Tunneler/Game.cpp
2023-10-28 12:42:23 +02:00

107 lines
2.6 KiB
C++

//
// Created by bruno on 27.10.2023.
//
#include "Game.h"
#include <SDL.h>
unsigned int Game::logicalWidth = 160;
unsigned int Game::logicalHeight = 100;
unsigned int Game::renderWidth = 1280;
unsigned int Game::renderHeight = 800;
bool Game::isRunning = true;
SDL_Event Game::event;
SDL_Window* Game::window;
SDL_Renderer* Game::renderer;
int Game::init(){
// Initialize SDL
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
SDL_Log("Unable to initialize SDL: %s", SDL_GetError());
return 1;
}
// Create the SDL window and renderer
window = SDL_CreateWindow("Pixel Art Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, renderWidth, renderHeight, SDL_WINDOW_RESIZABLE);
if (!window) {
SDL_Log("Unable to create window: %s", SDL_GetError());
return 1;
}
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
if (!renderer) {
SDL_Log("Unable to create renderer: %s", SDL_GetError());
return 1;
}
// Set the logical scaling
SDL_RenderSetLogicalSize(renderer, logicalWidth, logicalHeight);
return 0;
}
int Game::processInput(){
event;
return 0;
}
int Game::render(){
// Render the checkerboard pattern
for (int x = 0; x < logicalWidth; x++) {
for (int y = 0; y < logicalHeight; y++) {
if ((x + y) % 2 == 0) {
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); // Black
} else {
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); // White
}
SDL_RenderDrawPoint(renderer, x, y);
}
}
return 0;
}
int Game::update(){
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
isRunning = false;
}
else if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED) {
renderWidth = event.window.data1;
renderHeight = event.window.data2;
SDL_RenderSetLogicalSize(renderer, logicalWidth, logicalHeight);
}
else if (event.type == SDL_KEYDOWN || event.type == SDL_KEYUP){
processInput();
}
}
// Clear the renderer
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
SDL_RenderClear(renderer);
// Your game rendering code goes here, using the logical resolution
this->render();
// Present the renderer
SDL_RenderPresent(renderer);
return 0;
}
int Game::run(){
this->init();
while (isRunning) {
this->update();
}
// Cleanup and exit
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}