main mit now-Funktion (lt.Flowchart) und globale Variablen aus game für window und renderer
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9cd6704057
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4f51654b72
34
src/main.cpp
34
src/main.cpp
@ -1,4 +1,5 @@
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#include <stdio.h>
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#include <stdio.h>
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#include <time.h>
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extern "C"
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extern "C"
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{
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{
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@ -38,21 +39,30 @@ int main(int argc, char *argv[])
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}
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}
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CreateSDLWindow();
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CreateSDLWindow();
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while(1){
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if(game.gameState != EXIT) {
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if (game.gameState == RUNNING) {
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processInputEvent();
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DELAY(config.cycleDurationMs);
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processInputEvent();
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runGameCycle();
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}
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} else {
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DestroySDLWindow();
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SDL_Quit();
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return 0;}
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time_t now;
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now = clock(); // Timer startet
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game.timestampLastCycle = now;
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while(game.gameState != EXIT) {
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if (game.gameState == RUNNING) {
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now = clock(); // Timer startet
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if (now - game.timestampLastCycle > config.cycleDurationMs){
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game.timestampLastCycle = now;
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runGameCycle();
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} else{
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DELAY(5); //verhindert maximale Durchlaufgeschwindigkeit der Schleife
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processInputEvent();
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}
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}
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}
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}
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DestroySDLWindow();
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SDL_Quit();
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return 0;
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return 0;
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}
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}
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73
src/render.c
73
src/render.c
@ -6,109 +6,108 @@
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#include "config.h"
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#include "config.h"
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#include <stdio.h>
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#include <stdio.h>
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SDL_Renderer* renderer;
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SDL_Window* window;
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void renderGame(){
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void renderGame(){
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_SetRenderDrawColor(game.renderer, 0, 0, 0, 255);
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SDL_RenderClear(renderer);
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SDL_RenderClear(game.renderer);
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SDL_Rect rect; //Rechteck anlegen
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SDL_Rect rect; //Rechteck anlegen
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rect.w = config.blockSizePx; //Breite festlegen
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rect.w = config.blockSizePx; //Breite festlegen
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rect.h = config.blockSizePx; //Höhe festlegen
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rect.h = config.blockSizePx; //Höhe festlegen
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//_______Head kreieren__________________________________________________
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//_______Head kreieren__________________________________________________
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SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255); //RGB-Farbe Kopf
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SDL_SetRenderDrawColor(game.renderer, 0, 255, 0, 255); //RGB-Farbe Kopf
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rect.x = (game.snake.headX * config.blockSizePx); //Abstand links
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rect.x = (game.snake.headX * config.blockSizePx); //Abstand links
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rect.y = (game.snake.headY * config.blockSizePx); //Abstand rechts
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rect.y = (game.snake.headY * config.blockSizePx); //Abstand rechts
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SDL_RenderFillRect(renderer, &rect); //Rechteck rendern
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SDL_RenderFillRect(game.renderer, &rect); //Rechteck rendern
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//______Tail kreieren_________________________________________________________________
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//______Tail kreieren_________________________________________________________________
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for(int i = 1; i<game.snake.length; i++){
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for(int i = 1; i<game.snake.length; i++){
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SDL_SetRenderDrawColor(renderer, 15, 179, 15, 255); //RGB-Farbe Tail
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SDL_SetRenderDrawColor(game.renderer, 15, 179, 15, 255); //RGB-Farbe Tail
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rect.x = (game.snake.tail[i][0] * config.blockSizePx); //Abstand links
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rect.x = (game.snake.tail[i][0] * config.blockSizePx); //Abstand links
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rect.y = (game.snake.tail[i][1] * config.blockSizePx); //Abstand rechts
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rect.y = (game.snake.tail[i][1] * config.blockSizePx); //Abstand rechts
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SDL_RenderFillRect(renderer, &rect); //Rechteck rendern
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SDL_RenderFillRect(game.renderer, &rect); //Rechteck rendern
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}
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}
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//______Portal kreieren________________________________________________________________________
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//______Portal kreieren________________________________________________________________________
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for (int i = 0; i < game.map.portalCount; i++)
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for (int i = 0; i < game.map.portalCount; i++)
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{
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{
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switch(i) { //Farben je nach Start-Portal-Nr.
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switch(i) { //Farben je nach Start-Portal-Nr.
