Starting Mario Editor project

This commit is contained in:
2021-04-30 21:02:14 +02:00
parent 1927b71629
commit d4991ea3a7
6 changed files with 156 additions and 5 deletions
+140
View File
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#include "../sdlpp/sdlpp.hpp"
#include "sprites.hpp"
#ifdef _WIN32
#include "../sdlpp/SDL2/SDL2_framerate.h"
#include <ctime>
#include <string>
#include <windows.h>
#else
#include <SDL2/SDL2_framerate.h>
#endif // UNIX
#include <thread>
#include "global_vars.hpp"
#include "objectids.hpp"
#include "blocks.hpp"
#include "maploader.hpp"
std::shared_ptr< SDLPP::Renderer > renderer = nullptr;
bool quit = false;
void handleKeyDown( SDL_Keycode key, SDLPP::Scene &scene ) {
switch ( key ) {
case SDLK_ESCAPE:
quit = true;
break;
case SDLK_a:
break;
case SDLK_d:
break;
case SDLK_SPACE:
case SDLK_w:
break;
case SDLK_s:
break;
case SDLK_r:
scene.getRenderer().setRenderColiders(
!scene.getRenderer().getRenderColiders() );
default:
break;
}
}
void handleKeyUp( SDL_Keycode key ) {
switch ( key ) {
case SDLK_a:
break;
case SDLK_d:
break;
case SDLK_w:
case SDLK_s:
default:
break;
}
}
void pollEvents( SDLPP::Scene &scene ) {
SDL_Event event;
while ( SDLPP::getSDLEvent( event ) ) {
switch ( event.type ) {
case SDL_QUIT:
quit = true;
break;
case SDL_KEYDOWN:
if ( !event.key.repeat )
handleKeyDown( event.key.keysym.sym, scene );
break;
case SDL_KEYUP:
handleKeyUp( event.key.keysym.sym );
break;
case SDL_WINDOWEVENT:
if ( event.window.event == SDL_WINDOWEVENT_RESIZED ) {
scene.updateSizeAndPosition();
}
default:
break;
}
}
}
void doInput( std::shared_ptr< SDLPP::Scene > scene ) {
FPSmanager gFPS;
SDL_initFramerate( &gFPS );
SDL_setFramerate( &gFPS, 200 );
while ( true ) {
SDL_framerateDelay( &gFPS );
pollEvents( *scene );
scene->updateScene();
}
}
#ifdef _WIN32
int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance,
PWSTR szCmdLine, int nCmdShow ) {
#else
int main() {
#endif
SDLPP::init();
SDLPP::Window w( "Mario clone!" );
w.setResizable( true );
BLOCK_SIZE = 1.0 / 20;
renderer = std::make_shared< SDLPP::Renderer >( w );
renderer->setBlendMode( SDL_BLENDMODE_BLEND );
// prepare global vars
g_terrain_texture = std::make_shared< SDLPP::Texture >(
renderer, "sprites/terrain.png", MARIO_OVERWORLD_COLORKEY );
auto scene = std::make_shared< SDLPP::Scene >( renderer );
auto bg = std::make_shared< SDLPP::RectangleRender >(
0, 0, 10, 10, renderer, MARIO_OVERWORLD_COLORKEY, true );
bg->setStatic();
bg->setId( 1 );
scene->addObject( bg );
loadMap( scene, nullptr, "testmap.txt", renderer );
FPSmanager gFPS;
SDL_initFramerate( &gFPS );
SDL_setFramerate( &gFPS, 60 );
auto base = SDL_GetTicks();
int frames = 0;
std::thread inputThread( doInput, scene );
inputThread.detach();
while ( !quit ) {
SDL_PumpEvents();
SDL_framerateDelay( &gFPS );
scene->renderScene();
renderer->presentRenderer();
frames++;
if ( SDL_GetTicks() - base >= 1000 ) {
std::cout << "FPS: " << frames << std::endl;
frames = 0;
base = SDL_GetTicks();
}
}
return 0;
}