main mit now-Funktion (lt.Flowchart) und globale Variablen aus game für window und renderer

This commit is contained in:
Julia09055x 2023-12-12 11:56:08 +01:00
parent 9cd6704057
commit 4f51654b72
2 changed files with 58 additions and 49 deletions

View File

@ -1,4 +1,5 @@
#include <stdio.h> #include <stdio.h>
#include <time.h>
extern "C" extern "C"
{ {
@ -38,21 +39,30 @@ int main(int argc, char *argv[])
} }
CreateSDLWindow(); CreateSDLWindow();
while(1){
if(game.gameState != EXIT) {
if (game.gameState == RUNNING) {
processInputEvent();
DELAY(config.cycleDurationMs);
processInputEvent();
runGameCycle();
}
} else {
DestroySDLWindow();
SDL_Quit();
return 0;} time_t now;
now = clock(); // Timer startet
game.timestampLastCycle = now;
while(game.gameState != EXIT) {
if (game.gameState == RUNNING) {
now = clock(); // Timer startet
if (now - game.timestampLastCycle > config.cycleDurationMs){
game.timestampLastCycle = now;
runGameCycle();
} else{
DELAY(5); //verhindert maximale Durchlaufgeschwindigkeit der Schleife
processInputEvent();
}
}
} }
DestroySDLWindow();
SDL_Quit();
return 0; return 0;
} }

