDL_CreateWindow("Pong", 20, 20, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_SHOWN);
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gRenderer = SDL_CreateRenderer(gWindow, -1, 0);
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//Get window surface
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gScreenSurface = SDL_GetWindowSurface(gWindow);
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// Initialize the font
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TTF_Font* scoreFont = TTF_OpenFont("arial.ttf", 40);
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SDL_Color scoreColor = { 0xFF, 0xFF, 0xFF, 0xFF };
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// Create the player score text fields
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PlayerScore playerOneScoreText(Vec2(WINDOW_WIDTH / 4, 20), gRenderer, scoreFont, scoreColor);
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PlayerScore playerTwoScoreText(Vec2(3 * WINDOW_WIDTH / 4, 20), gRenderer, scoreFont, scoreColor);
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// Create the ball
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Ball ball(
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Vec2((WINDOW_WIDTH / 2.0f) - (BALL_WIDTH / 2.0f),
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(WINDOW_HEIGHT / 2.0f) - (BALL_WIDTH / 2.0f)));
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// Create the paddles
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Paddle paddleOne(
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Vec2(50.0f, WINDOW_HEIGHT / 2.0f),
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Vec2(0.0f, 0.0f));
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Paddle paddleTwo(
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Vec2(WINDOW_WIDTH - 50.0f, WINDOW_HEIGHT / 2.0f),
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Vec2(0.0f, 0.0f));
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Sprite randomAssSprite(
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Vec2((WINDOW_WIDTH / 2.0f) - (100 / 2.0f),
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(WINDOW_HEIGHT / 2.0f) - (100 / 2.0f)), "./circle.png");
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// Game logic
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{
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bool running = true;
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bool buttons[4] = {};
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float dt = 0.0f;
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// Continue looping and processing events until user exits
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while (running)
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{
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auto startTime = std::chrono::high_resolution_clock::now();
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SDL_Event event;
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while (SDL_PollEvent(&event))
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{
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if (event.type == SDL_QUIT)
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{
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running = false;
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}
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else if (event.type == SDL_KEYDOWN)
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{
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if (event.key.keysym.sym == SDLK_ESCAPE)
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{
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running = false;
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}
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else if (event.key.keysym.sym == SDLK_w)
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{
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buttons[Buttons::PaddleOneUp] = true;
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}
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else if (event.key.keysym.sym == SDLK_s)
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{
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buttons[Buttons::PaddleOneDown] = true;
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}
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else if (event.key.keysym.sym == SDLK_UP)
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{
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buttons[Buttons::PaddleTwoUp] = true;
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}
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else if (event.key.keysym.sym == SDLK_DOWN)
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{
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buttons[Buttons::PaddleTwoDown] = true;
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}
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}
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else if (event.type == SDL_KEYUP)
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{
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if (event.key.keysym.sym == SDLK_w)
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{
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buttons[Buttons::PaddleOneUp] = false;
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}
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else if (event.key.keysym.sym == SDLK_s)
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{
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buttons[Buttons::PaddleOneDown] = false;
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}
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else if (event.key.keysym.sym == SDLK_UP)
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{
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buttons[Buttons::PaddleTwoUp] = false;
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}
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else if (event.key.keysym.sym == SDLK_DOWN)
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{
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buttons[Buttons::PaddleTwoDown] = false;
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}
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}
