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#include "main.h"

void gravity(GameState *gameState)
{
    gameState->man.y += gameState->man.dy;
    gameState->man.dy += GRAVEDAD;
}

int main(int argc, char *argv[])
{
  GameState gameState;
  SDL_Window *window = NULL;                    // Declare a window
  SDL_Renderer *renderer = NULL;                // Declare a renderer
  SDL_Init(SDL_INIT_VIDEO);              // Initialize SDL2
  gameState.man.x = 44;
  gameState.man.y = 100;
  gameState.man.dy = 0;
  gameState.man.dx = 0;
  gameState.man.w = 42;
  gameState.man.h = 53;
  gameState.salto = 0;
  gameState.man.facing_left = 0;

  for(int i = 0; i < 3; i++)
  {
      gameState.camara[i].x = i*43 + 1;
      gameState.camara[i].y = 1;
      gameState.camara[i].w = gameState.man.w;
      gameState.camara[i].h = gameState.man.h;
  }

  for (int i; i < NUM_CAJAS; i++)
  {
      gameState.suelo[i].x = i*44;
      gameState.suelo[i].y = 400;
      gameState.suelo[i].w = 44;
      gameState.suelo[i].h = 44;
  }
  gameState.suelo[9].x = 0;
  gameState.suelo[9].y = 356;
  gameState.suelo[8].x = 0;
  gameState.suelo[8].y = 312;

  //Create an application window with the following settings:
  window = SDL_CreateWindow("Game Window",                     // window title
                            SDL_WINDOWPOS_UNDEFINED,           // initial x position
                            SDL_WINDOWPOS_UNDEFINED,           // initial y position
                            640,                               // width, in pixels
                            480,                               // height, in pixels
                            0                                  // flags
                            );
  renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
   if(window == NULL || renderer == NULL)
  {
      printf("SDL no pudo ejecutarse o no esta instalado");
  }

  gameState.renderer = renderer;
  loadScreen(&gameState,renderer);

  // The window is open: enter program loop (see SDL_PollEvent)
  int done = 0;

  //Event loop
  while(!done)
  {
    //Check for events
    done = processEvents(window, &gameState);
    ///Ejecutar gravedad
    gravity(&gameState);
    ///Deteccion de Coliciones
    collisionDetect(&gameState);
    if(gameState.i / 3 >= 3)
        gameState.i = 0;
    //Render display
    doRender(renderer, &gameState);
    if(gameState.man.walking == 1)
    {
        gameState.i++;
        gameState.man.walking = 0;
    }
    else
        gameState.i = 0;
  }
  SDL_DestroyTexture(gameState.player);
  // Close and destroy the window
  SDL_DestroyWindow(window);
  SDL_DestroyRenderer(renderer);
  // Clean up
  SDL_Quit();
  return 0;
}