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Implement a basic scene class

This commit is contained in:
Gregory Eremin 2015-09-30 17:55:40 +03:00
parent bb07d62bc4
commit efcf9cfffe
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GPG Key ID: 5EFA427EEC26E86C
5 changed files with 79 additions and 49 deletions

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@ -3,7 +3,7 @@ CC=clang++
all: build run
build:
$(CC) -lSDL2 main.cpp -o breakout
$(CC) -lSDL2 src/scene.cpp src/breakout.cpp -o breakout
run:
./breakout

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@ -1,17 +1,7 @@
#include <iostream>
#include "SDL2/SDL.h"
#define SCREEN_X 100
#define SCREEN_Y 100
#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480
#define PAD_WIDTH 200
#define PAD_HEIGHT 20
#define KEY_MOVE_STEP 5
#define BG_COLOR 0, 0, 0, 255
#define PAD_COLOR 0, 0, 255, 255
#include "breakout.h"
#include "scene.h"
int main(int argc, char const *argv[]) {
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
@ -43,31 +33,14 @@ int main(int argc, char const *argv[]) {
return 1;
}
// Setting background color to black
SDL_SetRenderDrawColor(renderer, BG_COLOR);
SDL_RenderClear(renderer);
// Creat a rect at pos ( 50, 50 ) that's 50 pixels wide and 50 pixels high.
SDL_Rect pad = {
.x = (SCREEN_WIDTH - PAD_WIDTH) / 2,
.y = (SCREEN_HEIGHT - PAD_HEIGHT),
.w = PAD_WIDTH,
.h = PAD_HEIGHT
};
// Set render color to blue ( rect will be rendered in this color )
SDL_SetRenderDrawColor(renderer, PAD_COLOR);
// Render rect
SDL_RenderFillRect(renderer, &pad);
// Render the rect to the screen
SDL_RenderPresent(renderer);
Scene scene(window, renderer);
SDL_Event e;
bool quit = false;
while (!quit) {
bool has_event = false;
while (SDL_PollEvent(&e)) {
has_event = true;
if (e.type == SDL_QUIT) {
quit = true;
}
@ -77,31 +50,23 @@ int main(int argc, char const *argv[]) {
quit = true;
break;
case SDLK_LEFT:
pad.x -= KEY_MOVE_STEP;
scene.move_pad_relative(-KEY_MOVE_STEP);
break;
case SDLK_RIGHT:
pad.x += KEY_MOVE_STEP;
scene.move_pad_relative(KEY_MOVE_STEP);
break;
}
}
if (e.type == SDL_MOUSEMOTION) {
pad.x = e.motion.x - PAD_WIDTH / 2;
}
if (pad.x < 0) {
pad.x = 0;
} else if (pad.x > SCREEN_WIDTH - PAD_WIDTH) {
pad.x = SCREEN_WIDTH - PAD_WIDTH;
scene.move_pad(e.motion.x - PAD_WIDTH / 2);
}
}
// Re-rendering
SDL_SetRenderDrawColor(renderer, BG_COLOR);
SDL_RenderClear(renderer);
SDL_SetRenderDrawColor(renderer, PAD_COLOR);
SDL_RenderFillRect(renderer, &pad);
SDL_RenderPresent(renderer);
SDL_Delay(1);
if (has_event) {
scene.render();
} else {
SDL_Delay(1);
}
}
SDL_DestroyWindow(window);

6
src/breakout.h Normal file
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@ -0,0 +1,6 @@
#define SCREEN_X 300
#define SCREEN_Y 100
#define SCREEN_WIDTH 400
#define SCREEN_HEIGHT 600
#define KEY_MOVE_STEP 5

38
src/scene.cpp Normal file
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@ -0,0 +1,38 @@
#include <iostream>
#include "SDL2/SDL.h"
#include "breakout.h"
#include "scene.h"
Scene::Scene(SDL_Window *w, SDL_Renderer *r) {
window = w;
renderer = r;
pad.x = (SCREEN_WIDTH - PAD_WIDTH) / 2;
pad.y = (SCREEN_HEIGHT - PAD_HEIGHT);
pad.w = PAD_WIDTH;
pad.h = PAD_HEIGHT;
}
Scene::~Scene() {}
void Scene::render() {
SDL_SetRenderDrawColor(renderer, BG_COLOR);
SDL_RenderClear(renderer);
SDL_SetRenderDrawColor(renderer, PAD_COLOR);
SDL_RenderFillRect(renderer, &pad);
SDL_RenderPresent(renderer);
}
void Scene::move_pad(int x) {
pad.x = x;
if (pad.x < 0) {
pad.x = 0;
} else if (pad.x > SCREEN_WIDTH - PAD_WIDTH) {
pad.x = SCREEN_WIDTH - PAD_WIDTH;
}
}
void Scene::move_pad_relative(int delta) {
move_pad(pad.x + delta);
}

21
src/scene.h Normal file
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@ -0,0 +1,21 @@
#define PAD_WIDTH 200
#define PAD_HEIGHT 20
#define BG_COLOR 0, 0, 0, 255
#define PAD_COLOR 0, 0, 255, 255
class Scene {
public:
Scene(SDL_Window *w, SDL_Renderer *r);
~Scene();
void render();
void move_pad(int x);
void move_pad_relative(int delta);
private:
SDL_Window *window;
SDL_Renderer *renderer;
SDL_Rect pad;
SDL_Rect blocks[10];
};