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}
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if (buttons[Buttons::PaddleOneUp])
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{
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paddleOne.velocity.y = -PADDLE_SPEED;
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}
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else if (buttons[Buttons::PaddleOneDown])
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{
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paddleOne.velocity.y = PADDLE_SPEED;
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}
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else
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{
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paddleOne.velocity.y = 0.0f;
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}
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if (buttons[Buttons::PaddleTwoUp])
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{
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paddleTwo.velocity.y = -PADDLE_SPEED;
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}
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else if (buttons[Buttons::PaddleTwoDown])
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{
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paddleTwo.velocity.y = PADDLE_SPEED;
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}
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else
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{
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paddleTwo.velocity.y = 0.0f;
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}
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// Update the paddle positions
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paddleOne.Update(dt);
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paddleTwo.Update(dt);
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// Clear the window to black
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SDL_SetRenderDrawColor(gRenderer, 0x0, 0x0, 0x0, 0xFF);
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SDL_RenderClear(gRenderer);
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// Set the draw color to be white
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SDL_SetRenderDrawColor(gRenderer, 0xFF, 0xFF, 0xFF, 0xFF);
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// Draw the net
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for (int y = 0; y < WINDOW_HEIGHT; ++y)
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{
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if (y % 5)
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{
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SDL_RenderDrawPoint(gRenderer, WINDOW_WIDTH / 2, y);
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}
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}
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// Draw the ball
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ball.Draw(gRenderer);
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// Draw the paddles
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paddleOne.Draw(gRenderer);
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paddleTwo.Draw(gRenderer);
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// Display the scores
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playerOneScoreText.Draw();
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playerTwoScoreText.Draw();
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randomAssSprite.Draw();
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// Present the backbuffer
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SDL_RenderPresent(gRenderer);
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// Calculate frame time
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auto stopTime = std::chrono::high_resolution_clock::now();
|
||||
dt = std::chrono::duration<float, std::chrono::milliseconds::period>(stopTime - startTime).count();
|
||||
}
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
SDL_DestroyRenderer(gRenderer);
|
||||
SDL_DestroyWindow(gWindow);
|
||||
TTF_CloseFont(scoreFont);
|
||||
SDL_Quit();
|
||||
|
||||
return 0;
|
||||
}
|
||||
368
Slang/graphics.h
368
Slang/graphics.h
@ -15,105 +15,329 @@
|
||||
#include <SDL.h>
|
||||
#include <SDL_image.h>
|
||||
#include <stdio.h>
|
||||
#include <chrono>
|
||||
#include <SDL.h>
|
||||
#include <SDL_ttf.h>
|
||||
#include <SDL_image.h>
|
||||
#include <string>
|
||||
|
||||
using namespace std;
|
||||
int WINDOW_WIDTH = 1280;
|
||||
int WINDOW_HEIGHT = 720;
|
||||
|
||||
class Parser
|
||||
enum Buttons
|
||||
{
|
||||
PaddleOneUp = 0,
|
||||
PaddleOneDown,
|
||||
PaddleTwoUp,
|
||||
PaddleTwoDown,
|
||||
};
|
||||
|
||||
const float PADDLE_SPEED = 1.0f;
|
||||
|
||||
|
||||
//The window we'll be rendering to
|
||||
SDL_Window* gWindow = NULL;
|
||||
|
||||
//The renderer we'll be rendering to
|
||||
SDL_Renderer* gRenderer = NULL;
|
||||
|
||||
//The surface contained by the window
|
||||
SDL_Surface* gScreenSurface = NULL;
|
||||
|
||||
bool running = true;
|
||||
bool buttons[4] = {};
|
||||
float dt = 0.0f;
|
||||
|
||||
SDL_Surface* loadSurface(std::string path)
|
||||
{
|
||||
//The final optimized image
|
||||
SDL_Surface* optimizedSurface = 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
|
||||
{
|
||||
//Convert surface to screen format
|
||||
optimizedSurface = SDL_ConvertSurface(loadedSurface, gScreenSurface->format, 0);
|
||||
if (optimizedSurface == NULL)
|
||||
{
|
||||
printf("Unable to optimize image %s! SDL Error: %s\n", path.c_str(), SDL_GetError());
|
||||
}
|
||||
|
||||
//Get rid of old loaded surface
|
||||
SDL_FreeSurface(loadedSurface);
|
||||
}
|
||||
|
||||
return optimizedSurface;
|
||||
}
|
||||
|
||||
class Vec2
|
||||
{
|
||||
public:
|
||||
int Start(int SCREEN_W, int SCREEN_H)
|
||||
Vec2()
|
||||
: x(0.0f), y(0.0f)
|
||||
{}
|
||||
|
||||
Vec2(float x, float y)
|
||||
: x(x), y(y)
|
||||
{}
|
||||
|
||||
Vec2 operator+(Vec2 const& rhs)
|
||||
{
|
||||
//// variable declarations
|
||||
//SDL_Window* win = NULL;
|
||||
//SDL_Renderer* renderer = NULL;
|
||||
//int w, h; // texture width & height
|
||||
return Vec2(x + rhs.x, y + rhs.y);
|
||||
}
|
||||
|
||||
//// Initialize SDL.