View File

@ -6,109 +6,108 @@
#include "config.h" #include "config.h"
#include <stdio.h> #include <stdio.h>
SDL_Renderer* renderer;
SDL_Window* window;
void renderGame(){ void renderGame(){
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); SDL_SetRenderDrawColor(game.renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer); SDL_RenderClear(game.renderer);
SDL_Rect rect; //Rechteck anlegen SDL_Rect rect; //Rechteck anlegen
rect.w = config.blockSizePx; //Breite festlegen rect.w = config.blockSizePx; //Breite festlegen
rect.h = config.blockSizePx; //Höhe festlegen rect.h = config.blockSizePx; //Höhe festlegen
//_______Head kreieren__________________________________________________ //_______Head kreieren__________________________________________________
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255); //RGB-Farbe Kopf SDL_SetRenderDrawColor(game.renderer, 0, 255, 0, 255); //RGB-Farbe Kopf
rect.x = (game.snake.headX * config.blockSizePx); //Abstand links rect.x = (game.snake.headX * config.blockSizePx); //Abstand links
rect.y = (game.snake.headY * config.blockSizePx); //Abstand rechts rect.y = (game.snake.headY * config.blockSizePx); //Abstand rechts
SDL_RenderFillRect(renderer, &rect); //Rechteck rendern SDL_RenderFillRect(game.renderer, &rect); //Rechteck rendern
//______Tail kreieren_________________________________________________________________ //______Tail kreieren_________________________________________________________________
for(int i = 1; i<game.snake.length; i++){ for(int i = 1; i<game.snake.length; i++){
SDL_SetRenderDrawColor(renderer, 15, 179, 15, 255); //RGB-Farbe Tail SDL_SetRenderDrawColor(game.renderer, 15, 179, 15, 255); //RGB-Farbe Tail
rect.x = (game.snake.tail[i][0] * config.blockSizePx); //Abstand links rect.x = (game.snake.tail[i][0] * config.blockSizePx); //Abstand links
rect.y = (game.snake.tail[i][1] * config.blockSizePx); //Abstand rechts rect.y = (game.snake.tail[i][1] * config.blockSizePx); //Abstand rechts
SDL_RenderFillRect(renderer, &rect); //Rechteck rendern SDL_RenderFillRect(game.renderer, &rect); //Rechteck rendern
} }
//______Portal kreieren________________________________________________________________________ //______Portal kreieren________________________________________________________________________
for (int i = 0; i < game.map.portalCount; i++) for (int i = 0; i < game.map.portalCount; i++)
{ {
switch(i) { //Farben je nach Start-Portal-Nr. switch(i) { //Farben je nach Start-Portal-Nr.
case 0: SDL_SetRenderDrawColor(renderer, 90, 150, 255, 255); break; //Start: hellblau case 0: SDL_SetRenderDrawColor(game.renderer, 90, 150, 255, 255); break; //Start: hellblau
case 1: SDL_SetRenderDrawColor(renderer, 255, 150, 255, 255); break; //Start: rosa case 1: SDL_SetRenderDrawColor(game.renderer, 255, 150, 255, 255); break; //Start: rosa
default: SDL_SetRenderDrawColor(renderer, 255, 150, 150, 255); break; //Start: hellrot default: SDL_SetRenderDrawColor(game.renderer, 255, 150, 150, 255); break; //Start: hellrot
} }
//Start-Portal //Start-Portal
rect.x = (game.map.portals[i].posX * config.blockSizePx); rect.x = (game.map.portals[i].posX * config.blockSizePx);
rect.y = (game.map.portals[i].posY * config.blockSizePx); rect.y = (game.map.portals[i].posY * config.blockSizePx);
SDL_RenderDrawRect(renderer, &rect); //Rechteck rendern SDL_RenderDrawRect(game.renderer, &rect); //Rechteck rendern
switch(i) { //Farben je nach Ausgangs-Portal-Nr. switch(i) { //Farben je nach Ausgangs-Portal-Nr.
case 0: SDL_SetRenderDrawColor(renderer, 45, 45, 255, 255); break; //Ausgang: dunkelblau case 0: SDL_SetRenderDrawColor(game.renderer, 45, 45, 255, 255); break; //Ausgang: dunkelblau
case 1: SDL_SetRenderDrawColor(renderer, 204, 0, 204, 255); break; //Ausgang: violett case 1: SDL_SetRenderDrawColor(game.renderer, 204, 0, 204, 255); break; //Ausgang: violett
default: SDL_SetRenderDrawColor(renderer, 255, 50, 0, 255); break; //Ausgang: rot default: SDL_SetRenderDrawColor(game.renderer, 255, 50, 0, 255); break; //Ausgang: rot
} }
//Ausgangs-Portal //Ausgangs-Portal
rect.x = (game.map.portals[i].targetX * config.blockSizePx); rect.x = (game.map.portals[i].targetX * config.blockSizePx);
rect.y = (game.map.portals[i].targetY * config.blockSizePx); rect.y = (game.map.portals[i].targetY * config.blockSizePx);
SDL_RenderDrawRect(renderer, &rect); //Rechteck rendern SDL_RenderDrawRect(game.renderer, &rect); //Rechteck rendern
} }
//_______Food kreieren_________________________________________________________________________ //_______Food kreieren_________________________________________________________________________
SDL_SetRenderDrawColor(renderer, 255, 200, 0, 255); //RGB-Farbe Food SDL_SetRenderDrawColor(game.renderer, 255, 200, 0, 255); //RGB-Farbe Food
rect.x = (game.foodX*config.blockSizePx); //Abstand links rect.x = (game.foodX*config.blockSizePx); //Abstand links
rect.y = (game.foodY* config.blockSizePx); //Abstand rechts rect.y = (game.foodY* config.blockSizePx); //Abstand rechts
SDL_RenderFillRect(renderer, &rect); //Rechteck rendern SDL_RenderFillRect(game.renderer, &rect); //Rechteck rendern
SDL_SetRenderDrawColor(renderer, 255, 140, 0, 255); //RGB-Farbe Food Rahmen SDL_SetRenderDrawColor(game.renderer, 255, 140, 0, 255); //RGB-Farbe Food Rahmen
