Added animation and color changing support, bouncing slime!!
This commit is contained in:
parent
f2bf87c063
commit
fa4f24b689
BIN
assets/png_test.png
Normal file
BIN
assets/png_test.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 2.2 KiB |
BIN
assets/slime_still.png
Normal file
BIN
assets/slime_still.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 2.4 KiB |
102
build.zig
102
build.zig
@ -12,14 +12,6 @@ pub fn build(b: *Build) void {
|
||||
.target = target,
|
||||
.optimize = optimize,
|
||||
});
|
||||
// Keeping this here just in case, but dynamic linking is working AFAICT
|
||||
// if (target.query.isNativeOs() and target.result.os.tag == .linux) {
|
||||
// // The SDL package doesn't work for Linux yet, so we rely on system
|
||||
// // packages for now.
|
||||
// exe.linkSystemLibrary("SDL2");
|
||||
// exe.linkSystemLibrary("SDL2_ttf");
|
||||
// exe.linkSystemLibrary("SDL2_image");
|
||||
// } else {
|
||||
const sdl_dep = b.dependency("SDL", .{
|
||||
.optimize = .ReleaseFast,
|
||||
.target = target,
|
||||
@ -37,7 +29,6 @@ pub fn build(b: *Build) void {
|
||||
.target = target,
|
||||
});
|
||||
exe.linkLibrary(sdl_image_dep.artifact("SDL2_image"));
|
||||
// }
|
||||
b.installArtifact(exe);
|
||||
|
||||
// Create Check step for zls
|
||||
@ -47,7 +38,8 @@ pub fn build(b: *Build) void {
|
||||
.target = target,
|
||||
.optimize = optimize,
|
||||
});
|
||||
exe_check.linkLibrary(sdl_dep.artifact("SDL2"));
|
||||
exe_check.root_module.addIncludePath(sdl_lib.getEmittedIncludeTree().path(b, "SDL2"));
|
||||
exe_check.linkLibrary(sdl_lib);
|
||||
exe_check.linkLibrary(sdl_ttf_dep.artifact("SDL2_ttf"));
|
||||
exe_check.linkLibrary(sdl_image_dep.artifact("SDL2_image"));
|
||||
const check = b.step("check", "Check if project compiles, used by Zig Language Server");
|
||||
@ -57,93 +49,3 @@ pub fn build(b: *Build) void {
|
||||
const run_cmd = b.addRunArtifact(exe);
|
||||
run.dependOn(&run_cmd.step);
|
||||
}
|
||||
|
||||
// // Although this function looks imperative, note that its job is to
|
||||
// // declaratively construct a build graph that will be executed by an external
|
||||
// // runner.
|
||||
// pub fn build(b: *std.Build) void {
|
||||
// // Standard target options allows the person running `zig build` to choose
|
||||
// // what target to build for. Here we do not override the defaults, which
|
||||
// // means any target is allowed, and the default is native. Other options
|
||||
// // for restricting supported target set are available.
|
||||
// const target = b.standardTargetOptions(.{});
|
||||
|
||||
// // Standard optimization options allow the person running `zig build` to select
|
||||
// // between Debug, ReleaseSafe, ReleaseFast, and ReleaseSmall. Here we do not
|
||||
// // set a preferred release mode, allowing the user to decide how to optimize.
|
||||
// const optimize = b.standardOptimizeOption(.{});
|
||||
|
||||
// const lib = b.addStaticLibrary(.{
|
||||
// .name = "zsdl",
|
||||
// // In this case the main source file is merely a path, however, in more
|
||||
// // complicated build scripts, this could be a generated file.
|
||||
// .root_source_file = b.path("src/root.zig"),
|
||||
// .target = target,
|
||||
// .optimize = optimize,
|
||||
// });
|
||||
|
||||
// // This declares intent for the library to be installed into the standard
|
||||
// // location when the user invokes the "install" step (the default step when
|
||||
// // running `zig build`).
|
||||
// b.installArtifact(lib);
|
||||
|
||||
// const exe = b.addExecutable(.{
|
||||
// .name = "zsdl",
|
||||
// .root_source_file = b.path("src/main.zig"),
|
||||
// .target = target,
|
||||
// .optimize = optimize,
|
||||
// });
|
||||
|
||||
// // This declares intent for the executable to be installed into the
|
||||
// // standard location when the user invokes the "install" step (the default
|
||||
// // step when running `zig build`).
