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-rw-r--r--src/UIClass.cpp85
-rw-r--r--src/World.cpp148
-rw-r--r--src/entities.cpp53
-rw-r--r--src/main.cpp339
4 files changed, 433 insertions, 192 deletions
diff --git a/src/UIClass.cpp b/src/UIClass.cpp
index c17b6a7..bf76336 100644
--- a/src/UIClass.cpp
+++ b/src/UIClass.cpp
@@ -1,22 +1,63 @@
-#include <UIClass.h>
-
-void UIClass::handleEvents(){
- SDL_Event e;
- while(SDL_PollEvent(&e)){
- switch(e.type){
- case SDL_QUIT:
- gameRunning=false;
- break;
- case SDL_KEYDOWN:
- switch(e.key.keysym.sym){
- case 27:
- gameRunning=false;
- break;
- default:
- break;
- }
- default:
- break;
- }
- }
-}
+<<<<<<< HEAD
+#include <UIClass.h>
+extern Player player;
+
+void UIClass::handleEvents(){
+ SDL_Event e;
+ while(SDL_PollEvent(&e)){
+ switch(e.type){
+ case SDL_QUIT:
+ gameRunning=false;
+ break;
+ case SDL_KEYDOWN:
+ switch(e.key.keysym.sym){
+ case 27: ///ESCAPE
+ gameRunning=false;
+ break;
+ case SDLK_d: ///D
+ player.velg.x = 10;
+ break;
+ case SDLK_a: ///A
+ player.velg.x = -10;
+ break;
+ default:
+ break;
+ }
+ case SDL_KEYUP:
+ switch(e.key.keysym.sym){
+ /*case SDLK_d: ///D
+ break;
+ case SDLK_a: ///A
+ break;*/
+ default:
+ break;
+ }
+ default:
+ break;
+ }
+ }
+}
+=======
+#include <UIClass.h>
+
+void UIClass::handleEvents(){
+ SDL_Event e;
+ while(SDL_PollEvent(&e)){
+ switch(e.type){
+ case SDL_QUIT:
+ gameRunning=false;
+ break;
+ case SDL_KEYDOWN:
+ switch(e.key.keysym.sym){
+ case 27:
+ gameRunning=false;
+ break;
+ default:
+ break;
+ }
+ default:
+ break;
+ }
+ }
+}
+>>>>>>> origin/master
diff --git a/src/World.cpp b/src/World.cpp
index 022948f..52cfb40 100644
--- a/src/World.cpp
+++ b/src/World.cpp
@@ -1,57 +1,91 @@
-#include <World.h>
-
-World::World(float width){
- unsigned int i;
- double f;
- lineCount=width/HLINE+1;
- if((line=(struct line_t *)calloc(lineCount,sizeof(struct line_t)))==NULL){
- std::cout<<"Failed to allocate memory!"<<std::endl;
- abort();
- }
- line[0].start=(rand()%100)/100.0f-0.8f; // lazy
- if(line[0].start>-0.5f)line[0].start=-0.7f;
- for(i=10;i<lineCount;i+=10){
- line[i].start=((double)(rand()%40+200))/1000.0f-1;
- }
- for(i=0;i<lineCount;i++){
- if(!(i%10)||!i){
- f=line[i+10].start-line[i].start;
- f/=10.0f;
- }else{
- line[i].start=line[i-1].start+f;
- }
- }
-}
-void World::draw(void){
- unsigned int i;
- glBegin(GL_QUADS);
- for(i=0;i<lineCount;i++){
- glColor3ub(0,255,0);
- glVertex2f((HLINE*i)-1 ,line[i].start);
- glVertex2f((HLINE*i)-1+HLINE,line[i].start);
- glVertex2f((HLINE*i)-1+HLINE,line[i].start-HLINE*2);
- glVertex2f((HLINE*i)-1 ,line[i].start-HLINE*2);
- glColor3ub(150,100,50);
- glVertex2f((HLINE*i)-1 ,line[i].start-HLINE*2);
- glVertex2f((HLINE*i)-1+HLINE,line[i].start-HLINE*2);
- glVertex2f((HLINE*i)-1+HLINE,-1);
- glVertex2f((HLINE*i)-1 ,-1);
- }
- glEnd();
-}
-void World::detect(vec2 *v,const float width){
- unsigned int i;
- for(i=0;i<lineCount;i++){
- if(v->y<line[i].start){
- if(v->x>(HLINE*i)-1&&v->x<(HLINE*i)-1+HLINE){
- v->x=(HLINE*i)-1+HLINE;
- }else if(v->x+width>(HLINE*i)-1&&v->x+width<(HLINE*i)-1+HLINE){
- v->x=(HLINE*i)-1-width;
- }else{
- v->y=line[i].start;
- }
- }else if(v->y>line[i].start+HLINE/2){
- v->y-=HLINE/4;
- }
- }
-}
+<<<<<<< HEAD
+#include <World.h>
+
+World::World(float width){
+ unsigned int i;
+ lineCount=width/HLINE+1;
+ if((line=(struct line_t *)calloc(lineCount,sizeof(struct line_t)))==NULL){
+ std::cout<<"Failed to allocate memory!"<<std::endl;
