by instinct46 on Sat May 16, 2009 7:50 pm
Color Code:
Block 0 = red
Block 1 = blue
Block 2 = yellow
Block 3 = green
#include "SDL/SDL.h"
#include "SDL/SDL_image.h"
#include <string>
//Screen Attributes
const int SCREEN_WIDTH = 600;
const int SCREEN_HEIGHT = 400;
const int SCREEN_BPP = 32;
//Amount of Blocks
const int VBLOCKS = 16;
const int HBLOCKS = 24;
//The Surfaces
SDL_Surface *image = NULL;
SDL_Surface *screen = NULL;
SDL_Surface *example = NULL;
//The Event Structure That Will Be Used
SDL_Event event;
//The portions of the sprite map to be blitted
SDL_Rect clip[4];
SDL_Surface *load_image(std::string filename)
{
//The Image That's Loaded
SDL_Surface* loadedImage = NULL;
//The optimized image that will be used
SDL_Surface* optimizedImage = NULL;
//Load the image
loadedImage = SDL_LoadBMP(filename.c_str());
if(loadedImage != NULL){
//Create an optimized image
optimizedImage = SDL_DisplayFormat(loadedImage);
//Free the old image
SDL_FreeSurface(loadedImage);
}
//Return the optimized image
return optimizedImage;
}
void apply_surface(int x, int y, SDL_Surface* source, SDL_Surface* destination, SDL_Rect* example = NULL)
{
//Temporary rectangle to hold the offsets
SDL_Rect offset;
//Get the offsets
offset.x = x;
offset.y = y;
//Blit the surface
SDL_BlitSurface(source, clip, destination, &offset);
}
bool init()
{
//Initialize all SDL subsystens
if(SDL_Init(SDL_INIT_EVERYTHING) == -1)
return false;
//Setup the screen
screen = SDL_SetVideoMode(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_SWSURFACE);
//if there was an error in setting up the screen
if(screen == NULL)
return false;
//Set the window caption
SDL_WM_SetCaption("Metaroid", NULL);
//If everything initialized fine
return true;
}
bool load_files()
{
//Load the image
image = load_image("images/basic/background.bmp");
example = load_image("images/basic/4square.bmp");
//if there was an error in loading the image
if(image == NULL)
return false;
//if everything loaded fine
return true;
}
void clean_up()
{
SDL_FreeSurface(image);
SDL_FreeSurface(example);
SDL_Quit();
}
int main(int argc, char* args[])
{
int i = 0, j = 0;
int mapcoloring[VBLOCKS][HBLOCKS] = {{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}};
//Make sure the program waits for a quit
bool quit = false;
//initialize
if(init() == false)
return 1;
//load the files
if(load_files() == false)
return 1;
//Clip range for the top left
clip[0].x = 0;
clip[0].y = 0;
clip[0].w = 25;
clip[0].h = 25;
//Clip range for the top right
clip[1].x = 25;
clip[1].y = 0;
clip[1].w = 25;
clip[1].h = 25;
//Clip range for the bottom left
clip[2].x = 0;
clip[2].y = 25;
clip[2].w = 25;
clip[2].h = 25;
//Clip range for the bottom right
clip[3].x = 25;
clip[3].y = 25;
clip[3].w = 25;
clip[3].h = 25;
//While the user hasn't quit
while(quit == false)
{
//Apply the surfaces to the screen
apply_surface(0, 0, image, screen);
for (i = 0; i < VBLOCKS; i++)
{
for (j = 0; j < HBLOCKS; j++)
{
apply_surface((j*25), (i*25), example, screen, &clip[mapcoloring[j][i]]);
}
}
//update the screen
if(SDL_Flip(screen) == -1)
return 1;
i = 0;
j = 0;
//while there's an event to handle
while(SDL_PollEvent(&event))
{
//If the user has Xed out the window
if(event.type == SDL_QUIT)
quit = true;
}
}
//Free the surface and quit SDL
clean_up();
return 0;
}