|
||||
// b.installArtifact(exe);
|
||||
|
||||
// // This *creates* a Run step in the build graph, to be executed when another
|
||||
// // step is evaluated that depends on it. The next line below will establish
|
||||
// // such a dependency.
|
||||
// const run_cmd = b.addRunArtifact(exe);
|
||||
|
||||
// // By making the run step depend on the install step, it will be run from the
|
||||
// // installation directory rather than directly from within the cache directory.
|
||||
// // This is not necessary, however, if the application depends on other installed
|
||||
// // files, this ensures they will be present and in the expected location.
|
||||
// run_cmd.step.dependOn(b.getInstallStep());
|
||||
|
||||
// // This allows the user to pass arguments to the application in the build
|
||||
// // command itself, like this: `zig build run -- arg1 arg2 etc`
|
||||
// if (b.args) |args| {
|
||||
// run_cmd.addArgs(args);
|
||||
// }
|
||||
|
||||
// // This creates a build step. It will be visible in the `zig build --help` menu,
|
||||
// // and can be selected like this: `zig build run`
|
||||
// // This will evaluate the `run` step rather than the default, which is "install".
|
||||
// const run_step = b.step("run", "Run the app");
|
||||
// run_step.dependOn(&run_cmd.step);
|
||||
|
||||
// // Creates a step for unit testing. This only builds the test executable
|
||||
// // but does not run it.
|
||||
// const lib_unit_tests = b.addTest(.{
|
||||
// .root_source_file = b.path("src/root.zig"),
|
||||
// .target = target,
|
||||
// .optimize = optimize,
|
||||
// });
|
||||
|
||||
// const run_lib_unit_tests = b.addRunArtifact(lib_unit_tests);
|
||||
|
||||
// const exe_unit_tests = b.addTest(.{
|
||||
// .root_source_file = b.path("src/main.zig"),
|
||||
// .target = target,
|
||||
// .optimize = optimize,
|
||||
// });
|
||||
|
||||
// const run_exe_unit_tests = b.addRunArtifact(exe_unit_tests);
|
||||
|
||||
// // Similar to creating the run step earlier, this exposes a `test` step to
|
||||
// // the `zig build --help` menu, providing a way for the user to request
|
||||
// // running the unit tests.
|
||||
// const test_step = b.step("test", "Run unit tests");
|
||||
// test_step.dependOn(&run_lib_unit_tests.step);
|
||||
// test_step.dependOn(&run_exe_unit_tests.step);
|
||||
// }
|
||||
|
28
src/asset_utils.zig
Normal file
28
src/asset_utils.zig
Normal file
@ -0,0 +1,28 @@
|
||||
const sdl = @import("./sdl.zig").c;
|
||||
const log = sdl.SDL_Log;
|
||||
|
||||
pub fn loadTexture(renderer: *sdl.struct_SDL_Renderer, path: [*c]const u8) !*sdl.struct_SDL_Texture {
|
||||
const new_texture = sdl.IMG_LoadTexture(renderer, path) orelse {
|
||||
log("Unable to load texture from surface %s\n", sdl.SDL_GetError());
|
||||
return error.SDLLoadError;
|
||||
};
|
||||
|
||||
return new_texture;
|
||||
}
|
||||
|
||||
// fn loadSurface(path: [*c]const u8) !*sdl.struct_SDL_Surface {
|
||||
// // TODO check file exists
|
||||
// const loaded_surface: [*c]sdl.struct_SDL_Surface = sdl.IMG_Load(path);
|
||||
// if (loaded_surface == null) {
|
||||
// log("Unable to load media at path %s: %s\n", path, sdl.IMG_GetError());
