66 lines
1.7 KiB
C++
66 lines
1.7 KiB
C++
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/*
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* This demo just expands on the 'gravity' demo to show how one could create a primitive bouncing effect
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*/
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#include <libgame/libgame.h>
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int main(int argc, char *argv[])
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{
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Display2D display = Display2D();
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Game &myGame = Game::NewSingleton();
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Animation *anim = NULL;
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Actor ball;
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SpriteStrip *strip = NULL;
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float gravity = 0.1;
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unsigned int lastTimer = 0;
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Vector actorPos;
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Vector actorVel;
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myGame.initSDL();
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myGame.initVideo(640, 480, 32, SDL_HWSURFACE|SDL_DOUBLEBUF);
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display.initVideo((Vector){0,0,0}, 640, 480, 32, SDL_HWSURFACE);
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display.setActive(1);
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myGame.windows.push_back(&display);
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strip = myGame.newSpriteStrip("ball");
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strip->loadFromFile("ball.png", 32, 32, (Vector){0,0,0});
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anim = myGame.newAnimation("ball");
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anim->setStrip(strip, 0, 0, (Vector){0,0,0});
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ball.addAnimation(anim, STATE_DEFAULT);
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ball.setState(STATE_MOVERIGHT | STATE_MOVEUP);
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ball.setPosition((Vector){0,400,0});
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ball.setVelocity((Vector){.25, 1.5, 0});
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display.addActor(&ball, LAYER_SPRITE1);
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lastTimer = SDL_GetTicks();
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while ( 1 ) {
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actorPos = ball.getPosition();
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actorVel = ball.getVelocity();
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/* this is what does the bounce */
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if ( actorPos.y > (480 - ball.nextFrame()->h) ) {
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actorVel.y = -(actorVel.y);
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actorPos.y = (480 - ball.nextFrame()->h);
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ball.setPosition(actorPos);
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}
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// -- end of bouncing
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if ( actorPos.x >= 640 ) {
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break;
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}
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if ( (SDL_GetTicks() - lastTimer) >= (1000/30) ) {
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myGame.update();
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actorVel.y -= gravity;
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ball.setVelocity(actorVel);
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lastTimer = SDL_GetTicks();
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} else {
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myGame.update(1);
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}
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if ( myGame.keyHeldDown(SDLK_ESCAPE) ) {
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break;
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}
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myGame.finishFrame();
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}
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}
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