SDL_RenderDrawRect(renderer, &rect); //Rechteck rendern SDL_RenderDrawRect(game.renderer, &rect); //Rechteck rendern
//______Collisions kreieren_________________________________________________________________________ //______Collisions kreieren_________________________________________________________________________
for(int i = 0; i < game.map.collisionCount; i++){ for(int i = 0; i < game.map.collisionCount; i++){
SDL_SetRenderDrawColor(renderer, 112, 128, 144, 255); //RGB-Farbe Wand SDL_SetRenderDrawColor(game.renderer, 112, 128, 144, 255); //RGB-Farbe Wand
rect.x = (game.map.collisions[i].posX*config.blockSizePx); //Abstand links rect.x = (game.map.collisions[i].posX*config.blockSizePx); //Abstand links
rect.y = (game.map.collisions[i].posY* config.blockSizePx); //Abstand rechts rect.y = (game.map.collisions[i].posY* config.blockSizePx); //Abstand rechts
SDL_RenderFillRect(renderer, &rect); //Rechteck rendern SDL_RenderFillRect(game.renderer, &rect); //Rechteck rendern
SDL_SetRenderDrawColor(renderer, 80, 90, 100, 255); //RGB-Farbe Wand-Rand SDL_SetRenderDrawColor(game.renderer, 80, 90, 100, 255); //RGB-Farbe Wand-Rand
SDL_RenderDrawRect(renderer, &rect); //Rechteck rendern SDL_RenderDrawRect(game.renderer, &rect); //Rechteck rendern
} }
//_________________Augen___________________________________________________ //_________________Augen___________________________________________________
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); SDL_SetRenderDrawColor(game.renderer, 255, 255, 255, 255);
rect.w = config.blockSizePx/4; //Breite festlegen rect.w = config.blockSizePx/4; //Breite festlegen
rect.h = config.blockSizePx/4; //Höhe festlegen rect.h = config.blockSizePx/4; //Höhe festlegen
if (game.snake.direction == LEFT || game.snake.direction == RIGHT){ if (game.snake.direction == LEFT || game.snake.direction == RIGHT){
//oberes Auge //oberes Auge
rect.x = (game.snake.headX * config.blockSizePx) + config.blockSizePx/2.5; rect.x = (game.snake.headX * config.blockSizePx) + config.blockSizePx/2.5;
rect.y = (game.snake.headY * config.blockSizePx) + config.blockSizePx/5; rect.y = (game.snake.headY * config.blockSizePx) + config.blockSizePx/5;
SDL_RenderFillRect(renderer, &rect); //Rechteck rendern SDL_RenderFillRect(game.renderer, &rect); //Rechteck rendern
//unteres Auge //unteres Auge
rect.x = (game.snake.headX * config.blockSizePx) + config.blockSizePx/2.5; rect.x = (game.snake.headX * config.blockSizePx) + config.blockSizePx/2.5;
rect.y = (game.snake.headY * config.blockSizePx) + config.blockSizePx/1.7; rect.y = (game.snake.headY * config.blockSizePx) + config.blockSizePx/1.7;
SDL_RenderFillRect(renderer, &rect); //Rechteck rendern SDL_RenderFillRect(game.renderer, &rect); //Rechteck rendern
} else { } else {
//linkes Auge //linkes Auge
rect.x = (game.snake.headX * config.blockSizePx) + config.blockSizePx/5; rect.x = (game.snake.headX * config.blockSizePx) + config.blockSizePx/5;
rect.y = (game.snake.headY * config.blockSizePx) + config.blockSizePx/2.5; rect.y = (game.snake.headY * config.blockSizePx) + config.blockSizePx/2.5;
SDL_RenderFillRect(renderer, &rect); //Rechteck rendern SDL_RenderFillRect(game.renderer, &rect); //Rechteck rendern
//rechtes Auge //rechtes Auge
rect.x = (game.snake.headX * config.blockSizePx) + config.blockSizePx/1.7; //Abstand links rect.x = (game.snake.headX * config.blockSizePx) + config.blockSizePx/1.7; //Abstand links
rect.y = (game.snake.headY * config.blockSizePx) + config.blockSizePx/2.5; rect.y = (game.snake.headY * config.blockSizePx) + config.blockSizePx/2.5;
SDL_RenderFillRect(renderer, &rect); //Rechteck rendern SDL_RenderFillRect(game.renderer, &rect); //Rechteck rendern
} }
SDL_RenderDrawRect(renderer, &rect); //Rechteck rendern SDL_RenderDrawRect(game.renderer, &rect); //Rechteck rendern
//______Fenster aktualisieren____________________________________________ //______Fenster aktualisieren____________________________________________
SDL_RenderPresent(renderer); //Fenster aktualisieren SDL_RenderPresent(game.renderer); //Fenster aktualisieren
} }
@ -119,14 +118,14 @@ int CreateSDLWindow(){
// Erstelle ein SDL-Fenster // Erstelle ein SDL-Fenster
SDL_Window* window = SDL_CreateWindow("Snake", 350, 50, config.windowSize, config.windowSize, SDL_WINDOW_OPENGL); game.window = SDL_CreateWindow("Snake", 350, 50, config.windowSize, config.windowSize, SDL_WINDOW_OPENGL);
if (window == NULL) { if (game.window == NULL) {
printf("Fenster konnte nicht erstellt werden! SDL_Error: %s\n", SDL_GetError()); printf("Fenster konnte nicht erstellt werden! SDL_Error: %s\n", SDL_GetError());
return 1; return 1;
} }
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED); game.renderer = SDL_CreateRenderer(game.window, -1, SDL_RENDERER_ACCELERATED);
if (renderer == NULL) { if (game.renderer == NULL) {
printf("Renderer konnte nicht erstellt werden! SDL_Error: %s\n", SDL_GetError()); printf("Renderer konnte nicht erstellt werden! SDL_Error: %s\n", SDL_GetError());
return 1; return 1;
} }
@ -135,6 +134,6 @@ int CreateSDLWindow(){
void DestroySDLWindow(){ void DestroySDLWindow(){
// Zerstöre das Fenster und beende SDL // Zerstöre das Fenster und beende SDL
SDL_DestroyRenderer(renderer); SDL_DestroyRenderer(game.renderer);
SDL_DestroyWindow(window); SDL_DestroyWindow(game.window);
} }