|
||||
// return error.SDLLoadError;
|
||||
// }
|
||||
// defer sdl.SDL_FreeSurface(loaded_surface);
|
||||
// // Converting 24bit bmp to 32bit to match display
|
||||
// const optimized_surface = sdl.SDL_ConvertSurface(loaded_surface, screen_surface.format, 0);
|
||||
// if (optimized_surface == null) {
|
||||
// log("Unable to optimize media at path %s: %s\n", path, sdl.SDL_GetError());
|
||||
// return error.SDLLoadError;
|
||||
// }
|
||||
// return optimized_surface;
|
||||
// }
|
25
src/game_state.zig
Normal file
25
src/game_state.zig
Normal file
@ -0,0 +1,25 @@
|
||||
const sdl = @import("./sdl.zig").c;
|
||||
const std = @import("std");
|
||||
const sf = @import("./slime_factory.zig");
|
||||
|
||||
pub const GameState = struct {
|
||||
r: u8 = 0xff,
|
||||
g: u8 = 0xff,
|
||||
b: u8 = 0xff,
|
||||
slime_factory: sf.SlimeFactory = undefined,
|
||||
renderer: *sdl.struct_SDL_Renderer = undefined,
|
||||
|
||||
pub fn init(allocator: std.mem.Allocator, renderer: *sdl.struct_SDL_Renderer) !GameState {
|
||||
var slime_factory = try sf.SlimeFactory.init(allocator, renderer);
|
||||
try slime_factory.add(.{});
|
||||
return .{ .slime_factory = slime_factory, .renderer = renderer };
|
||||
}
|
||||
|
||||
pub fn deinit(self: *GameState) void {
|
||||
self.slime_factory.deinit();
|
||||
}
|
||||
|
||||
pub fn update_tick(self: *GameState) void {
|
||||
self.slime_factory.render(self);
|
||||
}
|
||||
};
|
147
src/main.zig
147
src/main.zig
@ -1,16 +1,16 @@
|
||||
const c = @cImport({
|
||||
@cInclude("SDL2/SDL.h");
|
||||
@cInclude("SDL2/SDL_image.h");
|
||||
});
|
||||
|
||||
const std = @import("std");
|
||||
const sdl = @import("sdl.zig").c;
|
||||
const atils = @import("./asset_utils.zig");
|
||||
const gs = @import("./game_state.zig");
|
||||
const assert = std.debug.assert;
|
||||
const SCREEN_WIDTH = 640;
|
||||
const SCREEN_HEIGHT = 480;
|
||||
const log = c.SDL_Log;
|
||||
const log = sdl.SDL_Log;
|
||||
|
||||
var window: *sdl.struct_SDL_Window = undefined;
|
||||
// var screen_surface: *sdl.struct_SDL_Surface = undefined;
|
||||
var renderer: *sdl.struct_SDL_Renderer = undefined;
|
||||
|
||||
var window: *c.struct_SDL_Window = undefined;
|
||||
var screen_surface: *c.struct_SDL_Surface = undefined;
|
||||
const Offset = struct {
|
||||
x: i32,
|
||||
y: i32,
|
||||
@ -18,36 +18,65 @@ const Offset = struct {
|
||||
var img_pos: Offset = .{ .x = 0, .y = 0 };
|
||||
|
||||
pub fn main() !void {
|
||||
errdefer |err| if (err == error.SdlError) std.log.err("SDL error: {s}", .{sdl.SDL_GetError()});
|
||||
try init();
|
||||
defer close();
|
||||
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
|
||||
const allocator = gpa.allocator();
|
||||
|
||||
const zig_image = try loadSurface("assets/stretch.bmp");
|
||||
defer c.SDL_FreeSurface(zig_image);
|
||||
const texture = try atils.loadTexture(renderer, "assets/png_test.png");
|
||||
defer sdl.SDL_DestroyTexture(texture);
|
||||
|
||||
var src_rect: c.struct_SDL_Rect = c.SDL_Rect{ .x = 0, .y = 0, .w = SCREEN_WIDTH / 2, .h = SCREEN_HEIGHT / 2 };
|
||||
// var slime_factory = try sf.SlimeFactory.init(allocator, renderer);
|
||||
