Added timers to the game

This commit is contained in:
Nathan Anderson 2025-01-06 09:21:35 -07:00
parent 52097b3861
commit 41a208846a
4 changed files with 100 additions and 15 deletions

View File

@ -8,6 +8,7 @@ const SCREEN_HEIGHT = 480;
const log = sdl.SDL_Log;
const GameText = @import("./text.zig").GameText;
const RGBAColor = @import("./utils/rgb_color.zig").RGBAColor;
const Timer = @import("./utils/timer.zig").Timer;
var window: *sdl.struct_SDL_Window = undefined;
// var screen_surface: *sdl.struct_SDL_Surface = undefined;
@ -41,6 +42,8 @@ pub fn main() !void {
var quit = false;
var shifted = false;
var start_time: u32 = 0;
var timer = Timer{};
while (!quit) {
var event: sdl.SDL_Event = undefined;
while (sdl.SDL_PollEvent(&event) != 0) {
@ -58,17 +61,14 @@ pub fn main() !void {
},
sdl.SDL_KEYDOWN => {
switch (event.key.keysym.sym) {
sdl.SDLK_r => {
game_state.r = if (shifted) game_state.r - 5 else game_state.r + 5;
sdl.SDLK_RETURN => {
start_time = sdl.SDL_GetTicks();
},
sdl.SDLK_g => {
game_state.g = if (shifted) game_state.g - 5 else game_state.g + 5;
sdl.SDLK_s => {
if (timer.status == .started) timer.stop() else timer.start();
},
sdl.SDLK_b => {
game_state.b = if (shifted) game_state.b - 5 else game_state.b + 5;
},
sdl.SDLK_LSHIFT => {
shifted = true;
sdl.SDLK_p => {
if (timer.status == .paused) timer.unpause() else timer.pause();
},
// sdl.SDLK_UP => {
// img_pos.y = img_pos.y - 5;
@ -93,8 +93,26 @@ pub fn main() !void {
_ = sdl.SDL_RenderClear(renderer);
_ = sdl.SDL_RenderCopy(renderer, bg_texture, null, null);
game_state.update_tick();
var text = try GameText.loadFromRenderedText("Test 123", RGBAColor.whiteSmoke().tosdl());
try text.render(&game_state);
var text = try GameText.loadFromRenderedText("Press S to start / stop", RGBAColor.whiteSmoke().tosdl());
try text.render(
&game_state,
.{ .x = @intCast(game_state.SCREEN_WIDTH - text.w), .y = 2 },
);
text = try GameText.loadFromRenderedText("Press P to pause / unpause", RGBAColor.whiteSmoke().tosdl());
try text.render(
&game_state,
.{ .x = @intCast(game_state.SCREEN_WIDTH - text.w), .y = 24 },
);
var buf: [8]u8 = undefined;
const timer_ms = timer.getTicks();
// const timer_base = std.math.log10(timer_ms) + 3;
const time_str: []const u8 = try std.fmt.bufPrint(&buf, "{d}ms", .{timer_ms});
var time_text = try GameText.loadFromRenderedText(time_str, RGBAColor.whiteSmoke().tosdl());
try time_text.render(
&game_state,
.{ .x = @intCast(game_state.SCREEN_WIDTH - time_text.w), .y = 64 },
);
// Render red rect
// const fill_rect: sdl.struct_SDL_Rect = sdl.SDL_Rect{ .x = SCREEN_WIDTH / 4, .y = SCREEN_HEIGHT / 4, .w = SCREEN_WIDTH / 2 + img_pos.x, .h = SCREEN_HEIGHT / 2 + img_pos.y };

