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// Standard libraries ( not written by me )
#include <stdio.h>
#include <string.h>
// SDL libraries ( not written by me )
#include "SDL2/SDL.h"
#include "SDL2/SDL_image.h"
#ifdef __WIN32__
// Work around a TCC<->SDL bug regarding the redefintion of main.
// Note: the error messages from TCC make no sense
#undef main
#endif
// Window dimensions
#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480
#define TILE_SIZE 32 // Width and height of 'squares' in the game
#define SCREEN_WIDTH_SQUARES SCREEN_WIDTH / TILE_SIZE
#define SCREEN_HEIGHT_SQUARES SCREEN_HEIGHT / TILE_SIZE
// Modules of the game I have written ( in directory with this source file )
#include "level.c" // Level structures, loading, other levely stuff
#include "helpscreen.c" // Help-screen code
#include "echidna_ai.c" // Echidna movement A
#include "render.c" // Normal in-game rendering
#include "game.c" // Normal in-game code
/* error_sdl is called when SDL 'throws' an error
* SDL can throw an error if the computer is for example incapable of displaying
* the game, because it is too old ( ie made before the year 1998 ) */
void error_sdl( char* reason )
{
// Print the error message and then close the game
fprintf( stderr, "Error (SDL): %s: %s\n", reason, SDL_GetError() );
exit(1);
}
int main(int argc, char *argv[])
{
/// Initialisation
/* First we need to tell SDL to create a window. A 'surface' is created called surf_screen,
* 'surfaces' are simply images of what we see on-screen.
*
* To make things appear on the screen, I copy ('blit') images onto this surface at different locations
*/
// Initialise SDL
printf("Initialising SDL... ");
if ( SDL_Init( SDL_INIT_VIDEO ) == -1 ) error_sdl("Could not initialise SDL");
atexit(SDL_Quit);
SDL_Window * sdlWindow = SDL_CreateWindow("EchidneaMenace", SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED, 640, 480, SDL_WINDOW_FULLSCREEN | SDL_WINDOW_OPENGL );
SDL_Renderer *renderer = SDL_CreateRenderer(sdlWindow, -1, 0);
printf("done\n");
/// Menu
printf(" ==== Entered menu\n");
// Load the menu graphic into memory
SDL_Surface *surf_title = IMG_Load( "titlescreen.png" );
if (!surf_title) {
error_sdl("could not get title surface\n");
}
SDL_Texture *surf_title_tex = SDL_CreateTextureFromSurface(renderer, surf_title);
if (!surf_title_tex) {
error_sdl("could not get title texture from surface\n");
}
// Need to draw before the while loop otherwise we only do the
// initial drawing after a keydown-event
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, surf_title_tex, NULL, NULL);
SDL_RenderPresent(renderer);
// Events are variables used to store user input
SDL_Event menuevent;
while ( SDL_WaitEvent( &menuevent ) >= 0)
{
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, surf_title_tex, NULL, NULL);
SDL_RenderPresent(renderer);
if ( menuevent.type == SDL_KEYDOWN )
{
// Menu choice selection
if ( menuevent.key.keysym.sym == SDLK_p ) game_loop(renderer);
else if ( menuevent.key.keysym.sym == SDLK_h ) help(renderer);
else if ( menuevent.key.keysym.sym == SDLK_q || menuevent.key.keysym.sym == SDLK_ESCAPE ) exit(0);
}
}
/* Technically the computer will never reach this point, because the while statement
* above will run forever until the user quits the game.
*
* The 'return' statement is still written here so the compiler does not complain
*/
return 0;
}
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