+ abort();
+ }
+ line[0].start=(rand()%100)/100.0f-1; // lazy
+ for(i=1;i<lineCount;i++){
+ line[i].start=line[i-1].start+(float)((rand()%20)-10)/1000.0f;
+ }
+}
+void World::draw(void){
+ unsigned int i;
+ glBegin(GL_QUADS);
+ for(i=0;i<lineCount;i++){
+ glColor3ub(0,255,0);
+ glVertex2f((HLINE*i)-1 ,line[i].start);
+ glVertex2f((HLINE*i)-1+HLINE,line[i].start);
+ glVertex2f((HLINE*i)-1+HLINE,line[i].start-HLINE*2);
+ glVertex2f((HLINE*i)-1 ,line[i].start-HLINE*2);
+ glColor3ub(150,100,50);
+ glVertex2f((HLINE*i)-1 ,line[i].start-HLINE*2);
+ glVertex2f((HLINE*i)-1+HLINE,line[i].start-HLINE*2);
+ glVertex2f((HLINE*i)-1+HLINE,-1);
+ glVertex2f((HLINE*i)-1 ,-1);
+ }
+ glEnd();
+}
+=======
+#include <World.h>
+
+World::World(float width){
+ unsigned int i;
+ double f;
+ lineCount=width/HLINE+1;
+ if((line=(struct line_t *)calloc(lineCount,sizeof(struct line_t)))==NULL){
+ std::cout<<"Failed to allocate memory!"<<std::endl;
+ abort();
+ }
+ line[0].start=(rand()%100)/100.0f-0.8f; // lazy
+ if(line[0].start>-0.5f)line[0].start=-0.7f;
+ for(i=10;i<lineCount;i+=10){
+ line[i].start=((double)(rand()%40+200))/1000.0f-1;
+ }
+ for(i=0;i<lineCount;i++){
+ if(!(i%10)||!i){
+ f=line[i+10].start-line[i].start;
+ f/=10.0f;
+ }else{
+ line[i].start=line[i-1].start+f;
+ }
+ }
+}
+void World::draw(void){
+ unsigned int i;
+ glBegin(GL_QUADS);
+ for(i=0;i<lineCount;i++){
+ glColor3ub(0,255,0);
+ glVertex2f((HLINE*i)-1 ,line[i].start);
+ glVertex2f((HLINE*i)-1+HLINE,line[i].start);
+ glVertex2f((HLINE*i)-1+HLINE,line[i].start-HLINE*2);
+ glVertex2f((HLINE*i)-1 ,line[i].start-HLINE*2);
+ glColor3ub(150,100,50);
+ glVertex2f((HLINE*i)-1 ,line[i].start-HLINE*2);
+ glVertex2f((HLINE*i)-1+HLINE,line[i].start-HLINE*2);
+ glVertex2f((HLINE*i)-1+HLINE,-1);
+ glVertex2f((HLINE*i)-1 ,-1);
+ }
+ glEnd();
+}
+void World::detect(vec2 *v,const float width){
+ unsigned int i;
+ for(i=0;i<lineCount;i++){
+ if(v->y<line[i].start){
+ if(v->x>(HLINE*i)-1&&v->x<(HLINE*i)-1+HLINE){
+ v->x=(HLINE*i)-1+HLINE;
+ }else if(v->x+width>(HLINE*i)-1&&v->x+width<(HLINE*i)-1+HLINE){
+ v->x=(HLINE*i)-1-width;
+ }else{
+ v->y=line[i].start;
+ }
+ }else if(v->y>line[i].start+HLINE/2){
+ v->y-=HLINE/4;
+ }
+ }
+}
+>>>>>>> origin/master
diff --git a/src/entities.cpp b/src/entities.cpp
index 5e86b72..1b8861a 100644
--- a/src/entities.cpp
+++ b/src/entities.cpp
@@ -1,16 +1,39 @@
-#include <entities.h>
-
-void Entities::spawn(float x, float y){
- loc.x = x;
- loc.y = y;
-
-}
-
-Player::Player(){
- width = 24;
- height = 42;
- speed = 1;
- type = 0;
-}
-
+<<<<<<< HEAD
+#include <entities.h>
+
+void Entities::spawn(float x, float y){
+ loc.x = x;
+ loc.y = y;
+ loci.x = loc.x;
+ loci.y = loc.y;
+ vel.x = 0;
+ vel.y = 0;
+ velg.x = 0;
+ velg.y = 0;
+}
+
+Player::Player(){
+ width = HLINE * 6;
+ height = HLINE * 16;
+ speed = 1;
+ type = 0;
+}
+
+=======
+#include <entities.h>
+
+void Entities::spawn(float x, float y){
+ loc.x = x;
+ loc.y = y;
+
+}
+
+Player::Player(){
+ width = 24;
+ height = 42;
+ speed = 1;
+ type = 0;
+}
+
+>>>>>>> origin/master
Player::~Player(){} \ No newline at end of file
diff --git a/src/main.cpp b/src/main.cpp
index b04cb59..e5c2339 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -1,98 +1,241 @@
-#include <common.h>
-#include <ctime>
-
-SDL_Window *window = NULL;
-SDL_Surface *renderSurface = NULL;
-SDL_GLContext mainGLContext = NULL;
-
-bool gameRunning = true;
-
-UIClass ui;
-Entities *entit1;
-Player player;
-
