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Copy pathmain.cpp
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157 lines (129 loc) · 3.95 KB
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#include <iostream>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_ttf.h>
#include "player.h"
int main(int argc, char *argv[])
{
if( SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) !=0 )
{
std::cout << "SDL Init Failed! " << SDL_GetError() << std::endl;
return 1;
}
if( IMG_Init(IMG_INIT_PNG) != IMG_INIT_PNG )
{
std::cout << "SDL_Image Init Failed! " << IMG_GetError() <<std::endl;
SDL_Quit();
return 1;
}
if( TTF_Init() != 0 )
{
std::cout << "SDL_TTF Init Failed! " << TTF_GetError() << std::endl;
IMG_Quit();
SDL_Quit();
return 1;
}
SDL_Window* window = SDL_CreateWindow("Pong", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 480, 0);
if (!window)
{
std::cout << "SDL Window Creation Failed! " << SDL_GetError() << std:: endl;
TTF_Quit();
IMG_Quit();
SDL_Quit();
return 1;
}
SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC);
if(!renderer)
{
std::cout << "SDL Renderer Creation Failed! " << SDL_GetError() << std:: endl;
TTF_Quit();
IMG_Quit();
SDL_DestroyWindow(window);
SDL_Quit();
return 1;
}
//bool quit = false;
enum State
{
STATE_MENU,
STATE_QUIT,
STATE_PLAYING
};
State gameState = STATE_MENU;
Player P1;
//start render loop
while(gameState != STATE_QUIT)
{
//start event handler
SDL_Event event;
//react to input based on game state
switch(gameState)
{
case STATE_MENU:
std::cout << "Entered menu state" << std::endl;
while( SDL_PollEvent(&event) )
{
switch(event.type)
{
case SDL_QUIT:
gameState = STATE_QUIT;
break;
case SDL_KEYDOWN:
switch(event.key.keysym.sym)
{
case SDLK_q:
gameState = STATE_QUIT;
break;
case SDLK_1:
gameState = STATE_MENU;
std::cout << "Changed to menu state" << std::endl;
break;
case SDLK_2:
gameState = STATE_PLAYING;
std::cout << "Changed to playing state" << std::endl;
break;
}
}
}
break;
case STATE_PLAYING:
std::cout << "Entered playing state" << std::endl;
while( SDL_PollEvent(&event) )
{
switch(event.type)
{
case SDL_QUIT:
gameState = STATE_QUIT;
break;
case SDL_KEYDOWN:
switch(event.key.keysym.sym)
{
case SDLK_q:
gameState = STATE_QUIT;
break;
case SDLK_1:
gameState = STATE_MENU;
std::cout << "Changed to menu state" << std::endl;
break;
case SDLK_2:
gameState = STATE_PLAYING;
std::cout << "Changed to playing state" << std::endl;
break;
}
}
}
break;
}
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);
SDL_RenderFillRect(renderer, P1.GetPaddle());
SDL_RenderPresent(renderer);
}
//Cleanup
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
IMG_Quit();
TTF_Quit();
SDL_Quit();
}