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.
This commit is contained in:
parent
4fe780c1e8
commit
c34b7c2c04
Binary file not shown.
After Width: | Height: | Size: 3.6 KiB |
52
Spacewar.c
52
Spacewar.c
|
@ -79,12 +79,19 @@ int main(int argc, char ** argv)
|
||||||
|
|
||||||
// Initialize image loading:
|
// Initialize image loading:
|
||||||
IMG_Init(IMG_INIT_PNG);
|
IMG_Init(IMG_INIT_PNG);
|
||||||
|
|
||||||
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "2");
|
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "2");
|
||||||
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
|
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
|
||||||
|
|
||||||
playerController playerOne = createShipPlayerController(&shipA);
|
playerController playerOne = createShipPlayerController(&shipA);
|
||||||
playerController playerTwo = createShipPlayerController(&shipB);
|
playerController playerTwo = createShipPlayerController(&shipB);
|
||||||
|
|
||||||
|
// Create an SDL window and rendering context in that window:
|
||||||
|
SDL_Window * window = SDL_CreateWindow("SDL_TEST", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 700, 700, 0);
|
||||||
|
SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, rendererFlags);
|
||||||
|
SDL_SetWindowResizable(window, SDL_TRUE);
|
||||||
|
SDL_SetWindowTitle(window, "Spacewar!");
|
||||||
|
|
||||||
// Check for joysticks:
|
// Check for joysticks:
|
||||||
if (SDL_NumJoysticks() < 1 )
|
if (SDL_NumJoysticks() < 1 )
|
||||||
{
|
{
|
||||||
|
@ -103,17 +110,50 @@ int main(int argc, char ** argv)
|
||||||
}
|
}
|
||||||
|
|
||||||
// Choose a player joystick:
|
// Choose a player joystick:
|
||||||
printf("Please press button zero on the controller you wish to use. \n");
|
printf("Please press button zero on the controller you wish to use, or enter to play keyboard only.\n");
|
||||||
|
|
||||||
|
// Load the title screen:
|
||||||
|
SDL_Texture * titleTexture = IMG_LoadTexture(renderer, "./Images/Title.png");
|
||||||
|
SDL_Rect titleRect;
|
||||||
|
titleRect.w = 317;
|
||||||
|
titleRect.h = 51;
|
||||||
|
|
||||||
int joystickIndex = 0;
|
int joystickIndex = 0;
|
||||||
while(SDL_JoystickGetButton(joysticksList[joystickIndex], 0) == 0)
|
int keyCount = 0;
|
||||||
|
const uint8_t * keyboardState = SDL_GetKeyboardState(&keyCount);
|
||||||
|
bool inputSelected = false;
|
||||||
|
while(!inputSelected)
|
||||||
{
|
{
|
||||||
|
// Draw the title screen:
|
||||||
|
SDL_GetWindowSize(window, &width, &height);
|
||||||
|
titleRect.x = (width/2) - (317/2);
|
||||||
|
titleRect.y = (height/2) - 51;
|
||||||
|
|
||||||
|
// Set the colour to black:
|
||||||
|
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
|
||||||
|
|
||||||
|
// Clear the screen, filling it with black:
|
||||||
|
SDL_RenderClear(renderer);
|
||||||
|
|
||||||
|
SDL_RenderCopy(renderer, titleTexture, NULL, &titleRect);
|
||||||
|
SDL_RenderPresent(renderer);
|
||||||
|
|
||||||
SDL_PumpEvents();
|
SDL_PumpEvents();
|
||||||
|
SDL_GetKeyboardState(&keyCount);
|
||||||
|
if(keyboardState[SDL_SCANCODE_RETURN] == 1)
|
||||||
|
{
|
||||||
|
joysticksList[joystickIndex] = NULL;
|
||||||
|
inputSelected = true;
|
||||||
|
}
|
||||||
joystickIndex++;
|
joystickIndex++;
|
||||||
if(joystickIndex >= joystickListLength)
|
if(joystickIndex >= joystickListLength)
|
||||||
{
|
{
|
||||||
joystickIndex = 0;
|
joystickIndex = 0;
|
||||||
}
|
}
|
||||||
|
if(SDL_JoystickGetButton(joysticksList[joystickIndex], 0) == 1)
|
||||||
|
{
|
||||||
|
inputSelected = true;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Load joystick
|
// Load joystick
|
||||||
|
@ -126,11 +166,6 @@ int main(int argc, char ** argv)
|
||||||
SDL_HapticRumbleInit(playerOne.haptic);
|
SDL_HapticRumbleInit(playerOne.haptic);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Create an SDL window and rendering context in that window:
|
|
||||||
SDL_Window * window = SDL_CreateWindow("SDL_TEST", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 700, 700, 0);
|
|
||||||
SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, rendererFlags);
|
|
||||||
SDL_SetWindowTitle(window, "Spacewar!");
|
|
||||||
|
|
||||||
// Load in all of our textures:
|
// Load in all of our textures:
|
||||||
SDL_Texture * idleTexture, * acceleratingTexture, * clockwiseTexture, * anticlockwiseTexture, * currentTexture,
|
SDL_Texture * idleTexture, * acceleratingTexture, * clockwiseTexture, * anticlockwiseTexture, * currentTexture,
|
||||||
* acceleratingTexture2;
|
* acceleratingTexture2;
|
||||||
|
@ -142,9 +177,6 @@ int main(int argc, char ** argv)
|
||||||
acceleratingTexture2 = IMG_LoadTexture(renderer, "./Images/Ship-Accelerating-Frame-2.png");
|
acceleratingTexture2 = IMG_LoadTexture(renderer, "./Images/Ship-Accelerating-Frame-2.png");
|
||||||
currentTexture = acceleratingTexture;
|
currentTexture = acceleratingTexture;
|
||||||
|
|
||||||
// Enable resizing the window:
|
|
||||||
SDL_SetWindowResizable(window, SDL_TRUE);
|
|
||||||
|
|
||||||
lastFrameTime = SDL_GetPerformanceCounter();
|
lastFrameTime = SDL_GetPerformanceCounter();
|
||||||
thisFrameTime = SDL_GetPerformanceCounter();
|
thisFrameTime = SDL_GetPerformanceCounter();
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue