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wise2023_jumpnrun
jumpNrun
Commits
ec3d2238
Commit
ec3d2238
authored
1 year ago
by
Michael
Browse files
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pushed gameLoop from main.c to own file
parent
39e7c657
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Changes
7
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7 changed files
Makefile
+1
-1
1 addition, 1 deletion
Makefile
gameLoop.c
+73
-0
73 additions, 0 deletions
gameLoop.c
header.h
+5
-3
5 additions, 3 deletions
header.h
init.c
+10
-3
10 additions, 3 deletions
init.c
main.c
+3
-71
3 additions, 71 deletions
main.c
map.c
+4
-4
4 additions, 4 deletions
map.c
rows.c
+3
-3
3 additions, 3 deletions
rows.c
with
99 additions
and
85 deletions
Makefile
+
1
−
1
View file @
ec3d2238
CFLAGS
=
$(
shell pkg-config
--cflags
sdl2 SDL2_image SDL2_ttf
)
-std
=
c99
-Wall
-Wextra
-pedantic
-g
-O0
CPPFLAGS
=
-MMD
-MF
$*
.d
# Generate dependency files
LDLIBS
=
$(
shell pkg-config
--libs
sdl2 SDL2_image SDL2_ttf
)
-lm
OBJ
=
output.o map.o rows.o auto.o charac.o main.o init.o
OBJ
=
output.o map.o rows.o auto.o charac.o main.o init.o
gameLoop.o
CC
=
gcc
all
:
main
...
...
This diff is collapsed.
Click to expand it.
gameLoop.c
0 → 100644
+
73
−
0
View file @
ec3d2238
#include
"header.h"
#include
<time.h>
#include
<stdbool.h>
void
gameLoop
(
SDL_Renderer
*
renderer
,
SDL_Window
*
window
)
{
// Anfangskoordinaten für den Spieler und dessen Größe
SDL_Rect
player
=
{
.
x
=
420
,
.
y
=
820
,
.
w
=
60
,
.
h
=
60
};
bool
run
=
true
;
int
input
;
SDL_Event
e
;
bool
start_game
=
false
;
// Character
SDL_Rect
*
character
=
&
player
;
// erzeuge verkettete Liste, welche die Karte speichert
struct
LinkedList
*
list
=
init_map
(
character
);
Uint32
start
=
SDL_GetTicks
();
while
(
run
)
{
while
(
SDL_PollEvent
(
&
e
))
{
switch
(
e
.
type
){
case
SDL_QUIT
:
// Fenster Schließen
run
=
false
;
break
;
case
SDL_KEYDOWN
:
// Keystroke ?
input
=
e
.
key
.
keysym
.
scancode
;
start_game
=
true
;
// könnte man auch später für das Menü benutzten
jump
(
input
,
character
);
break
;
default:
break
;
}
}
// Wenn der Spieler weit oben ist, dann soll sich
// die Kammera schneller bewegen
int
speed
;
if
(
run
){
if
(
!
start_game
){
speed
=
0
;
}
else
if
(
character
->
y
<
400
){
speed
=
8
;
}
else
{
speed
=
1
;
}
run
=
!
move_map
(
speed
,
list
,
character
,
renderer
);
}
//update Character
update_character
(
speed
,
character
,
renderer
);
paste_score
(
renderer
,
playerhighscore
,
font
);
SDL_RenderPresent
(
renderer
);
SDL_UpdateWindowSurface
(
window
);
if
(
character
->
y
>=
965
){
run
=
false
;
}
// Spiel bekommt eine feste Aktuallisierungsrate von ~60 fps
Uint32
end
=
SDL_GetTicks
();
while
(
end
-
start
<
16
)
{
end
=
SDL_GetTicks
();
}
}
free_map
(
list
);
return
;
}
This diff is collapsed.
Click to expand it.
header.h
+
5
−
3
View file @
ec3d2238
...
...
@@ -50,8 +50,8 @@ struct LinkedList_Auto{
//Declarations of Functions
struct
Node
*
init_row
(
struct
Node
*
);
struct
LinkedList
*
init_map
();
struct
Node
*
init_row
(
struct
Node
*
,
SDL_Rect
*
player
);
struct
LinkedList
*
init_map
(
SDL_Rect
*
player
);
int
move_map
(
int
,
struct
LinkedList
*
,
SDL_Rect
*
,
SDL_Renderer
*
);
int
paste_row
(
SDL_Renderer
*
,
int
,
enum
row
);
void
free_map
(
struct
LinkedList
*
);
...
...
@@ -70,9 +70,11 @@ void move_character(int,SDL_Rect*);
void
start_screen
(
void
);
void
end_screen
(
int
);
int
init
(
SDL_Renderer
*
);
int
exitGame
(
struct
LinkedList
*
,
SDL_Renderer
*
,
SDL_Window
*
);
int
exitGame
(
SDL_Renderer
*
,
SDL_Window
*
);
void
gameLoop
(
SDL_Renderer
*
,
SDL_Window
*
);
extern
SDL_Rect
player
;
extern
TTF_Font
*
font
;
extern
int
playerscore
;
extern
int
playerhighscore
;
...
...
This diff is collapsed.
Click to expand it.
init.c
+
10
−
3
View file @
ec3d2238
#include
"header.h"
#include
<SDL_image.h>
#include
<SDL_ttf.h>
SDL_Texture
*
img_grassDark
;
SDL_Texture
*
img_grassBright
;
...
...
@@ -12,11 +13,19 @@ SDL_Texture *img_waterDarkSingle;
SDL_Texture
*
img_waterDarkMultiple
;
SDL_Texture
*
img_finishlineBright
;
SDL_Texture
*
img_finishlineDark
;
TTF_Font
*
font
;
int
playerscore
=
0
;
int
playerhighscore
=
0
;
int
init
(
SDL_Renderer
*
renderer
)
{
//Initiiere Text
TTF_Init
();
//this opens a font style and sets a size
TTF_Font
*
font
=
TTF_OpenFont
(
"Go-Mono.ttf"
,
50
);
if
(
font
==
NULL
)
printf
(
"Font Loading failed: %s
\n
"
,
TTF_GetError
());
// Lade alle Bilder die benötigt werden
img_grassDark
=
IMG_LoadTexture
(
renderer
,
"images/dark_grass.jpg"
);
img_grassBright
=
IMG_LoadTexture
(
renderer
,
"images/bright_grass.jpg"
);
...
...
@@ -49,9 +58,7 @@ int init(SDL_Renderer* renderer) {
}
int
exitGame
(
struct
LinkedList
*
list
,
SDL_Renderer
*
renderer
,
SDL_Window
*
window
)
{
free_map
(
list
);
int
exitGame
(
SDL_Renderer
*
renderer
,
SDL_Window
*
window
)
{
SDL_DestroyRenderer
(
renderer
);
SDL_DestroyWindow
(
window
);
SDL_DestroyTexture
(
img_grassDark
);
...
...
This diff is collapsed.
Click to expand it.
main.c
+
3
−
71
View file @
ec3d2238
...
...
@@ -2,14 +2,6 @@
#include
<SDL_image.h>
#include
<stdbool.h>
#include
<time.h>
#include
<SDL_ttf.h>
// Anfangskoordinaten für den Spieler und dessen Größe
SDL_Rect
player
=
{
.
x
=
420
,
.
y
=
820
,
.
w
=
60
,
.
h
=
60
};
int
main
(
void
)
{
...
...
@@ -44,72 +36,12 @@ int main(void) {
init
(
renderer
);
//Initiiere Text
TTF_Init
();
//this opens a font style and sets a size
TTF_Font
*
font
=
TTF_OpenFont
(
"Go-Mono.ttf"
,
50
);
if
(
font
==
NULL
)
printf
(
"Font Loading failed: %s
\n
"
,
TTF_GetError
());
// erzeuge verkettete Liste, welche die Karte speichert
struct
LinkedList
*
list
=
init_map
();
// Character
SDL_Rect
*
character
=
&
player
;
int
input
;
SDL_Event
e
;
bool
quit
=
false
;
bool
start_game
=
false
;
while
(
quit
==
false
)
{
Uint32
start
=
SDL_GetTicks
();
while
(
SDL_PollEvent
(
&
e
))
{
switch
(
e
.
type
){
case
SDL_QUIT
:
// Fenster Schließen
quit
=
true
;
break
;
case
SDL_KEYDOWN
:
// Keystroke ?
input
=
e
.
key
.
keysym
.
scancode
;
start_game
=
true
;
// könnte man auch später für das Menü benutzten
jump
(
input
,
character
);
break
;
default:
break
;
}
}
// Wenn der Spieler weit oben ist, dann soll sich
// die Kammera schneller bewegen
int
speed
;
if
(
!
