lab.cpp/SDL#4/main.cpp

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#include "main.h"
// On cree un sdl-toplevel statique
static xManager *mgr = NULL;
static bool running = true;
static xMarioMario *mario = NULL;
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static bool left_move = false;
static bool right_move = false;
static bool up_move = false;
static bool down_move = false;
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int main(int argc, char* argv[]) {
srand(time(0));
/* [0] Initialisation du manager + Creation de la fenetre
=========================================================*/
mgr = new xManager("Ma fenetre SDL", BLOC_WIDTH*BLOC_SIZE, BLOC_HEIGHT*BLOC_SIZE);
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// Gestion erreur
if( !mgr->status() ){
cout << "[INIT] -> " << SDL_GetError() << endl;
return -1;
}
// Couleur de fond
mgr->setBackground(0, 96, 183);
mgr->setImage("src/bg1.png");
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/* [2] On definit le terrain
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=========================================================*/
// On cree un bout du terrain
xMarioGrass btmleft(mgr, (SDL_Rect){-1, 20-2, 10, 3} );
btmleft.push("bottom-left");
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// On cree un bout du terrain
xMarioGrass btmcenter(mgr, (SDL_Rect){12, 20-2, 10, 3} );
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btmcenter.push("bottom-center");
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// xMarioGrass floattcenter(mgr, (SDL_Rect){14, 20-5, 1, 1} );
// floattcenter.push("float-top");
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/* [3] Gestion des animations (blocs animes)
=========================================================*/
// On cree une coquille verte
xMarioGreenShell gs(mgr, 5, 20-3);
gs.push("green-sheel");
gs.start(100, SPRITE_ANIM_INFINITE);
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// On cree une brique
xMarioBrick mbr1(mgr, 4, 20-6, 1); // 1 saut
mbr1.push("brick1");
// On cree un bloc mystere
xMarioMysteryBloc mb(mgr, 5, 20-6, 2); // 2 sauts
mb.push("mystery-bloc");
mb.start(150, SPRITE_ANIM_INFINITE);
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// On cree une brique
xMarioBrick mbr2(mgr, 6, 20-6, 2); // 2 sauts
mbr2.push("brick2");
xMarioMysteryBloc mb1(mgr, 15, 20-6, 1); // 1 saut
mb1.push("mystery-bloc2");
mb1.start(150, SPRITE_ANIM_INFINITE);
xMarioMysteryBloc mb2(mgr, 17, 20-5, 1); // 1 saut
mb2.push("mystery-bloc3");
mb2.start(150, SPRITE_ANIM_INFINITE);
xMarioMysteryBloc mb3(mgr, 19, 20-4, 6); // 6 sauts
mb3.push("mystery-bloc4");
mb3.start(150, SPRITE_ANIM_INFINITE);
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// On cree un bloc normal
// xMarioBloc bl(mgr, (SDL_Rect){16, 20-5, 1, 1});
// bl.push("bloc-bottom-left");
// On cree mario
mario = new xMarioMario(mgr, 17, 20-3);
mario->push("mario");
mario->start(100, SPRITE_ANIM_INFINITE);
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/* [n-1] Boucle infinie
=========================================================*/
// Gestion des evenements
SDL_Event event;
mgr->attachEvent(SDL_KEYDOWN, &keydownEventHandler);
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mgr->attachEvent(SDL_KEYUP, &keyupEventHandler);
mgr->attachEvent(SDL_QUIT, &quitEventHandler);
mgr->debug();
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// Boucle de traitement
mgr->update();
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mgr->manageFps(FPS);
while(running){
// Gestion des evenements
while( SDL_PollEvent(&event) != 0 )
mgr->manageEvents(&event);
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// Gestion de la gravite
// if( !mario->onFloor() && SDL_GetTicks() % 10 < 5 )
// mario->velocity(0, 1.0);
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// Deplacement
mario->moveFromVelocity();
// if( mgr->hit("brick1", 0, 1) )mbr1.jump();
mbr1.unjump();
// if( mgr->hit("brick2", 0, 1) ) mbr2.jump();
mbr2.unjump();
// if( mgr->hit("mystery-bloc", 0, 1) )mb.jump();
mb.unjump();
// if( mgr->hit("mystery-bloc2", 0, 1) )mb1.jump();
mb1.unjump();
// if( mgr->hit("mystery-bloc3", 0, 1) )mb2.jump();
mb2.unjump();
// if( mgr->hit("mystery-bloc4", 0, 1) ) mb3.jump();
mb3.unjump();
mgr->manageFps(); // Gestion des FPS (speed)
mgr->update(); // Mise a jour du rendu
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}
/* [n] Fin d'execution
=========================================================*/
delete mgr;
return 0;
}
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/* GESTION DE QUAND ON QUITTE LA FENETRE
*
* @e<SDL_Event*> Pointeur sur l'evenement appelant
*
*/
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void quitEventHandler(SDL_Event *e){
cout << "Exiting program" << endl;
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running = false;
}
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/* GESTION DE QUAND ON APPUIE SUR FLECHE BAS
*
* @e<SDL_Event*> Pointeur sur l'evenement appelant
*
*/
void keydownEventHandler(SDL_Event *e){
switch( (*e).key.keysym.sym ){
case SDLK_UP:
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if( !mario->_up ){
mario->_up = true;
// mario->velocity(0, -40.0);
}
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break;
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case SDLK_LEFT:
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if( !mario->_left ){
mario->_left = true;
// mario->velocity(-15.0, 0);
}
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break;
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case SDLK_RIGHT:
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if( !mario->_right ){
mario->_right = true;
// mario->velocity(15.0, 0);
}
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break;
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case SDLK_DOWN:
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if( !mario->_down ){
// mario->_down = true;
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// mario->velocity(0, 1.0);
}
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break;
default:
cout << "UNUSED KEY" << endl;
break;
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}
}
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/* GESTION DE QUAND ON APPUIE SUR FLECHE BAS
*
* @e<SDL_Event*> Pointeur sur l'evenement appelant
*
*/
void keyupEventHandler(SDL_Event *e){
switch( (*e).key.keysym.sym ){
case SDLK_UP:
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mario->_up = false;
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break;
case SDLK_LEFT:
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mario->_left = false;
break;
case SDLK_RIGHT:
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mario->_right = false;
break;
case SDLK_DOWN:
// mario->_down = false;
break;
default:
cout << "PRESSED" << endl;
break;
}
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}