|
||||
//if (SDL_Init(SDL_INIT_VIDEO) < 0)
|
||||
// return 1;
|
||||
Vec2& operator+=(Vec2 const& rhs)
|
||||
{
|
||||
x += rhs.x;
|
||||
y += rhs.y;
|
||||
|
||||
//// create the window and renderer
|
||||
//// note that the renderer is accelerated
|
||||
//win = SDL_CreateWindow("Image Loading", 100, 100, SCREEN_W, SCREEN_H, 0);
|
||||
//renderer = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED);
|
||||
return *this;
|
||||
}
|
||||
|
||||
//// load our image
|
||||
//SDL_Surface* imgSurface = IMG_Load("circle.png");
|
||||
Vec2 operator*(float rhs)
|
||||
{
|
||||
return Vec2(x * rhs, y * rhs);
|
||||
}
|
||||
|
||||
//// main loop
|
||||
//while (1) {
|
||||
float x, y;
|
||||
};
|
||||
|
||||
// // event handling
|
||||
// SDL_Event e;
|
||||
// if (SDL_PollEvent(&e)) {
|
||||
// if (e.type == SDL_QUIT)
|
||||
// break;
|
||||
// else if (e.type == SDL_KEYUP && e.key.keysym.sym == SDLK_ESCAPE)
|
||||
// break;
|
||||
// }
|
||||
class Sprite
|
||||
{
|
||||
public:
|
||||
Sprite(std::string path, Vec2 position, Vec2 scale, double angle)
|
||||
: position(position), angle(angle)
|
||||
{
|
||||
rect.x = static_cast<int>(position.x);
|
||||
rect.y = static_cast<int>(position.y);
|
||||
rect.w = scale.x;
|
||||
rect.h = scale.y;
|
||||
|
||||
// // clear the screen
|
||||
// SDL_RenderClear(renderer);
|
||||
// // copy the texture to the rendering context
|
||||
// SDL_RenderCopy(renderer, img, NULL, &texr);
|
||||
// // flip the backbuffer
|
||||
// // this means that everything that we prepared behind the screens is actually shown
|
||||
// SDL_RenderPresent(renderer);
|
||||
SDL_Surface* surface = loadSurface(path);
|
||||
texture = SDL_CreateTextureFromSurface(gRenderer, surface);
|
||||
SDL_FreeSurface(surface);
|
||||
}
|
||||
|
||||
//}
|
||||
void Draw()
|
||||
{
|
||||
rect.y = static_cast<int>(position.y);
|
||||
|
||||
//SDL_DestroyTexture(img);
|
||||
//SDL_DestroyRenderer(renderer);
|
||||
//SDL_DestroyWindow(win);
|
||||
SDL_RenderCopy(gRenderer, texture, NULL, &rect);
|
||||
}
|
||||
|
||||
//return 0;
|
||||
Vec2 position;
|
||||
double angle;
|
||||
std::string path;
|
||||
SDL_Rect rect{};
|
||||
SDL_Texture* texture;
|
||||
};/*
|
||||
|
||||
class PlayerScore
|
||||
{
|
||||
public:
|
||||
PlayerScore(Vec2 position, SDL_Renderer* renderer, TTF_Font* font, SDL_Color scoreColor)
|
||||
: renderer(renderer), font(font)
|
||||
{
|
||||
surface = TTF_RenderText_Solid(font, "0", scoreColor);
|
||||
texture = SDL_CreateTextureFromSurface(renderer, surface);
|
||||
|
||||
int width, height;
|
||||
SDL_QueryTexture(texture, nullptr, nullptr, &width, &height);
|
||||
|
||||
rect.x = static_cast<int>(position.x);
|
||||
rect.y = static_cast<int>(position.y);
|
||||
rect.w = width;
|
||||
rect.h = height;
|
||||
}
|
||||
|
||||
~PlayerScore()
|
||||
{
|
||||
SDL_FreeSurface(surface);
|
||||
SDL_DestroyTexture(texture);
|
||||
}
|
||||
|
||||
void Draw()
|
||||
{
|
||||
SDL_RenderCopy(renderer, texture, nullptr, &rect);
|
||||
}
|
||||
|
||||
SDL_Renderer* renderer;
|
||||
TTF_Font* font;
|
||||
