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| #include "SDL.h"
#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480
#define SPRITE_SIZE 32
#define ASTEROIDE1_SIZE 32
#define ASTEROIDE2_SIZE 16
#define ASTEROIDE3_SIZE 64
#define BULLET_SIZE 8
int gameover;
/* source and destination rectangles */
SDL_Rect rcArc1,rcArc2, rcArc3, rcBrc, rcSrc, rcSprite, rcBullet, rcAsteroide1, rcAsteroide2, rcAsteroide3;
void HandleEvent(SDL_Event event);
void HandleEvent(SDL_Event event)
{
switch (event.type) {
/* close button clicked */
case SDL_QUIT:
gameover = 1;
break;
/* handle the keyboard */
case SDL_KEYDOWN:
switch (event.key.keysym.sym) {
case SDLK_ESCAPE:
case SDLK_q:
gameover = 1;
break;
case SDLK_LEFT:
rcSrc.x +=32;
if (rcSrc.x == 1152)
rcSrc.x = 32;
break;
case SDLK_RIGHT:
rcSrc.x -=32;
if (rcSrc.x == 32)
rcSrc.x = 1152;
break;
case SDLK_UP:
rcSrc.x = 288;
rcSprite.y -= 10;
while (rcSprite.y <= 0)
rcSprite.y = 480;
break;
case SDLK_DOWN:
rcSrc.x = 864;
rcSprite.y += 10;
while ( rcSprite.y >= 480)
rcSprite.y = 0;
break;
}
break;
}
}
int main ( int argc, char *argv[] )
{
SDL_Surface *screen, *temp, *sprite, *Bullet, *grass,*asteroide1,*asteroide2,*asteroide3;
int colorkey;
/* initialize SDL */
SDL_Init(SDL_INIT_VIDEO);
/* set the title bar */
SDL_WM_SetCaption("SDL Animation", "SDL Animation");
/* create window */
screen = SDL_SetVideoMode(SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0);
/* set keyboard repeat */
SDL_EnableKeyRepeat(70, 70);
/* load sprite */
temp = SDL_LoadBMP("greenship-v1.bmp");
sprite = SDL_DisplayFormat(temp);
SDL_FreeSurface(temp);
/* load bullet */
temp = SDL_LoadBMP("bullet02.bmp");
Bullet = SDL_DisplayFormat(temp);
SDL_FreeSurface(temp);
/* load asteroidmodel1 */
temp = SDL_LoadBMP("asteroid-model1-32_32x32.bmp");
asteroide1 = SDL_DisplayFormat(temp);
SDL_FreeSurface(temp);
/*load asteroidmodel2*/
temp = SDL_LoadBMP("asteroid-model1-32_16x16.bmp");
asteroide2 = SDL_DisplayFormat(temp);
SDL_FreeSurface(temp);
/*load asteroidmodel3*/
temp = SDL_LoadBMP("asteroid-model1-32_64x64.bmp");
asteroide3 = SDL_DisplayFormat(temp);
SDL_FreeSurface(temp);
/*_______________________________________________________________
/* setup sprite colorkey and turn on RLE */
colorkey = SDL_MapRGB(screen->format, 255, 0, 255);
SDL_SetColorKey(sprite, SDL_SRCCOLORKEY | SDL_RLEACCEL, colorkey);
/* setup bullet colorkey and turn on RLE */
colorkey = SDL_MapRGB(screen->format, 255, 125, 32);
SDL_SetColorKey(Bullet, SDL_SRCCOLORKEY | SDL_RLEACCEL, colorkey);
/* setup asteroide1 colorkey and turn on RLE */
colorkey = SDL_MapRGB(screen->format, 0, 255, 255);
SDL_SetColorKey(asteroide1, SDL_SRCCOLORKEY | SDL_RLEACCEL, colorkey);
/* setup asteroide2 colorkey and turn on RLE */
colorkey = SDL_MapRGB(screen->format, 0, 255, 255);
SDL_SetColorKey(asteroide2, SDL_SRCCOLORKEY | SDL_RLEACCEL, colorkey);
