Z-Sharp/Slang/graphics.cpp

405 lines
8.1 KiB
C++

#include <chrono>
#include <SDL.h>
#include <SDL_ttf.h>
#include <SDL_image.h>
#include <string>
//#include "graphics.h"
const int WINDOW_WIDTH = 1280;
const int WINDOW_HEIGHT = 720;
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;
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:
Vec2()
: x(0.0f), y(0.0f)
{}
Vec2(float x, float y)
: x(x), y(y)
{}
Vec2 operator+(Vec2 const& rhs)
{
return Vec2(x + rhs.x, y + rhs.y);
}
Vec2& operator+=(Vec2 const& rhs)
{
x += rhs.x;
y += rhs.y;
return *this;
}
Vec2 operator*(float rhs)
{
return Vec2(x * rhs, y * rhs);
}
float x, y;
};
const int BALL_WIDTH = 15;
const int BALL_HEIGHT = 15;
class Ball
{
public:
Ball(Vec2 position)
: position(position)
{
rect.x = static_cast<int>(position.x);
rect.y = static_cast<int>(position.y);
rect.w = BALL_WIDTH;
rect.h = BALL_HEIGHT;
}
void Draw(SDL_Renderer* renderer)
{
rect.x = static_cast<int>(position.x);
rect.y = static_cast<int>(position.y);
SDL_RenderFillRect(renderer, &rect);
}
Vec2 position;
SDL_Rect rect{};
};
const int PADDLE_WIDTH = 15;
const int PADDLE_HEIGHT = 80;
class Paddle
{
public:
Paddle(Vec2 position, Vec2 velocity)
: position(position), velocity(velocity)
{
rect.x = static_cast<int>(position.x);
rect.y = static_cast<int>(position.y);
rect.w = PADDLE_WIDTH;
rect.h = PADDLE_HEIGHT;
}
void Update(float dt)
{
position += velocity * dt;
if (position.y < 0)
{
// Restrict to top of the screen
position.y = 0;
}
else if (position.y > (WINDOW_HEIGHT - PADDLE_HEIGHT))
{
// Restrict to bottom of the screen
position.y = WINDOW_HEIGHT - PADDLE_HEIGHT;
}
}
void Draw(SDL_Renderer* renderer)
{
rect.y = static_cast<int>(position.y);
SDL_RenderFillRect(renderer, &rect);
}
Vec2 position;
Vec2 velocity;
SDL_Rect rect{};
};
class Sprite
{
public:
Sprite(Vec2 position, std::string path)
: position(position)
{
rect.x = static_cast<int>(position.x);
rect.y = static_cast<int>(position.y);
rect.w = PADDLE_WIDTH;
rect.h = PADDLE_HEIGHT;
SDL_Surface* surface = loadSurface(path);
texture = SDL_CreateTextureFromSurface(gRenderer, surface);
SDL_FreeSurface(surface);
}
void Draw()
{
rect.y = static_cast<int>(position.y);
//SDL_RenderFillRect(renderer, &rect);
SDL_RenderCopy(gRenderer, texture, NULL, &rect);
}
Vec2 position;
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 main(int argc, char* argv[])
{
// Initialize SDL components
SDL_Init(SDL_INIT_VIDEO);
TTF_Init();
gWindow = SDL_CreateWindow("Pong", 20, 20, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_SHOWN);
gRenderer = SDL_CreateRenderer(gWindow, -1, 0);
//Get window surface
gScreenSurface = SDL_GetWindowSurface(gWindow);
// Initialize the font
TTF_Font* scoreFont = TTF_OpenFont("arial.ttf", 40);
SDL_Color scoreColor = { 0xFF, 0xFF, 0xFF, 0xFF };
// Create the player score text fields
PlayerScore playerOneScoreText(Vec2(WINDOW_WIDTH / 4, 20), gRenderer, scoreFont, scoreColor);
PlayerScore playerTwoScoreText(Vec2(3 * WINDOW_WIDTH / 4, 20), gRenderer, scoreFont, scoreColor);
// Create the ball
Ball ball(
Vec2((WINDOW_WIDTH / 2.0f) - (BALL_WIDTH / 2.0f),
(WINDOW_HEIGHT / 2.0f) - (BALL_WIDTH / 2.0f)));
// Create the paddles
Paddle paddleOne(
Vec2(50.0f, WINDOW_HEIGHT / 2.0f),
Vec2(0.0f, 0.0f));
Paddle paddleTwo(
Vec2(WINDOW_WIDTH - 50.0f, WINDOW_HEIGHT / 2.0f),
Vec2(0.0f, 0.0f));
Sprite randomAssSprite(
Vec2((WINDOW_WIDTH / 2.0f) - (100 / 2.0f),
(WINDOW_HEIGHT / 2.0f) - (100 / 2.0f)), "./circle.png");
// Game logic
{
bool running = true;
bool buttons[4] = {};
float dt = 0.0f;
// Continue looping and processing events until user exits
while (running)
{
auto startTime = std::chrono::high_resolution_clock::now();
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])
{
paddleOne.velocity.y = -PADDLE_SPEED;
}
else if (buttons[Buttons::PaddleOneDown])
{
paddleOne.velocity.y = PADDLE_SPEED;
}
else
{
paddleOne.velocity.y = 0.0f;
}
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;
}
// 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();
}
}
// Cleanup
SDL_DestroyRenderer(gRenderer);
SDL_DestroyWindow(gWindow);
TTF_CloseFont(scoreFont);
SDL_Quit();
return 0;
}