SDL_Surface* surface{};
|
||||
SDL_Texture* texture{};
|
||||
SDL_Rect rect{};
|
||||
};*/
|
||||
|
||||
int cleanupGraphics()
|
||||
{
|
||||
// Cleanup
|
||||
SDL_DestroyRenderer(gRenderer);
|
||||
SDL_DestroyWindow(gWindow);
|
||||
SDL_Quit();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
int updateLoop()
|
||||
{
|
||||
// Continue looping and processing events until user exits
|
||||
while (running)
|
||||
{
|
||||
auto startTime = std::chrono::high_resolution_clock::now();
|
||||
|
||||
////Initialize SDL
|
||||
//if (SDL_Init(SDL_INIT_VIDEO) < 0)
|
||||
SDL_Event event;
|
||||
while (SDL_PollEvent(&event))
|
||||
{
|
||||
if (event.type == SDL_QUIT)
|
||||
{
|
||||
running = false;
|
||||
}
|
||||
else if (event.type == SDL_KEYDOWN)
|
||||
{
|
||||
if (event.key.keysym.sym == SDLK_ESCAPE)
|
||||
{
|
||||
running = false;
|
||||
}
|
||||
else if (event.key.keysym.sym == SDLK_w)
|
||||
{
|
||||
buttons[Buttons::PaddleOneUp] = true;
|
||||
}
|
||||
else if (event.key.keysym.sym == SDLK_s)
|
||||
{
|
||||
buttons[Buttons::PaddleOneDown] = true;
|
||||
}
|
||||
else if (event.key.keysym.sym == SDLK_UP)
|
||||
{
|
||||
buttons[Buttons::PaddleTwoUp] = true;
|
||||
}
|
||||
else if (event.key.keysym.sym == SDLK_DOWN)
|
||||
{
|
||||
buttons[Buttons::PaddleTwoDown] = true;
|
||||
}
|
||||
}
|
||||
else if (event.type == SDL_KEYUP)
|
||||
{
|
||||
if (event.key.keysym.sym == SDLK_w)
|
||||
{
|
||||
buttons[Buttons::PaddleOneUp] = false;
|
||||
}
|
||||
else if (event.key.keysym.sym == SDLK_s)
|
||||
{
|
||||
buttons[Buttons::PaddleOneDown] = false;
|
||||
}
|
||||
else if (event.key.keysym.sym == SDLK_UP)
|
||||
{
|
||||
buttons[Buttons::PaddleTwoUp] = false;
|
||||
}
|
||||
else if (event.key.keysym.sym == SDLK_DOWN)
|
||||
{
|
||||
buttons[Buttons::PaddleTwoDown] = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//if (buttons[Buttons::PaddleOneUp])
|
||||
//{
|
||||
// printf("SDL could not initialize! SDL_Error: %s\n", SDL_GetError());
|
||||
// paddleOne.velocity.y = -PADDLE_SPEED;
|
||||
//}
|
||||
//else if (buttons[Buttons::PaddleOneDown])
|
||||
//{
|
||||
// paddleOne.velocity.y = PADDLE_SPEED;
|
||||
//}
|
||||
//else
|
||||
//{
|
||||
// //Create window
|
||||
// window = SDL_CreateWindow("SDL Tutorial", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, w, h, SDL_WINDOW_SHOWN);
|
||||
// if (window == NULL)
|
||||
// {
|
||||
// printf("Window could not be created! SDL_Error: %s\n", SDL_GetError());
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// //Get window surface
|
||||
// screenSurface = SDL_GetWindowSurface(window);
|
||||
|
||||
// while (OnUpdate() == 0)
|
||||
// {
|
||||
// //Fill the surface white
|
||||
// SDL_FillRect(screenSurface, NULL, SDL_MapRGB(screenSurface->format, 0xFF, 0x00, 0x00));
|
||||
//
|
||||
// //Update the surface
|
||||
// SDL_UpdateWindowSurface(window);
|
||||
// }
|
||||
// }
|
||||
// paddleOne.velocity.y = 0.0f;
|
||||
//}
|
||||
|
||||
////Destroy window
|
||||
//SDL_DestroyWindow(window);
|
||||
//if (buttons[Buttons::PaddleTwoUp])
|
||||
//{
|
