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Game.cpp
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87 lines (73 loc) · 1.63 KB
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#include "Game.h"
SDL_Texture* playerTex;
SDL_Rect srcRectangle, destRectangle;
Game::Game()
{}
Game::~Game()
{}
void Game::init(const char* title, int xpos, int ypos, int width, int height, bool fullscreen)
{
int flags = 0;
if (fullscreen)
{
flags = SDL_WINDOW_FULLSCREEN;
}
if (SDL_Init(SDL_INIT_EVERYTHING) == 0)
{
//std::cout << "Subsystems Initialized" << std::endl;
window = SDL_CreateWindow(title, xpos, ypos, width, height, flags);
/*if (window)
{
std::cout << "Window created!" << std::endl;
}*/
renderer = SDL_CreateRenderer(window, -1, 0);
if (renderer)
{
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
//std::cout << "Renderer created!" << std::endl;
}
isRunning = true;
}
/*else {
isRunning = false;
}*/
SDL_Surface* tmpSurface = IMG_Load("assets/flowers.jpg");
if (!tmpSurface) {
printf("IMG_Load: %s\n", IMG_GetError());
// handle error
}
std::cout << "man loaded" << std::endl;
playerTex = SDL_CreateTextureFromSurface(renderer, tmpSurface);
SDL_FreeSurface(tmpSurface);
}
void Game::update(){
cnt++;
destRectangle.w = 100;
destRectangle.h = 100;
//std::cout << cnt << std::endl;
}
void Game::render(){
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, playerTex, NULL, &destRectangle);
//std::cout << "man rendered" << std::endl;
SDL_RenderPresent(renderer);
}
void Game::handleEvents()
{
SDL_Event event;
SDL_PollEvent(&event);
switch (event.type) {
case SDL_QUIT:
isRunning = false;
break;
default:
break;
}
}
void Game::clean()
{
SDL_DestroyWindow(window);
SDL_DestroyRenderer(renderer);
SDL_Quit();
std::cout << "Game cleaned" << std::endl;
}