fix: dos fallos tontos

This commit is contained in:
2025-03-23 23:10:18 +01:00
parent 45b763791a
commit a7c0b7d8c6
2 changed files with 139 additions and 122 deletions

View File

@@ -4,160 +4,185 @@
#include <iostream>
#include <SDL3/SDL.h>
// Ventana principal y renderizador
SDL_Window *window = nullptr;
SDL_Renderer *renderer = nullptr;
// Textura y bolas
Texture *texture = nullptr;
Ball *ball[NUM_BALLS];
// Control de la aplicación
bool should_exit = false;
Uint64 ticks = 0;
// Inicializa SDL, la ventana, el renderizador y los elementos del juego
bool init()
{
// Initialization flag
bool success = true;
// Indicador de inicialización exitosa
bool success = true;
// Initialize SDL
if (SDL_Init(SDL_INIT_VIDEO))
{
printf("SDL could not initialize! SDL Error: %s\n", SDL_GetError());
success = false;
}
else
{
// Create window
window = SDL_CreateWindow("demo_pelotas1", DEMO_WIDTH * WINDOW_ZOOM, DEMO_HEIGHT * WINDOW_ZOOM, SDL_WINDOW_OPENGL);
if (window == NULL)
{
printf("Window could not be created! SDL Error: %s\n", SDL_GetError());
success = false;
}
else
{
// Create renderer for window
renderer = SDL_CreateRenderer(window, nullptr);
if (renderer == NULL)
{
printf("Renderer could not be created! SDL Error: %s\n", SDL_GetError());
success = false;
}
else
{
// Initialize renderer color
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
// Inicializar SDL
if (!SDL_Init(SDL_INIT_VIDEO))
{
std::cout << "¡SDL no pudo inicializarse! Error de SDL: " << SDL_GetError() << std::endl;
success = false;
}
else
{
// Crear ventana
window = SDL_CreateWindow("demo_pelotas1", DEMO_WIDTH * WINDOW_ZOOM, DEMO_HEIGHT * WINDOW_ZOOM, SDL_WINDOW_OPENGL);
if (window == nullptr)
{
std::cout << "¡No se pudo crear la ventana! Error de SDL: " << SDL_GetError() << std::endl;
success = false;
}
else
{
// Crear renderizador para la ventana
renderer = SDL_CreateRenderer(window, nullptr);
if (renderer == nullptr)
{
std::cout << "¡No se pudo crear el renderizador! Error de SDL: " << SDL_GetError() << std::endl;
success = false;
}
else
{
// Establecer el color inicial del renderizador
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
SDL_SetRenderLogicalPresentation(renderer, DEMO_WIDTH, DEMO_HEIGHT, SDL_LOGICAL_PRESENTATION_INTEGER_SCALE);
}
}
}
// Configurar el renderizador para usar una presentación lógica
SDL_SetRenderLogicalPresentation(renderer, DEMO_WIDTH, DEMO_HEIGHT, SDL_LOGICAL_PRESENTATION_INTEGER_SCALE);
}
}
}
texture = new Texture(renderer, TEXTURE_FILE);
for (int i = 0; i < NUM_BALLS; ++i)
{
const int VX = rand() % 2 == 0 ? 1 : -1;
const int VY = rand() % 2 == 0 ? 1 : -1;
const int X = rand() % DEMO_WIDTH;
const int Y = rand() % DEMO_HEIGHT;
constexpr int SIZE = BALL_SIZE;
ball[i] = new Ball(X, Y, SIZE, SIZE, VX, VY, texture);
}
// Crear textura y bolas
texture = new Texture(renderer, TEXTURE_FILE);
for (int i = 0; i < NUM_BALLS; ++i)
{
const int VX = rand() % 2 == 0 ? 1 : -1;
const int VY = rand() % 2 == 0 ? 1 : -1;
const int X = rand() % DEMO_WIDTH;
const int Y = rand() % DEMO_HEIGHT;
constexpr int SIZE = BALL_SIZE;
ball[i] = new Ball(X, Y, SIZE, SIZE, VX, VY, texture);
}
ticks = SDL_GetTicks();
srand(time(nullptr));
// Configuración inicial de tiempos
ticks = SDL_GetTicks();
srand(time(nullptr));
return success;
return success;
}
// Limpia y libera todos los recursos
void close()
{
// Destroy window
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
// Destruir el renderizador y la ventana
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
if (texture)
{
delete texture;
}
// Eliminar la textura
if (texture)
{
delete texture;
}
for (int i = 0; i < NUM_BALLS; ++i)
{
if (ball[i])
{
delete ball[i];
}
}
// Eliminar todas las bolas
for (int i = 0; i < NUM_BALLS; ++i)
{
if (ball[i])
{
delete ball[i];
}
}
// Quit SDL subsystems
SDL_Quit();
// Finalizar SDL
SDL_Quit();
}
// Gestiona los eventos del usuario
void checkEvents()
{
SDL_Event event;
SDL_Event event;
// Comprueba los eventos que hay en la cola
while (SDL_PollEvent(&event) != 0)
{
// Evento de salida de la aplicación
if (event.type == SDL_EVENT_QUIT)
{
should_exit = true;
break;
}
// Procesar todos los eventos en la cola
while (SDL_PollEvent(&event) != 0)
{
// Detectar si el usuario quiere cerrar la aplicación
if (event.type == SDL_EVENT_QUIT)
{
should_exit = true;
break;
}
if (event.type == SDL_EVENT_KEY_DOWN && event.key.repeat == 0)
{
switch (event.key.key)
{
case SDLK_ESCAPE:
should_exit = true;
break;
// Manejar eventos de teclado
if (event.type == SDL_EVENT_KEY_DOWN && event.key.repeat == 0)
{
switch (event.key.key)
{
case SDLK_ESCAPE: // Salir de la aplicación
should_exit = true;
break;
default:
break;
}
}
}
default:
break;
}
}
}
}
// Actualiza el estado de las bolas
void update()
{
if (SDL_GetTicks() - ticks > DEMO_SPEED)
{
ticks = SDL_GetTicks();
if (SDL_GetTicks() - ticks > DEMO_SPEED)
{
ticks = SDL_GetTicks();
for (int i = 0; i < NUM_BALLS; ++i)
{
ball[i]->update();
}
}
// Actualizar la posición de cada bola
for (int i = 0; i < NUM_BALLS; ++i)
{
ball[i]->update();
}
}
}
// Dibuja el estado actual en la pantalla
void render()
{
SDL_SetRenderDrawColor(renderer, BG_R, BG_G, BG_B, 255);
SDL_RenderClear(renderer);
// Limpiar la pantalla con el color de fondo
SDL_SetRenderDrawColor(renderer, BG_R, BG_G, BG_B, 255);
SDL_RenderClear(renderer);
for (int i = 0; i < NUM_BALLS; ++i)
{
ball[i]->render();
}
// Dibujar todas las bolas
for (int i = 0; i < NUM_BALLS; ++i)
{
ball[i]->render();
}
SDL_RenderPresent(renderer);
// Presentar el renderizador
SDL_RenderPresent(renderer);
}
// Función principal
int main(int argc, char *args[])
{
init();
if (!init())
{
return -1; // Salir si la inicialización falla
}
while (!should_exit)
{
update();
checkEvents();
render();
}
// Bucle principal del juego
while (!should_exit)
{
update();
checkEvents();
render();
}
close();
// Limpiar y cerrar la aplicación
close();
return 0;
}
return 0;
}

