#include "../sdlpp/sdlpp.hpp" #include "sprites.hpp" #ifdef _WIN32 #include "../sdlpp/SDL2/SDL2_framerate.h" #include #include #include #else #include #endif // UNIX #include #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; }