||||
// paddleTwo.velocity.y = -PADDLE_SPEED;
|
||||
//}
|
||||
//else if (buttons[Buttons::PaddleTwoDown])
|
||||
//{
|
||||
// paddleTwo.velocity.y = PADDLE_SPEED;
|
||||
//}
|
||||
//else
|
||||
//{
|
||||
// paddleTwo.velocity.y = 0.0f;
|
||||
//}
|
||||
|
||||
//Quit SDL subsystems
|
||||
SDL_Quit();
|
||||
//// Update the paddle positions
|
||||
//paddleOne.Update(dt);
|
||||
//paddleTwo.Update(dt);
|
||||
|
||||
// Clear the window to black
|
||||
SDL_SetRenderDrawColor(gRenderer, 0x0, 0x0, 0x0, 0xFF);
|
||||
SDL_RenderClear(gRenderer);
|
||||
|
||||
// Set the draw color to be white
|
||||
SDL_SetRenderDrawColor(gRenderer, 0xFF, 0xFF, 0xFF, 0xFF);
|
||||
|
||||
// Draw the net
|
||||
for (int y = 0; y < WINDOW_HEIGHT; ++y)
|
||||
{
|
||||
if (y % 5)
|
||||
{
|
||||
SDL_RenderDrawPoint(gRenderer, WINDOW_WIDTH / 2, y);
|
||||
}
|
||||
}
|
||||
|
||||
//// Draw the ball
|
||||
//ball.Draw(gRenderer);
|
||||
|
||||
//// Draw the paddles
|
||||
//paddleOne.Draw(gRenderer);
|
||||
//paddleTwo.Draw(gRenderer);
|
||||
|
||||
//// Display the scores
|
||||
//playerOneScoreText.Draw();
|
||||
//playerTwoScoreText.Draw();
|
||||
|
||||
//randomAssSprite.Draw();
|
||||
|
||||
// Present the backbuffer
|
||||
SDL_RenderPresent(gRenderer);
|
||||
|
||||
// Calculate frame time
|
||||
auto stopTime = std::chrono::high_resolution_clock::now();
|
||||
dt = std::chrono::duration<float, std::chrono::milliseconds::period>(stopTime - startTime).count();
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
int OnUpdate()
|
||||
{
|
||||
ExecuteFunction("Update", vector<boost::any>());
|
||||
//cout << "update" << endl;
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
int initGraphics(std::string windowTitle, int width, int height)
|
||||
{
|
||||
WINDOW_WIDTH = width;
|
||||
WINDOW_HEIGHT = height;
|
||||
|
||||
// Initialize SDL components
|
||||
SDL_Init(SDL_INIT_VIDEO);
|
||||
TTF_Init();
|
||||
|
||||
gWindow = SDL_CreateWindow(windowTitle.c_str(), 40, 40, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_SHOWN || SDL_WINDOW_RESIZABLE);
|
||||
gRenderer = SDL_CreateRenderer(gWindow, -1, 0);
|
||||
|
||||
//Get window surface
|
||||
gScreenSurface = SDL_GetWindowSurface(gWindow);
|
||||
|
||||
//Sprite randomAssSprite(
|
||||
// Vec2((WINDOW_WIDTH / 2.0f) - (100 / 2.0f), (WINDOW_HEIGHT / 2.0f) - (100 / 2.0f)),
|
||||
// Vec2(100, 100),
|
||||
// 0,
|
||||
// "./circle.png");
|
||||
|
||||
updateLoop();
|
||||
|
||||
cleanupGraphics();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
#endif
|
||||
@ -2,7 +2,6 @@
|
||||
|
||||
func Main(input, in)
|
||||
{
|
||||
|
||||
print "PI is: " + PI
|
||||
int x = 1
|
||||
print x
|
||||
@ -18,9 +17,9 @@ func Main(input, in)
|
||||
|
||||
x += 1
|
||||
}
|
||||
|
||||
NewCircle(0, 0, 5)
|
||||
CPP.Graphics.Init(64, 64)
|
||||
Vec2 aa = Vec2(0, 0)
|
||||
Sprite thisisasprite = CPP.Graphics.Sprite("circle.png", aa, aa, 0)
|
||||
//CPP.Graphics.Init("This is a pong game", 64, 64)
|
||||
}
|
||||
|
||||
func Update(input)
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user