View File

@@ -5,19 +5,11 @@
#include "texture.h"
Texture::Texture(SDL_Renderer *renderer)
{
renderer_ = renderer;
texture_ = nullptr;
width_ = 0;
height_ = 0;
}
: renderer_(renderer), texture_(nullptr), width_(0), height_(0) {}
Texture::Texture(SDL_Renderer *renderer, std::string file_path)
: renderer_(renderer), texture_(nullptr), width_(0), height_(0)
{
renderer_ = renderer;
texture_ = nullptr;
width_ = 0;
height_ = 0;
loadFromFile(file_path);
}
@@ -65,7 +57,7 @@ bool Texture::loadFromFile(std::string file_path)
SDL_Surface *loaded_surface = SDL_CreateSurfaceFrom(width, height, pixel_format, (void *)data, pitch);
if (loaded_surface == nullptr)
{
std::cout << "Unable to load image " << file_path.c_str() << std::endl;
std::cout << "Unable to load image " << file_path << std::endl;
}
else
{
@@ -73,7 +65,7 @@ bool Texture::loadFromFile(std::string file_path)
new_texture = SDL_CreateTextureFromSurface(renderer_, loaded_surface);
if (new_texture == nullptr)
{
std::cout << "Unable to create texture from " << file_path.c_str() << "! SDL Error: " << SDL_GetError() << std::endl;
std::cout << "Unable to create texture from " << file_path << "! SDL Error: " << SDL_GetError() << std::endl;
}
else
{