// defer slime_factory.deinit();
|
||||
// try slime_factory.add(.{});
|
||||
|
||||
var game_state = try gs.GameState.init(allocator, renderer);
|
||||
defer game_state.deinit();
|
||||
|
||||
var quit = false;
|
||||
var shifted = false;
|
||||
while (!quit) {
|
||||
var event: c.SDL_Event = undefined;
|
||||
while (c.SDL_PollEvent(&event) != 0) {
|
||||
var event: sdl.SDL_Event = undefined;
|
||||
while (sdl.SDL_PollEvent(&event) != 0) {
|
||||
switch (event.type) {
|
||||
c.SDL_QUIT => {
|
||||
sdl.SDL_QUIT => {
|
||||
quit = true;
|
||||
},
|
||||
c.SDL_KEYDOWN => {
|
||||
sdl.SDL_KEYUP => {
|
||||
switch (event.key.keysym.sym) {
|
||||
c.SDLK_UP => {
|
||||
img_pos.y = img_pos.y - 5;
|
||||
sdl.SDLK_LSHIFT => {
|
||||
shifted = false;
|
||||
},
|
||||
c.SDLK_DOWN => {
|
||||
img_pos.y = img_pos.y + 5;
|
||||
else => {},
|
||||
}
|
||||
},
|
||||
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;
|
||||
},
|
||||
c.SDLK_LEFT => {
|
||||
img_pos.x = img_pos.x - 5;
|
||||
sdl.SDLK_g => {
|
||||
game_state.g = if (shifted) game_state.g - 5 else game_state.g + 5;
|
||||
},
|
||||
c.SDLK_RIGHT => {
|
||||
img_pos.x = img_pos.x + 5;
|
||||
sdl.SDLK_b => {
|
||||
game_state.b = if (shifted) game_state.b - 5 else game_state.b + 5;
|
||||
},
|
||||
sdl.SDLK_LSHIFT => {
|
||||
shifted = true;
|
||||
},
|
||||
// sdl.SDLK_UP => {
|
||||
// img_pos.y = img_pos.y - 5;
|
||||
// },
|
||||
// sdl.SDLK_DOWN => {
|
||||
// img_pos.y = img_pos.y + 5;
|
||||
// },
|
||||
// sdl.SDLK_LEFT => {
|
||||
// img_pos.x = img_pos.x - 5;
|
||||
// },
|
||||
// sdl.SDLK_RIGHT => {
|
||||
// img_pos.x = img_pos.x + 5;
|
||||
// },
|
||||
else => {},
|
||||
}
|
||||
log("Got key event: %i\n", event.key.keysym.sym);
|
||||
@ -55,57 +84,65 @@ pub fn main() !void {
|
||||
else => {},
|
||||
}
|
||||
}
|
||||
_ = c.SDL_FillRect(screen_surface, null, c.SDL_MapRGB(screen_surface.format, 0xff, 0xff, 0xff));
|
||||
var dest_rect = c.SDL_Rect{ .x = src_rect.x + img_pos.x, .y = src_rect.y + img_pos.y, .w = SCREEN_WIDTH, .h = SCREEN_HEIGHT };
|
||||
_ = c.SDL_BlitScaled(zig_image, &src_rect, screen_surface, &dest_rect);
|
||||
_ = sdl.SDL_SetRenderDrawColor(renderer, 0xff, 0xff, 0xff, 0xff);
|
||||
_ = sdl.SDL_RenderClear(renderer);
|
||||
std.debug.print("r:{x} g:{x} b:{x}\n", .{
|
||||
game_state.r,
|
||||
game_state.g,
|
||||
game_state.b,
|
||||
});
|
||||
|
||||
_ = c.SDL_UpdateWindowSurface(window);
|
||||
c.SDL_Delay(17);
|
||||
game_state.update_tick();
|
||||
|
||||
// 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 };
|
||||
// _ = sdl.SDL_SetRenderDrawColor(renderer, 0xff, 0x00, 0x00, 0xff);
|
||||
// _ = sdl.SDL_RenderFillRect(renderer, &fill_rect);
|
||||
// _ = sdl.SDL_RenderSetViewport(renderer, &.{ .x = SCREEN_WIDTH / 2, .y = SCREEN_HEIGHT / 2, .w = SCREEN_WIDTH, .h = SCREEN_HEIGHT / 2 });
|
||||
// _ = sdl.SDL_RenderCopy(renderer, texture, null, null);
|
||||
_ = sdl.SDL_RenderPresent(renderer);
|
||||
// var dest_rect = sdl.SDL_Rect{ .x = src_rect.x + img_pos.x, .y = src_rect.y + img_pos.y, .w = SCREEN_WIDTH, .h = SCREEN_HEIGHT };
|
||||
// _ = sdl.SDL_BlitScaled(zig_image, &src_rect, screen_surface, &dest_rect);
|
||||