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case 0: SDL_SetRenderDrawColor(renderer, 90, 150, 255, 255); break; //Start: hellblau
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case 0: SDL_SetRenderDrawColor(game.renderer, 90, 150, 255, 255); break; //Start: hellblau
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case 1: SDL_SetRenderDrawColor(renderer, 255, 150, 255, 255); break; //Start: rosa
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case 1: SDL_SetRenderDrawColor(game.renderer, 255, 150, 255, 255); break; //Start: rosa
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default: SDL_SetRenderDrawColor(renderer, 255, 150, 150, 255); break; //Start: hellrot
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default: SDL_SetRenderDrawColor(game.renderer, 255, 150, 150, 255); break; //Start: hellrot
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}
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}
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//Start-Portal
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//Start-Portal
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rect.x = (game.map.portals[i].posX * config.blockSizePx);
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rect.x = (game.map.portals[i].posX * config.blockSizePx);
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rect.y = (game.map.portals[i].posY * config.blockSizePx);
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rect.y = (game.map.portals[i].posY * config.blockSizePx);
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SDL_RenderDrawRect(renderer, &rect); //Rechteck rendern
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SDL_RenderDrawRect(game.renderer, &rect); //Rechteck rendern
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switch(i) { //Farben je nach Ausgangs-Portal-Nr.
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switch(i) { //Farben je nach Ausgangs-Portal-Nr.
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case 0: SDL_SetRenderDrawColor(renderer, 45, 45, 255, 255); break; //Ausgang: dunkelblau
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case 0: SDL_SetRenderDrawColor(game.renderer, 45, 45, 255, 255); break; //Ausgang: dunkelblau
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case 1: SDL_SetRenderDrawColor(renderer, 204, 0, 204, 255); break; //Ausgang: violett
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case 1: SDL_SetRenderDrawColor(game.renderer, 204, 0, 204, 255); break; //Ausgang: violett
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default: SDL_SetRenderDrawColor(renderer, 255, 50, 0, 255); break; //Ausgang: rot
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default: SDL_SetRenderDrawColor(game.renderer, 255, 50, 0, 255); break; //Ausgang: rot
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}
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}
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//Ausgangs-Portal
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//Ausgangs-Portal
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rect.x = (game.map.portals[i].targetX * config.blockSizePx);
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rect.x = (game.map.portals[i].targetX * config.blockSizePx);
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rect.y = (game.map.portals[i].targetY * config.blockSizePx);
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rect.y = (game.map.portals[i].targetY * config.blockSizePx);
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SDL_RenderDrawRect(renderer, &rect); //Rechteck rendern
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SDL_RenderDrawRect(game.renderer, &rect); //Rechteck rendern
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}
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}
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//_______Food kreieren_________________________________________________________________________
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//_______Food kreieren_________________________________________________________________________
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SDL_SetRenderDrawColor(renderer, 255, 200, 0, 255); //RGB-Farbe Food
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SDL_SetRenderDrawColor(game.renderer, 255, 200, 0, 255); //RGB-Farbe Food
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rect.x = (game.foodX*config.blockSizePx); //Abstand links
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rect.x = (game.foodX*config.blockSizePx); //Abstand links
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rect.y = (game.foodY* config.blockSizePx); //Abstand rechts
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rect.y = (game.foodY* config.blockSizePx); //Abstand rechts
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SDL_RenderFillRect(renderer, &rect); //Rechteck rendern
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SDL_RenderFillRect(game.renderer, &rect); //Rechteck rendern
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SDL_SetRenderDrawColor(renderer, 255, 140, 0, 255); //RGB-Farbe Food Rahmen
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SDL_SetRenderDrawColor(game.renderer, 255, 140, 0, 255); //RGB-Farbe Food Rahmen
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SDL_RenderDrawRect(renderer, &rect); //Rechteck rendern
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SDL_RenderDrawRect(game.renderer, &rect); //Rechteck rendern
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//______Collisions kreieren_________________________________________________________________________
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//______Collisions kreieren_________________________________________________________________________
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for(int i = 0; i < game.map.collisionCount; i++){
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for(int i = 0; i < game.map.collisionCount; i++){
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SDL_SetRenderDrawColor(renderer, 112, 128, 144, 255); //RGB-Farbe Wand
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SDL_SetRenderDrawColor(game.renderer, 112, 128, 144, 255); //RGB-Farbe Wand
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rect.x = (game.map.collisions[i].posX*config.blockSizePx); //Abstand links
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rect.x = (game.map.collisions[i].posX*config.blockSizePx); //Abstand links
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rect.y = (game.map.collisions[i].posY* config.blockSizePx); //Abstand rechts
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rect.y = (game.map.collisions[i].posY* config.blockSizePx); //Abstand rechts
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SDL_RenderFillRect(renderer, &rect); //Rechteck rendern
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SDL_RenderFillRect(game.renderer, &rect); //Rechteck rendern
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SDL_SetRenderDrawColor(renderer, 80, 90, 100, 255); //RGB-Farbe Wand-Rand
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SDL_SetRenderDrawColor(game.renderer, 80, 90, 100, 255); //RGB-Farbe Wand-Rand
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SDL_RenderDrawRect(renderer, &rect); //Rechteck rendern
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SDL_RenderDrawRect(game.renderer, &rect); //Rechteck rendern
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}
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}
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//_________________Augen___________________________________________________
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//_________________Augen___________________________________________________
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
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SDL_SetRenderDrawColor(game.renderer, 255, 255, 255, 255);
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rect.w = config.blockSizePx/4; //Breite festlegen
