Added a title screen, and improved input selection.
Pressing enter on startup will choose keyboard only, and pressing button zero on the controller will choose that controller.
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52
Spacewar.c
52
Spacewar.c
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@ -79,12 +79,19 @@ int main(int argc, char ** argv)
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// Initialize image loading:
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IMG_Init(IMG_INIT_PNG);
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SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "2");
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SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
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playerController playerOne = createShipPlayerController(&shipA);
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playerController playerTwo = createShipPlayerController(&shipB);
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// Create an SDL window and rendering context in that window:
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SDL_Window * window = SDL_CreateWindow("SDL_TEST", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 700, 700, 0);
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SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, rendererFlags);
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SDL_SetWindowResizable(window, SDL_TRUE);
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SDL_SetWindowTitle(window, "Spacewar!");
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// Check for joysticks:
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if (SDL_NumJoysticks() < 1 )
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{
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@ -103,17 +110,50 @@ int main(int argc, char ** argv)
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}
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// Choose a player joystick:
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printf("Please press button zero on the controller you wish to use. \n");
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printf("Please press button zero on the controller you wish to use, or enter to play keyboard only.\n");
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// Load the title screen:
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SDL_Texture * titleTexture = IMG_LoadTexture(renderer, "./Images/Title.png");
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SDL_Rect titleRect;
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titleRect.w = 317;
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titleRect.h = 51;
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int joystickIndex = 0;
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while(SDL_JoystickGetButton(joysticksList[joystickIndex], 0) == 0)
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int keyCount = 0;
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const uint8_t * keyboardState = SDL_GetKeyboardState(&keyCount);
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bool inputSelected = false;
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while(!inputSelected)
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{
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// Draw the title screen:
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SDL_GetWindowSize(window, &width, &height);
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titleRect.x = (width/2) - (317/2);
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titleRect.y = (height/2) - 51;
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// Set the colour to black:
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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// Clear the screen, filling it with black:
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SDL_RenderClear(renderer);
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SDL_RenderCopy(renderer, titleTexture, NULL, &titleRect);
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SDL_RenderPresent(renderer);
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SDL_PumpEvents();
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SDL_GetKeyboardState(&keyCount);
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if(keyboardState[SDL_SCANCODE_RETURN] == 1)
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{
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joysticksList[joystickIndex] = NULL;
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inputSelected = true;
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}
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joystickIndex++;
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if(joystickIndex >= joystickListLength)
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{
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joystickIndex = 0;
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}
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if(SDL_JoystickGetButton(joysticksList[joystickIndex], 0) == 1)
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{
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inputSelected = true;
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}
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}
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// Load joystick
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@ -126,11 +166,6 @@ int main(int argc, char ** argv)
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SDL_HapticRumbleInit(playerOne.haptic);
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}
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// Create an SDL window and rendering context in that window:
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SDL_Window * window = SDL_CreateWindow("SDL_TEST", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 700, 700, 0);
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SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, rendererFlags);
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SDL_SetWindowTitle(window, "Spacewar!");
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// Load in all of our textures:
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SDL_Texture * idleTexture, * acceleratingTexture, * clockwiseTexture, * anticlockwiseTexture, * currentTexture,
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* acceleratingTexture2;
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@ -142,9 +177,6 @@ int main(int argc, char ** argv)
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acceleratingTexture2 = IMG_LoadTexture(renderer, "./Images/Ship-Accelerating-Frame-2.png");
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currentTexture = acceleratingTexture;
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// Enable resizing the window:
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SDL_SetWindowResizable(window, SDL_TRUE);
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lastFrameTime = SDL_GetPerformanceCounter();
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thisFrameTime = SDL_GetPerformanceCounter();
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