-int main(int argc,char **argv){
- // Initialize SDL
- if(!SDL_Init(SDL_INIT_VIDEO)){
- atexit(SDL_Quit);
- }else{
- std::cout << "SDL was not able to initialize! Error: " << SDL_GetError() << std::endl;
- return -1;
- }
- // Initialize SDL_image
- if((IMG_Init(IMG_INIT_PNG|IMG_INIT_JPG)&(IMG_INIT_PNG|IMG_INIT_JPG))){
- atexit(IMG_Quit);
- }else{
- std::cout<<"Could not init image libraries!\n"<<std::endl;
- return -1;
- }
- // Create the window
- SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
- window = SDL_CreateWindow("Independent Study v.0.1 alpha", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL
- #ifdef FULLSCREEN
- | SDL_WINDOW_FULLSCREEN
- #endif // FULLSCREEN
- );
- if(!window){
- std::cout << "The window failed to generate! Error: " << SDL_GetError() << std::endl;
- return -1;
- }
- // Set OpenGL context
- if((mainGLContext = SDL_GL_CreateContext(window))==NULL){
- std::cout << "The OpenGL context failed to initialize! Error: " << SDL_GetError() << std::endl;
- }
- // Setup rand() and OpenGL
- srand(time(NULL));
- glClearColor(.3,.5,.8,0);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
-
- /**************************
- **** GAMELOOP ****
- **************************/
-
- entit1 = &player;
- entit1->spawn(0,0);
-
- World *w=new World(2);
-
- while(gameRunning){
- ui.handleEvents(); // Handle events
- //a matrix is a blank canvas for the computer to draw on, the matrices are stored in a "stack"
- //GL_PROJECTION has 2 matrices
- //GL_MODELVIEW has 32 matrices
- glMatrixMode(GL_PROJECTION); //set the matrix mode as projection so we can set the ortho size and the camera settings later on
- glPushMatrix(); //push the matrix to the top of the matrix stack
- glLoadIdentity(); //replace the entire matrix stack with the updated GL_PROJECTION mode
- glOrtho(-1,1,-1,1,-1,1); //set the the size of the screen
- glMatrixMode(GL_MODELVIEW); //set the matrix to modelview so we can draw objects
- glPushMatrix(); //push the matrix to the top of the matrix stack
- glLoadIdentity(); //replace the entire matrix stack with the updated GL_MODELVIEW mode
- glPushMatrix(); //basically here we put a blank canvas (new matrix) on the screen to draw on
- glClear(GL_COLOR_BUFFER_BIT); //clear the matrix on the top of the stack
-
- /**************************
- **** RENDER STUFF HERE ****
- **************************/
-
- w->draw();
- glColor3ub(0,0,0);
- glRectf(player.loc.x, player.loc.y, player.loc.x + player.width, player.loc.y + player.height);
-
- /**************************
- **** CLOSE THE LOOP ****
- **************************/
-
- glPopMatrix(); //take the matrix(s) off the stack to pass them to the renderer
- SDL_GL_SwapWindow(window); //give the stack to SDL to render it
- }
-
- /**************************
- **** CLOSE PROGRAM ****
- **************************/
-
- //closes the window and frees resources
- SDL_GL_DeleteContext(mainGLContext);
- SDL_DestroyWindow(window);
- return 0;
-}
+<<<<<<< HEAD
+#include <common.h>
+#include <ctime>
+
+SDL_Window *window = NULL;
+SDL_Surface *renderSurface = NULL;
+SDL_GLContext mainGLContext = NULL;
+
+bool gameRunning = true;
+
+const float ticksPerSec = 20;
+const float msecPerTick = 1000 / ticksPerSec;
+int prevTime = GetTickCount();
+int currentTime = 0;
+float deltaTime = 0;
+
+Entities *entit1;
+Player player;
+UIClass ui;
+
+float interpolate(float goal, float current, float dt){
+ float difference = goal - current;
+ if(difference > dt){
+ return current + dt;}
