Files
jail_engine/main.cpp

206 lines
4.7 KiB
C++

/*
Ejemplo de uso de las unidades incluídas en jail_engine
Código fuente creado por JailDesigner
*/
#include <SDL2/SDL.h>
#include <iostream>
#include "units/jail_audio.h"
#include "units/text.h"
#include "units/utils.h"
#include "units/asset.h"
#include "units/movingsprite.h"
#include "units/texture.h"
SDL_Event *event;
SDL_Window *window;
SDL_Renderer *renderer;
int ticks = 0;
int ticksSpeed = 15;
int counter = 0;
int main(int argc, char *argv[])
{
// Inicializa las opciones
struct options_t *options = new options_t;
options->gameWidth = 640;
options->gameHeight = 480;
options->console = true;
// Inicializa la lista de recursos
Asset *asset = new Asset(argv[0]);
asset->add("/data/music.ogg", t_music);
asset->add("/data/sound.wav", t_sound);
asset->add("/data/smb2.txt", t_font);
asset->add("/data/smb2.png", t_bitmap);
asset->add("/data/z80.png", t_bitmap);
asset->setVerbose(options->console);
if (!asset->check())
{
exit(EXIT_FAILURE);
}
// Inicializa SDL y la ventana
SDL_Init(SDL_INIT_EVERYTHING);
window = SDL_CreateWindow("jail_engine_demo", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, options->gameWidth, options->gameHeight, SDL_WINDOW_SHOWN);
if (window != nullptr)
{
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
if (renderer == nullptr)
{
exit(EXIT_FAILURE);
}
}
else
{
exit(EXIT_FAILURE);
}
event = new SDL_Event();
// Inicializa jail_audio
JA_Init(48000, AUDIO_S16, 2);
JA_Music_t *music;
JA_Sound_t *sound;
music = JA_LoadMusic(asset->get("music.ogg").c_str());
sound = JA_LoadSound(asset->get("sound.wav").c_str());
int volume = 128;
// Inicializa el texto
Text *text = new Text(asset->get("smb2.txt"), asset->get("smb2.png"), renderer);
// Inicializa el sprite
Texture *texture = new Texture(renderer, asset->get("z80.png"));
MovingSprite *sprite = new MovingSprite();
sprite->setRenderer(renderer);
sprite->setTexture(texture);
sprite->setPosX(0);
sprite->setPosY(0);
sprite->setWidth(16);
sprite->setHeight(32);
sprite->setSpriteClip({0, 0, 16, 32});
sprite->setVelX(1);
sprite->setVelY(2);
// Bucle principal
// JA_PlayMusic(music, true);
bool should_exit = false;
while (!should_exit)
{
// Comprueba el teclado y los eventos
while (SDL_PollEvent(event))
{
if (event->type == SDL_QUIT)
{
should_exit = true;
break;
}
if (event->type == SDL_KEYDOWN)
{
switch (event->key.keysym.scancode)
{
default:
break;
}
}
}
// Actualiza la lógica del programa
if (SDL_GetTicks() - ticks > ticksSpeed)
{
// Actualiza la variable
ticks = SDL_GetTicks();
// Incrementa el contador
counter++;
// Actualiza el sprite
if (sprite->getPosX() + sprite->getWidth() > options->gameWidth or sprite->getPosX() < 0)
{
sprite->undoMoveX();
int spr_direction = 1;
int spr_force = 1;
if (sprite->getVelX() > 0)
{
spr_direction = -1;
}
if (SDL_GetTicks() % 2 == 0)
{
spr_force = 2;
}
sprite->setVelX(spr_force * spr_direction);
JA_PlaySound(sound);
}
if (sprite->getPosY() + sprite->getHeight() > options->gameHeight or sprite->getPosY() < 0)
{
sprite->undoMoveY();
int spr_direction = 1;
int spr_force = 1;
if (sprite->getVelY() > 0)
{
spr_direction = -1;
}
if (SDL_GetTicks() % 2 == 0)
{
spr_force = 2;
}
sprite->setVelY(spr_force * spr_direction);
JA_PlaySound(sound);
}
sprite->update();
}
// Dibuja en pantalla
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
SDL_RenderClear(renderer);
// Dibuja un degradado de fondo
const int gradFirstLine = options->gameHeight / 3;
const int gradLastLine = options->gameHeight;
const int gradNumLines = gradLastLine - gradFirstLine;
const int gradColorFrom = 0;
const int gradColorTo = 192;
for (int i = gradFirstLine; i < gradLastLine; ++i)
{
float step = ((float)(i - gradFirstLine) / gradNumLines);
int color = gradColorFrom + ((gradColorTo - gradColorFrom) * step);
SDL_SetRenderDrawColor(renderer, color, 0x00, 0x00, 0xFF);
SDL_RenderDrawLine(renderer, 0, i, options->gameWidth, i);
}
// Escribe el texto
text->writeCentered(options->gameWidth / 2, text->getCharacterSize(), "Jail Engine DEMO");
// Dibuja el sprite
sprite->render();
// Vuelca el buffer en pantalla
SDL_RenderPresent(renderer);
}
// Finaliza el sprite
delete sprite;
delete texture;
// Finaliza el texto
delete text;
// Finaliza jail_audio
JA_DeleteSound(sound);
JA_DeleteMusic(music);
// Finaliza el objeto con la lista de recuros
delete asset;
// Finaliza SDL y la ventana
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
delete event;
SDL_Quit();
return 0;
}