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jumper.c
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#include <stdio.h>
#include <math.h>
#include <stdlib.h>
#include <time.h>
#include "sdl_vars.h"
#include "game_vars.h"
#include "functions.h"
int track = 0; //For error detection.
int closeReq = 0;
int out = 0; //If player is out 1.
int main(){
initialize();
createWindowRenderer(WINDOW_WIDTH, WINDOW_HEIGHT);
gamePlay();
closeAll();
return 0;
}
//Main game play loop is this.
void gamePlay(void){
createSurfaceAndTexture();
queryTexture();
setImgVariables();
setTilesPos();
int x_pos = tileImg[1].x + 10;
int y_pos = tileImg[1].y - srcImg.h;
srcImg.x = x_pos;
srcImg.y = y_pos;
//Our Character.
struct Jumper jumper = { x_pos,y_pos,6,JUMP_DISTANCE,0,0,0,0 };
while(!closeReq){
imgPtr = standImg;
out = jumper.y_pos >= WINDOW_HEIGHT - srcImg.h;
closeReq = out; //Remove when exit screen is ready.
moveTiles();
attachJumperToTiles(&jumper);
controlMovement(&jumper);
renderFunc();
SDL_Delay(1000 / 60);
}
return;
}
int isTilesPos(struct Jumper *jumper){
for(int i = 0;i < 6;i++){
if(jumper->x_pos + JUMPER_WIDTH >= tileImg[i].x + 2 &&
jumper->x_pos <= (tileImg[i].x + 58) &&
(jumper->y_pos + JUMPER_HEIGHT) >= (tileImg[i].y - 8) &&
(jumper->y_pos + JUMPER_HEIGHT) <= tileImg[i].y){
return 1;
}
}
return 0;
}
int attachJumperToTiles(struct Jumper *jumper){
if(isTilesPos(jumper)){
jumper->y_pos += 1;
jumper->down = 1;
}
return 1;
}
void moveTiles(){
for(int i = 0;i < 6;i++){
tileImg[i].y = (tileImg[i].y + 1) % 400;
if(tileImg[i].y > WINDOW_HEIGHT + 16){
tileImg[i].x = getRandInt();
}
}
return;
}
void controlMovement(struct Jumper *jumper){
int x_speed = abs(jumper->speed);
getInput(&jumper->left, &jumper->right, &jumper->up, &jumper->down);
if((jumper->up == 1) && !jumper->down /* && !isTilesPos(jumper) */){
imgPtr = jumpImg;
if(jumper->jumpHeight <= 0 && jumper->jumpHeight >= -8){
jumper->speed = -(jumper->speed + 3);
}
jumper->y_pos -= jumper->speed;
jumper->jumpHeight -= x_speed;
} else{
jumper->up = 0;
jumper->speed = 6;
jumper->jumpHeight = JUMP_DISTANCE;
}
if(jumper->right == 1){
/* if(!jumper->up){ //If you want unique x speed.
jumper->speed = 5;
} */
jumper->x_pos += x_speed *
(jumper->x_pos + x_speed < WINDOW_WIDTH - srcImg.w) - 1;
}
if(jumper->left == 1){
/* if(!jumper->up){
jumper->speed = 6;
} */
jumper->x_pos -= x_speed *
(jumper->x_pos - x_speed > srcImg.w - 38) - 1;
}
srcImg.x = jumper->x_pos;
srcImg.y = jumper->y_pos;
return;
}
void getInput(int *left, int *right, int *up, int *down){
SDL_Event event;
while(SDL_PollEvent(&event)){
switch(event.type){
case SDL_QUIT:
closeReq = 1;
break;
case SDL_KEYDOWN:
switch(event.key.keysym.scancode){
case SDL_SCANCODE_UP:
*up = 1;
*down = 0;
break;
case SDL_SCANCODE_LEFT:
*left = 1;
break;
case SDL_SCANCODE_RIGHT:
*right = 1;
break;
}
break;
case SDL_KEYUP:
// To detect the leaving of left right keys (must do).
switch(event.key.keysym.scancode){
case SDL_SCANCODE_LEFT:
*left = 0;
break;
case SDL_SCANCODE_RIGHT:
*right = 0;
break;
}
break;
}
}
return;
}
void renderFunc(){
SDL_RenderClear(renderer);
for(int i = 0;i < 6;i++){
SDL_RenderCopy(renderer, tileTexture, NULL, &tileImg[i]);
}
SDL_RenderCopy(renderer, texture, &imgPtr, &srcImg);
SDL_RenderPresent(renderer);
return;
}
int getRandInt(){ //Returns random for X position of tile.
return rand() % 616;
}
void freeSurface(){
SDL_FreeSurface(surface);
SDL_FreeSurface(tileSurface);
return;
}
void createSurfaceAndTexture(){
surface = IMG_Load("gfx/jumper.png");
tileSurface = IMG_Load("gfx/obstacle2.png");
if(!surface && !tileSurface){
printf("Not able to create surface: %d", track++);
closeAll();
}
texture = SDL_CreateTextureFromSurface(renderer, surface);
tileTexture = SDL_CreateTextureFromSurface(renderer, tileSurface);
freeSurface();
if(!texture && !tileTexture){
printf("Not able to create texture: %d\n", track++);
closeAll();
}
return;
}
void queryTexture(){
for(int i = 0;i < 6;i++){
SDL_QueryTexture(tileTexture, NULL, NULL, &tileImg[i].w, &tileImg[i].h);
}
SDL_QueryTexture(texture, NULL, NULL, &srcImg.w, &srcImg.h);
return;
}
void setImgVariables(){
srcImg.h /= 2;
srcImg.w /= 4;
standImg.h = 64;
standImg.w = 54;
standImg.x = 0;
standImg.y = 0;
jumpImg.h = 64;
jumpImg.w = 54;
jumpImg.x = 64;
jumpImg.y = 0;
return;
}
void setTilesPos(){
for(int i = 0;i < 5;i++){
tileImg[i].x = getRandInt();
tileImg[i].y = (i + 1) * 70;
}
return;
}
void closeAll(){
SDL_DestroyTexture(texture);
SDL_DestroyTexture(tileTexture);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return;
}
void createWindowRenderer(int width, int height){
window = SDL_CreateWindow("JuMpeR", SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
width, height, SDL_WINDOW_SHOWN);
if(window == NULL){
printf("Not able to create window: %d\n", track++);
return;
}
renderer = SDL_CreateRenderer(window, -1,
SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
if(renderer == NULL){
printf("Not able to create Renderer: %d\n", track++);
}
return;
}
void initialize(){
int gotscreen = SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER);
if(gotscreen != 0){
printf("Not able to initialize window: %d\n", track++);
return;
}
// if(TTF_Init() == -1){
// printf("Not able to initialize ttf:%d\n", track++);
// printf("TTF_Init: %s\n", TTF_GetError());
// exit(2);
// }
srand((unsigned)time(NULL));
return;
}
// THATS ALL. THANK YOU!! :-D