+ if(difference < dt){
+ return current - dt;}
+ return goal;
+}
+
+
+World *w=new World(2);
+void render();
+
+int main(int argc,char **argv){
+ //runs start-up procedures
+ if(!SDL_Init(SDL_INIT_VIDEO)){
+ atexit(SDL_Quit);
+ if(!(IMG_Init(IMG_INIT_PNG|IMG_INIT_JPG)&(IMG_INIT_PNG|IMG_INIT_JPG))){
+ std::cout<<"Could not init image libraries!\n"<<std::endl;
+ return -1;
+ }
+ atexit(IMG_Quit);
+ //Turn on double Buffering
+ SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+ //create the window
+ window = SDL_CreateWindow("Independent Study v.0.1 alpha", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL
+ #ifdef FULLSCREEN
+ | SDL_WINDOW_FULLSCREEN
+ #endif // FULLSCREEN
+ );
+ if(window){
+ //set OpenGL context
+ mainGLContext = SDL_GL_CreateContext(window);
+ if(mainGLContext == NULL){
+ std::cout << "The OpenGL context failed to initialize! Error: " << SDL_GetError() << std::endl;
+ }
+ }else{
+ std::cout << "The window failed to generate! Error: " << SDL_GetError() << std::endl;
+ return -1;
+ }
+ }else{
+ std::cout << "SDL was not able to initialize! Error: " << SDL_GetError() << std::endl;
+ return -1;
+ }
+ srand(time(NULL));
+ glClearColor(.3,.5,.8,0);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+
+ /**************************
+ **** GAMELOOP ****
+ **************************/
+
+ entit1 = &player;
+ entit1->spawn(4, 0);
+
+ while(gameRunning){
+ prevTime = currentTime;
+ currentTime = GetTickCount();
+ deltaTime = currentTime - prevTime;
+
+ if(prevTime + msecPerTick <= GetTickCount()){ //HANDLE ALL LOGIC STUFF HERE
+ ui.handleEvents(); // Handle events
+
+ player.vel.x = 0;
+
+ std::cout << player.vel.x << std::endl;
+ std::cout << player.velg.y << std::endl;
+ std::cout << "d:" << deltaTime << std::endl;
+
+ prevTime = GetTickCount();
+ }
+ //DO ALL RENDERING HERE
+ player.vel.x = interpolate(player.velg.x, player.vel.x, deltaTime) * .001;
+ if(player.vel.x > .05) player.vel.x = .05;
+ if(player.vel.x < -.05) player.vel.x = -.05;
+ player.loci.x += player.vel.x;
+
+ render();
+
+ }
+
+ /**************************
+ **** CLOSE PROGRAM ****
+ **************************/
+
+ //closes the window and frees resources
+ SDL_GL_DeleteContext(mainGLContext);
+ SDL_DestroyWindow(window);
+ return 0;
+}
+
+void render(){
+ //a matrix is a blank canvas for the computer to draw on, the matrices are stored in a "stack"
+ //GL_PROJECTION has 2 matrices
+ //GL_MODELVIEW has 32 matrices
+ glMatrixMode(GL_PROJECTION); //set the matrix mode as projection so we can set the ortho size and the camera settings later on
+ glPushMatrix(); //push the matrix to the top of the matrix stack
+ glLoadIdentity(); //replace the entire matrix stack with the updated GL_PROJECTION mode
+ glOrtho(-1 + player.loci.x, 1 + player.loci.x , -1, 1, -1,1); //set the the size of the screen
+ glMatrixMode(GL_MODELVIEW); //set the matrix to modelview so we can draw objects
+ glPushMatrix(); //push the matrix to the top of the matrix stack
+ glLoadIdentity(); //replace the entire matrix stack with the updated GL_MODELVIEW mode
+ glPushMatrix(); //basically here we put a blank canvas (new matrix) on the screen to draw on
+ glClear(GL_COLOR_BUFFER_BIT); //clear the matrix on the top of the stack
+
+ /**************************
+ **** RENDER STUFF HERE ****
+ **************************/
+
+ w->draw();
+ glColor3ub(0,0,0);
+ glRectf(player.loci.x, player.loci.y, player.loci.x + player.width, player.loci.y + player.height);