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rect.w = config.blockSizePx/4; //Breite festlegen
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rect.h = config.blockSizePx/4; //Höhe festlegen
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rect.h = config.blockSizePx/4; //Höhe festlegen
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if (game.snake.direction == LEFT || game.snake.direction == RIGHT){
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if (game.snake.direction == LEFT || game.snake.direction == RIGHT){
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//oberes Auge
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//oberes Auge
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rect.x = (game.snake.headX * config.blockSizePx) + config.blockSizePx/2.5;
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rect.x = (game.snake.headX * config.blockSizePx) + config.blockSizePx/2.5;
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rect.y = (game.snake.headY * config.blockSizePx) + config.blockSizePx/5;
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rect.y = (game.snake.headY * config.blockSizePx) + config.blockSizePx/5;
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SDL_RenderFillRect(renderer, &rect); //Rechteck rendern
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SDL_RenderFillRect(game.renderer, &rect); //Rechteck rendern
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//unteres Auge
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//unteres Auge
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rect.x = (game.snake.headX * config.blockSizePx) + config.blockSizePx/2.5;
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rect.x = (game.snake.headX * config.blockSizePx) + config.blockSizePx/2.5;
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rect.y = (game.snake.headY * config.blockSizePx) + config.blockSizePx/1.7;
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rect.y = (game.snake.headY * config.blockSizePx) + config.blockSizePx/1.7;
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SDL_RenderFillRect(renderer, &rect); //Rechteck rendern
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SDL_RenderFillRect(game.renderer, &rect); //Rechteck rendern
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} else {
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} else {
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//linkes Auge
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//linkes Auge
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rect.x = (game.snake.headX * config.blockSizePx) + config.blockSizePx/5;
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rect.x = (game.snake.headX * config.blockSizePx) + config.blockSizePx/5;
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rect.y = (game.snake.headY * config.blockSizePx) + config.blockSizePx/2.5;
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rect.y = (game.snake.headY * config.blockSizePx) + config.blockSizePx/2.5;
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SDL_RenderFillRect(renderer, &rect); //Rechteck rendern
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SDL_RenderFillRect(game.renderer, &rect); //Rechteck rendern
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//rechtes Auge
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//rechtes Auge
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rect.x = (game.snake.headX * config.blockSizePx) + config.blockSizePx/1.7; //Abstand links
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rect.x = (game.snake.headX * config.blockSizePx) + config.blockSizePx/1.7; //Abstand links
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rect.y = (game.snake.headY * config.blockSizePx) + config.blockSizePx/2.5;
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rect.y = (game.snake.headY * config.blockSizePx) + config.blockSizePx/2.5;
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SDL_RenderFillRect(renderer, &rect); //Rechteck rendern
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SDL_RenderFillRect(game.renderer, &rect); //Rechteck rendern
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}
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}
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SDL_RenderDrawRect(renderer, &rect); //Rechteck rendern
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SDL_RenderDrawRect(game.renderer, &rect); //Rechteck rendern
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//______Fenster aktualisieren____________________________________________
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//______Fenster aktualisieren____________________________________________
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SDL_RenderPresent(renderer); //Fenster aktualisieren
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SDL_RenderPresent(game.renderer); //Fenster aktualisieren
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}
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}
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@ -119,14 +118,14 @@ int CreateSDLWindow(){
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// Erstelle ein SDL-Fenster
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// Erstelle ein SDL-Fenster
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SDL_Window* window = SDL_CreateWindow("Snake", 350, 50, config.windowSize, config.windowSize, SDL_WINDOW_OPENGL);
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game.window = SDL_CreateWindow("Snake", 350, 50, config.windowSize, config.windowSize, SDL_WINDOW_OPENGL);
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if (window == NULL) {
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if (game.window == NULL) {
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printf("Fenster konnte nicht erstellt werden! SDL_Error: %s\n", SDL_GetError());
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printf("Fenster konnte nicht erstellt werden! SDL_Error: %s\n", SDL_GetError());
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return 1;
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return 1;
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}
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}
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renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
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game.renderer = SDL_CreateRenderer(game.window, -1, SDL_RENDERER_ACCELERATED);
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if (renderer == NULL) {
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if (game.renderer == NULL) {
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printf("Renderer konnte nicht erstellt werden! SDL_Error: %s\n", SDL_GetError());
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printf("Renderer konnte nicht erstellt werden! SDL_Error: %s\n", SDL_GetError());
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return 1;
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return 1;
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}
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}
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@ -135,6 +134,6 @@ int CreateSDLWindow(){
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void DestroySDLWindow(){
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void DestroySDLWindow(){
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// Zerstöre das Fenster und beende SDL
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// Zerstöre das Fenster und beende SDL
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SDL_DestroyRenderer(renderer);
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SDL_DestroyRenderer(game.renderer);
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SDL_DestroyWindow(window);
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SDL_DestroyWindow(game.window);
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}
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}
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