/* setup asteroide3 colorkey and turn on RLE */
colorkey = SDL_MapRGB(screen->format, 0, 255, 255);
SDL_SetColorKey(asteroide3, SDL_SRCCOLORKEY | SDL_RLEACCEL, colorkey);
/* load grass */
temp = SDL_LoadBMP("backgroundlvl1.bmp");
grass = SDL_DisplayFormat(temp);
SDL_FreeSurface(temp);
/* set sprite position */
rcSprite.x = (SCREEN_WIDTH/2-SPRITE_SIZE /2);
rcSprite.y = (SCREEN_HEIGHT/2-SPRITE_SIZE/2);
/* set bullet position */
rcBullet.x = 0;
rcBullet.y = 0;
/* set asteroide1 position */
rcAsteroide1.x = 300;
rcAsteroide1.y = 300;
/* set asteroide2 position */
rcAsteroide2.x = 200;
rcAsteroide2.y = 200;
/* set asteroide3 position */
rcAsteroide3.x = 400;
rcAsteroide3.y = 400;
/* set animation frame sprite */
rcSrc.x = 288;
rcSrc.y = 0;
rcSrc.w = SPRITE_SIZE;
rcSrc.h = SPRITE_SIZE;
/* set animation frame bullet */
rcBrc.x = 0;
rcBrc.y = 0;
rcBrc.w = BULLET_SIZE ;
rcBrc.h = BULLET_SIZE ;
/* set animation frame asteroide1 */
rcArc1.x = 32;
rcArc1.y = 0;
rcArc1.w = ASTEROIDE1_SIZE;
rcArc1.h = ASTEROIDE1_SIZE;
/* set animation frame asteroide2 */
rcArc2.x = 48;
rcArc2.y = 0;
rcArc2.w = ASTEROIDE2_SIZE;
rcArc2.h = ASTEROIDE2_SIZE;
/* set animation frame asteroide3 */
rcArc3.x = 192;
rcArc3.y = 0;
rcArc3.w = ASTEROIDE3_SIZE;
rcArc3.h = ASTEROIDE3_SIZE;
/*_____________________________________________________________*/
gameover = 0;
/* message pump */
while (!gameover)
{
int count = 0;
SDL_Event event;
/* look for an event */
if (SDL_PollEvent(&event)) {
HandleEvent(event);
}
/* rotation asteroides*/
if (count == 0){
/*rotation asteroid1*/
rcArc1.x += 32;
while( rcArc1.x == 1024 ){
rcArc1.x = 32;
rcAsteroide1.y +=1;
if(rcAsteroide1.y == 480){
rcAsteroide1.y = 0;
}
}
/*rotation asteroid2*/
rcArc2.x += 16;
while( rcArc2.x == 512){
rcArc2.x = 16;
rcAsteroide2.y -=1;
if(rcAsteroide2.y == 0){
rcAsteroide2.y = 480;
}
}
/*rotation asteroid3*/
rcArc3.x += 64;
while( rcArc3.x == 2048){
rcArc3.x = 64;
rcAsteroide3.y +=1;
if(rcAsteroide3.y == 480){
rcAsteroide3.y = 0;
}
}
/* draw the grass */
SDL_BlitSurface(grass, NULL, screen, NULL);
/* draw the sprite */
SDL_BlitSurface(sprite, &rcSrc, screen, &rcSprite);
/* draw the bullet */
SDL_BlitSurface(Bullet, &rcBrc, screen, &rcBullet);
/* draw the asteroidemodel1 */
SDL_BlitSurface(asteroide1, &rcArc1, screen, &rcAsteroide1);
/* draw the asteroidemodel2 */
SDL_BlitSurface(asteroide2, &rcArc2, screen, &rcAsteroide2);
/* draw the asteroidemodel3 */
SDL_BlitSurface(asteroide3, &rcArc3, screen, &rcAsteroide3);
/* update the screen */
SDL_UpdateRect(screen, 0, 0, 0, 0);
count ++;
if ( count == 5)
count = 0;
}
}
/* clean up */
SDL_FreeSurface(asteroide1);
SDL_FreeSurface(asteroide2);
SDL_FreeSurface(asteroide3);
SDL_FreeSurface(sprite);
SDL_FreeSurface(Bullet);
SDL_FreeSurface(grass);
SDL_Quit();
return 0;
} |
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