+
+ /**************************
+ **** CLOSE THE LOOP ****
+ **************************/
+
+ glPopMatrix(); //take the matrix(s) off the stack to pass them to the renderer
+ SDL_GL_SwapWindow(window); //give the stack to SDL to render it
+}
+=======
+#include <common.h>
+#include <ctime>
+
+SDL_Window *window = NULL;
+SDL_Surface *renderSurface = NULL;
+SDL_GLContext mainGLContext = NULL;
+
+bool gameRunning = true;
+
+UIClass ui;
+Entities *entit1;
+Player player;
+
+int main(int argc,char **argv){
+ // Initialize SDL
+ if(!SDL_Init(SDL_INIT_VIDEO)){
+ atexit(SDL_Quit);
+ }else{
+ std::cout << "SDL was not able to initialize! Error: " << SDL_GetError() << std::endl;
+ return -1;
+ }
+ // Initialize SDL_image
+ if((IMG_Init(IMG_INIT_PNG|IMG_INIT_JPG)&(IMG_INIT_PNG|IMG_INIT_JPG))){
+ atexit(IMG_Quit);
+ }else{
+ std::cout<<"Could not init image libraries!\n"<<std::endl;
+ return -1;
+ }
+ // Create the window
+ SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+ window = SDL_CreateWindow("Independent Study v.0.1 alpha", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL
+ #ifdef FULLSCREEN
+ | SDL_WINDOW_FULLSCREEN
+ #endif // FULLSCREEN
+ );
+ if(!window){
+ std::cout << "The window failed to generate! Error: " << SDL_GetError() << std::endl;
+ return -1;
+ }
+ // Set OpenGL context
+ if((mainGLContext = SDL_GL_CreateContext(window))==NULL){
+ std::cout << "The OpenGL context failed to initialize! Error: " << SDL_GetError() << std::endl;
+ }
+ // Setup rand() and OpenGL
+ srand(time(NULL));
+ glClearColor(.3,.5,.8,0);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+
+ /**************************
+ **** GAMELOOP ****
+ **************************/
+
+ entit1 = &player;
+ entit1->spawn(0,0);
+
+ World *w=new World(2);
+
+ while(gameRunning){
+ ui.handleEvents(); // Handle events
+ //a matrix is a blank canvas for the computer to draw on, the matrices are stored in a "stack"
+ //GL_PROJECTION has 2 matrices
+ //GL_MODELVIEW has 32 matrices
+ glMatrixMode(GL_PROJECTION); //set the matrix mode as projection so we can set the ortho size and the camera settings later on
+ glPushMatrix(); //push the matrix to the top of the matrix stack
+ glLoadIdentity(); //replace the entire matrix stack with the updated GL_PROJECTION mode
+ glOrtho(-1,1,-1,1,-1,1); //set the the size of the screen
+ glMatrixMode(GL_MODELVIEW); //set the matrix to modelview so we can draw objects
+ glPushMatrix(); //push the matrix to the top of the matrix stack
+ glLoadIdentity(); //replace the entire matrix stack with the updated GL_MODELVIEW mode
+ glPushMatrix(); //basically here we put a blank canvas (new matrix) on the screen to draw on
+ glClear(GL_COLOR_BUFFER_BIT); //clear the matrix on the top of the stack
+
+ /**************************
+ **** RENDER STUFF HERE ****
+ **************************/
+
+ w->draw();
+ glColor3ub(0,0,0);
+ glRectf(player.loc.x, player.loc.y, player.loc.x + player.width, player.loc.y + player.height);
+
+ /**************************
+ **** CLOSE THE LOOP ****
+ **************************/
+
+ glPopMatrix(); //take the matrix(s) off the stack to pass them to the renderer
+ SDL_GL_SwapWindow(window); //give the stack to SDL to render it
+ }
+
+ /**************************
+ **** CLOSE PROGRAM ****
+ **************************/
+
+ //closes the window and frees resources
+ SDL_GL_DeleteContext(mainGLContext);
+ SDL_DestroyWindow(window);
+ return 0;
+}
+>>>>>>> origin/master