181 lines
4.5 KiB
C
181 lines
4.5 KiB
C
/*
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* happy.c
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* written by Holmes Futrell
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* use however you want
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*/
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#include "SDL.h"
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#include "common.h"
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#define NUM_HAPPY_FACES 100 /* number of faces to draw */
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#define HAPPY_FACE_SIZE 32 /* width and height of happyface */
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static SDL_Texture *texture = 0; /* reference to texture holding happyface */
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static struct
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{
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float x, y; /* position of happyface */
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float xvel, yvel; /* velocity of happyface */
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} faces[NUM_HAPPY_FACES];
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/*
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Sets initial positions and velocities of happyfaces
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units of velocity are pixels per millesecond
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*/
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void
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initializeHappyFaces(SDL_Renderer *renderer)
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{
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int i;
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int w;
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int h;
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SDL_RenderGetLogicalSize(renderer, &w, &h);
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for (i = 0; i < NUM_HAPPY_FACES; i++) {
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faces[i].x = randomFloat(0.0f, w - HAPPY_FACE_SIZE);
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faces[i].y = randomFloat(0.0f, h - HAPPY_FACE_SIZE);
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faces[i].xvel = randomFloat(-60.0f, 60.0f);
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faces[i].yvel = randomFloat(-60.0f, 60.0f);
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}
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}
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void
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render(SDL_Renderer *renderer, double deltaTime)
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{
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int i;
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SDL_Rect srcRect;
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SDL_Rect dstRect;
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int w;
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int h;
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SDL_RenderGetLogicalSize(renderer, &w, &h);
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/* setup boundaries for happyface bouncing */
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int maxx = w - HAPPY_FACE_SIZE;
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int maxy = h - HAPPY_FACE_SIZE;
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int minx = 0;
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int miny = 0;
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/* setup rects for drawing */
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srcRect.x = 0;
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srcRect.y = 0;
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srcRect.w = HAPPY_FACE_SIZE;
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srcRect.h = HAPPY_FACE_SIZE;
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dstRect.w = HAPPY_FACE_SIZE;
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dstRect.h = HAPPY_FACE_SIZE;
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/* fill background in with black */
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_RenderClear(renderer);
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/*
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loop through all the happy faces:
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- update position
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- update velocity (if boundary is hit)
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- draw
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*/
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for (i = 0; i < NUM_HAPPY_FACES; i++) {
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faces[i].x += faces[i].xvel * deltaTime;
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faces[i].y += faces[i].yvel * deltaTime;
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if (faces[i].x > maxx) {
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faces[i].x = maxx;
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faces[i].xvel = -faces[i].xvel;
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} else if (faces[i].y > maxy) {
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faces[i].y = maxy;
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faces[i].yvel = -faces[i].yvel;
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}
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if (faces[i].x < minx) {
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faces[i].x = minx;
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faces[i].xvel = -faces[i].xvel;
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} else if (faces[i].y < miny) {
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faces[i].y = miny;
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faces[i].yvel = -faces[i].yvel;
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}
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dstRect.x = faces[i].x;
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dstRect.y = faces[i].y;
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SDL_RenderCopy(renderer, texture, &srcRect, &dstRect);
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}
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/* update screen */
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SDL_RenderPresent(renderer);
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}
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/*
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loads the happyface graphic into a texture
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*/
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void
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initializeTexture(SDL_Renderer *renderer)
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{
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SDL_Surface *bmp_surface;
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/* load the bmp */
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bmp_surface = SDL_LoadBMP("icon.bmp");
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if (bmp_surface == NULL) {
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fatalError("could not load bmp");
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}
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/* set white to transparent on the happyface */
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SDL_SetColorKey(bmp_surface, 1,
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SDL_MapRGB(bmp_surface->format, 255, 255, 255));
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/* convert RGBA surface to texture */
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texture = SDL_CreateTextureFromSurface(renderer, bmp_surface);
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if (texture == 0) {
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fatalError("could not create texture");
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}
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SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
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/* free up allocated memory */
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SDL_FreeSurface(bmp_surface);
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}
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int
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main(int argc, char *argv[])
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{
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SDL_Window *window;
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SDL_Renderer *renderer;
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int done;
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int width;
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int height;
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/* initialize SDL */
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if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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fatalError("Could not initialize SDL");
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}
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/* The specified window size doesn't matter - except for its aspect ratio,
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* which determines whether the window is in portrait or landscape on iOS
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* (if SDL_WINDOW_RESIZABLE isn't specified). */
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window = SDL_CreateWindow(NULL, 0, 0, 320, 480, SDL_WINDOW_FULLSCREEN | SDL_WINDOW_ALLOW_HIGHDPI);
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renderer = SDL_CreateRenderer(window, -1, 0);
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SDL_GetWindowSize(window, &width, &height);
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SDL_RenderSetLogicalSize(renderer, width, height);
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initializeTexture(renderer);
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initializeHappyFaces(renderer);
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/* main loop */
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done = 0;
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while (!done) {
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SDL_Event event;
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double deltaTime = updateDeltaTime();
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while (SDL_PollEvent(&event)) {
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if (event.type == SDL_QUIT) {
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done = 1;
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}
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}
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render(renderer, deltaTime);
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SDL_Delay(1);
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}
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/* cleanup */
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SDL_DestroyTexture(texture);
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/* shutdown SDL */
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SDL_Quit();
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return 0;
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}
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