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@ -1,6 +1,8 @@
const sdl = @import("./sdl.zig").c;
const std = @import("std");
const GameState = @import("./game_state.zig").GameState;
const Offset = @import("./utils/offset.zig").Offset;
const FONT_SIZE = 24;
var font: ?*sdl.TTF_Font = null;
var text_texture: ?*sdl.SDL_Texture = null;
@ -14,7 +16,8 @@ pub const GameText = struct {
h: u32,
pub fn loadFromRenderedText(text: []const u8, color: sdl.SDL_Color) !GameText {
const c_text: [*c]const u8 = @ptrCast(text);
const trunc_str = text[0..text.len];
const c_text: [*c]const u8 = @ptrCast(trunc_str);
const text_surface: [*c]sdl.SDL_Surface = sdl.TTF_RenderText_Solid(font.?, c_text, color) orelse {
sdl.SDL_Log("Error loading text surface: %s\n", sdl.SDL_GetError());
return error.FailedToRenderSurface;
@ -45,7 +48,11 @@ pub const GameText = struct {
return error.Unimplemented;
}
pub fn render(self: *GameText, game_state: *GameState) !void {
pub fn render(
self: *GameText,
game_state: *GameState,
offset: Offset,
) !void {
if (!text_init) {
return error.TextNotInitialized;
}
@ -62,12 +69,12 @@ pub const GameText = struct {
};
const srcr = sdl.SDL_Rect{ .x = 0, .y = 0, .w = @intCast(self.w), .h = @intCast(self.h) };
const destr = sdl.SDL_Rect{ .x = @intCast(game_state.SCREEN_WIDTH - self.w), .y = 10, .w = @intCast(self.w), .h = @intCast(self.h) };
const destr = sdl.SDL_Rect{ .x = @intCast(offset.x), .y = @intCast(offset.y), .w = @intCast(self.w), .h = @intCast(self.h) };
_ = sdl.SDL_RenderCopy(game_state.renderer, text_texture, &srcr, &destr);
}
pub fn initFont() !void {
const loaded_font = sdl.TTF_OpenFont("./assets/fonts/DepartureMonoNF-Regular.ttf", 24) orelse {
const loaded_font = sdl.TTF_OpenFont("./assets/fonts/DepartureMonoNF-Regular.ttf", FONT_SIZE) orelse {
sdl.SDL_Log("Error loading ttf font: %s\n", sdl.TTF_GetError());
return error.FailedToLoadFont;
};

4
src/utils/offset.zig Normal file
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@ -0,0 +1,4 @@
pub const Offset = struct {
x: i32,
y: i32,
};

56
src/utils/timer.zig Normal file
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@ -0,0 +1,56 @@
const sdl = @import("./../sdl.zig").c;
pub const TimerStatus = enum { started, stopped, paused };
pub const Timer = struct {
start_ticks_ms: u32 = 0,
pause_ticks_ms: u32 = 0,
status: TimerStatus = TimerStatus.stopped,
pub fn start(self: *Timer) void {
if (self.status == .started) return;
self.status = .started;
self.start_ticks_ms = sdl.SDL_GetTicks();
self.pause_ticks_ms = 0;
}
pub fn stop(self: *Timer) void {
if (self.status == .stopped) return;
self.status = .stopped;
self.start_ticks_ms = 0;
self.pause_ticks_ms = 0;
}
pub fn reset(self: *Timer) void {
self.status = .started;
self.start_ticks_ms = sdl.SDL_GetTicks();
self.pause_ticks_ms = 0;
}
pub fn pause(self: *Timer) void {
if (self.status == .paused or self.status == .stopped) return;
self.status = .paused;
self.pause_ticks_ms = sdl.SDL_GetTicks();
}
pub fn unpause(self: *Timer) void {
if (self.status == .started or self.status == .stopped) return;
self.status = .started;
self.start_ticks_ms = sdl.SDL_GetTicks() - self.pause_ticks_ms;
self.pause_ticks_ms = 0;
}
pub fn getTicks(self: *Timer) u32 {
switch (self.status) {
.stopped => {
return 0;
},
.paused => {
return self.pause_ticks_ms;
},
.started => {
return sdl.SDL_GetTicks() - self.start_ticks_ms;
},
}
}
};