quit
){
if
(
!
start_game
){
speed
=
0
;
}
else
if
(
character
->
y
<
400
){
speed
=
8
;
}
else
{
speed
=
1
;
}
quit
=
move_map
(
speed
,
list
,
character
,
renderer
);
}
//update Character
update_character
(
speed
,
character
,
renderer
);
paste_score
(
renderer
,
playerhighscore
,
font
);
SDL_RenderPresent
(
renderer
);
SDL_UpdateWindowSurface
(
window
);
if
(
character
->
y
>=
965
){
quit
=
true
;
}
// Spiel bekommt eine feste Aktuallisierungsrate von ~60 fps
Uint32
end
=
SDL_GetTicks
();
while
(
end
-
start
<
16
)
{
end
=
SDL_GetTicks
();
}
gameLoop
(
renderer
,
window
);
}
exitGame
(
list
,
renderer
,
window
);
exitGame
(
renderer
,
window
);
return
(
0
);
}
This diff is collapsed.
Click to expand it.
map.c
+
4
−
4
View file @
ec3d2238
...
...
@@ -9,7 +9,7 @@
// WICHTIG: Bei jeder Reihe OHNE Autos muss der Wert autos auf NULL
// gesetzt werde, da es sonts zu Fehlern kommt
struct
LinkedList
*
init_map
(
void
){
struct
LinkedList
*
init_map
(
SDL_Rect
*
character
){
struct
LinkedList
*
list
=
malloc
(
sizeof
(
*
list
));
...
...
@@ -24,7 +24,7 @@ struct LinkedList* init_map(void){
// erzeuge 9 weitere Knoten mit zufälligem Typ
for
(
int
i
=
0
;
i
<
9
;
i
++
){
struct
Node
*
m
=
init_row
(
n
);
struct
Node
*
m
=
init_row
(
n
,
character
);
n
->
next
=
m
;
n
=
m
;
...
...
@@ -92,7 +92,7 @@ int move_map(int delta_y,struct LinkedList *list,SDL_Rect *character,SDL_Rendere
// Das Schachbrettmuster bleibt erhalten
if
(
newNode
){
struct
Node
*
n
=
init_row
(
cur
);
struct
Node
*
n
=
init_row
(
cur
,
character
);
cur
->
next
=
n
;
n
->
next
=
NULL
;
}
...
...
This diff is collapsed.
Click to expand it.
rows.c
+
3
−
3
View file @
ec3d2238
...
...
@@ -102,12 +102,12 @@ struct Node* water(bool first,bool dark,int y_pos){
// Initalisert alle Werte für eine neu erzeugte Reihe
// WICHTIG: Bei jeder Reihe OHNE Autos muss der Wert autos auf NULL
// gesetzt werde, da es sonst zu Fehlern kommt
struct
Node
*
init_row
(
struct
Node
*
m
){
struct
Node
*
init_row
(
struct
Node
*
m
,
SDL_Rect
*
character
){
struct
Node
*
n
;
int
p
;
// Ziellinie erscheint alle 100 Punkte
if
((
playerhighscore
+
(
player
.
y
/
100
))
%
100
==
99
){
if
((
playerhighscore
+
(
character
->
y
/
100
))
%
100
==
99
){
if
(
m
->
row_type
!=
grassDark
&&
m
->
row_type
!=
waterDarkSingle
&&
m
->
row_type
!=
waterDarkMultiple
){
n
=
grass
(
true
,
true
,
m
->
y_pos
-
100
);
}
else
{
...
...
@@ -141,7 +141,7 @@ struct Node* init_row(struct Node *m){
// Es wird verhindert, dass nur eine Flussreihe erzeugt wird,
// da jedes 100. Feld durch eine goldene Grasreihe ersetzt wird
}
else
if
(
p
==
2
&&
((
playerhighscore
+
(
player
.
y
/
100
))
%
100
!=
98
)){
}
else
if
(
p
==
2
&&
((
playerhighscore
+
(
character
->
y
/
100
))
%
100
!=
98
)){
if
(
m
->
row_type
==
grassDark
){
n
=
water
(
true
,
false
,
m
->
y_pos
-
100
);
}
else
{
...
...
This diff is collapsed.
Click to expand it.
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