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Demonstração das funções para lidar com eventos de teclado usando SDL 2 com um protótipo simples, os exemplos estão descritos nesta postagem: https://wldomiciano.com/sdl-2-como-lidar-com-eventos-unicos-do-teclado/
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// Testado no MinGW64 | |
// gcc -Wall -Wextra -Wpedantic -Wno-unused-parameter game.c `sdl2-config --cflags --libs` | |
#include <SDL.h> | |
SDL_Window* window; | |
SDL_Renderer* renderer; | |
SDL_bool quit = SDL_FALSE; | |
// A tecla está pressionada? | |
SDL_bool isKeyPressed(int key) { | |
return SDL_GetKeyboardState(NULL) [key]; | |
} | |
// Variável global | |
Uint8 keyStates[SDL_NUM_SCANCODES]; | |
// Reinicia estados | |
void resetKeyStates() { | |
for (size_t i = 0; i < SDL_NUM_SCANCODES; i++) | |
keyStates[i] = 0; | |
} | |
// A tecla foi pressinada? | |
Uint8 wasKeyPressed(int key) { | |
return keyStates[key] == 1; | |
} | |
// A tecla foi liberada? | |
Uint8 wasKeyReleased(int key) { | |
return keyStates[key] == 2; | |
} | |
void handleInput() { | |
resetKeyStates(); | |
SDL_Event event; | |
while (SDL_PollEvent(&event)) { | |
switch (event.type) { | |
case SDL_QUIT: | |
quit = SDL_TRUE; | |
break; | |
case SDL_KEYDOWN: | |
keyStates[event.key.keysym.scancode] = !event.key.repeat; | |
break; | |
case SDL_KEYUP: | |
keyStates[event.key.keysym.scancode] = 2; | |
break; | |
} | |
} | |
} | |
void createGame(int w, int h) { | |
SDL_Init(SDL_INIT_VIDEO); | |
window = SDL_CreateWindow("Window Title", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, w, h, 0); | |
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC); | |
} | |
void destroyGame() { | |
SDL_DestroyRenderer(renderer); | |
SDL_DestroyWindow(window); | |
SDL_Quit(); | |
} | |
void draw(SDL_Rect* rect, Uint32 color) { | |
Uint8 r = (color >> 16) & 0xFF; | |
Uint8 g = (color >> 8) & 0xFF; | |
Uint8 b = (color) & 0xFF; | |
SDL_SetRenderDrawColor(renderer, r, g, b, SDL_ALPHA_OPAQUE); | |
SDL_RenderFillRect(renderer, rect); | |
} | |
void collide(SDL_Rect* a, SDL_Rect* b) { | |
if ( SDL_HasIntersection(a, b) ) { | |
SDL_Rect c; | |
SDL_IntersectRect(a, b, &c); | |
a->y -= c.h; | |
} | |
} | |
SDL_Rect player = { 10, 180, 30, 30}; | |
SDL_Rect ground = { 0, 210, 360, 30}; | |
const int VELOCITY = 5; | |
const int GRAVITY = 5; | |
const int JUMP_FORCE = 80; | |
void update() { | |
player.y += GRAVITY; | |
if ( wasKeyPressed(SDL_SCANCODE_SPACE) ) | |
player.y -= JUMP_FORCE; | |
if ( isKeyPressed(SDL_SCANCODE_RIGHT) ) | |
player.x += VELOCITY; | |
else if ( isKeyPressed(SDL_SCANCODE_LEFT) ) | |
player.x -= VELOCITY; | |
collide(&player, &ground); | |
draw(&player, 0xFF0000); | |
draw(&ground, 0x00FF00); | |
} | |
int main(int argc, char *argv[]) { | |
createGame(360, 240); | |
while ( !quit ) { | |
handleInput(); | |
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0xFF); | |
SDL_RenderClear(renderer); | |
update(); | |
SDL_RenderPresent(renderer); | |
} | |
destroyGame(); | |
return 0; | |
} |
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