|
||||
// _ = sdl.SDL_UpdateWindowSurface(window);
|
||||
sdl.SDL_Delay(117);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
fn init() !void {
|
||||
// Init SDL with video subsystem flag
|
||||
if (c.SDL_Init(c.SDL_INIT_VIDEO) < 0) {
|
||||
log("Unable to initialize SDL: %s\n", c.SDL_GetError());
|
||||
if (sdl.SDL_Init(sdl.SDL_INIT_VIDEO) < 0) {
|
||||
log("Unable to initialize SDL: %s\n", sdl.SDL_GetError());
|
||||
return error.SDLInitializationFailed;
|
||||
}
|
||||
|
||||
const opt_window = c.SDL_CreateWindow("Game Window", c.SDL_WINDOWPOS_UNDEFINED, c.SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, c.SDL_WINDOW_SHOWN);
|
||||
const opt_window = sdl.SDL_CreateWindow("Game Window", sdl.SDL_WINDOWPOS_UNDEFINED, sdl.SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, sdl.SDL_WINDOW_SHOWN);
|
||||
if (opt_window == null) {
|
||||
log("Unable to initialize SDL window: %s\n", c.SDL_GetError());
|
||||
log("Unable to initialize SDL window: %s\n", sdl.SDL_GetError());
|
||||
return error.SDLInitializationFailed;
|
||||
}
|
||||
window = opt_window.?;
|
||||
|
||||
screen_surface = c.SDL_GetWindowSurface(window);
|
||||
renderer = sdl.SDL_CreateRenderer(window, -1, sdl.SDL_RENDERER_ACCELERATED) orelse {
|
||||
log("Unable to initialize SDL window: %s\n", sdl.SDL_GetError());
|
||||
return error.SDLInitializationFailed;
|
||||
};
|
||||
_ = sdl.SDL_SetRenderDrawColor(renderer, 0xff, 0xff, 0xff, 0xff);
|
||||
|
||||
const img_flags = c.IMG_INIT_PNG;
|
||||
if (c.IMG_Init(img_flags) != img_flags) {
|
||||
log("Unable to initialize SDL Image: %s\n", c.IMG_GetError());
|
||||
// screen_surface = sdl.SDL_GetWindowSurface(window);
|
||||
|
||||
const img_flags = sdl.IMG_INIT_PNG;
|
||||
if (sdl.IMG_Init(img_flags) != img_flags) {
|
||||
// NOTE remember that errors with SDL_Image will be in IMG_GetError() not SDL_GetError()
|
||||
log("Unable to initialize SDL Image: %s\n", sdl.IMG_GetError());
|
||||
return error.SDLInitializationFailed;
|
||||
}
|
||||
}
|
||||
|
||||
fn loadSurface(path: [*c]const u8) !*c.struct_SDL_Surface {
|
||||
// TODO check file exists
|
||||
const loaded_surface: [*c]c.struct_SDL_Surface = c.SDL_LoadBMP(path);
|
||||
if (loaded_surface == null) {
|
||||
log("Unable to load media at path %s: %s\n", path, c.SDL_GetError());
|
||||
return error.SDLLoadError;
|
||||
}
|
||||
defer c.SDL_FreeSurface(loaded_surface);
|
||||
// Converting 24bit bmp to 32bit to match display
|
||||
const optimized_surface = c.SDL_ConvertSurface(loaded_surface, screen_surface.format, 0);
|
||||
if (optimized_surface == null) {
|
||||
log("Unable to optimize media at path %s: %s\n", path, c.SDL_GetError());
|
||||
return error.SDLLoadError;
|
||||
}
|
||||
return optimized_surface;
|
||||
}
|
||||
|
||||
fn close() void {
|
||||
c.SDL_DestroyWindow(window);
|
||||
c.SDL_Quit();
|
||||
sdl.SDL_DestroyRenderer(renderer);
|
||||
sdl.SDL_DestroyWindow(window);
|
||||
sdl.IMG_Quit();
|
||||
sdl.SDL_Quit();
|
||||
}
|
||||
|
4
src/sdl.zig
Normal file
4
src/sdl.zig
Normal file
@ -0,0 +1,4 @@
|
||||
pub const c = @cImport({
|
||||
@cInclude("SDL2/SDL.h");
|
||||
@cInclude("SDL2/SDL_image.h");
|
||||
});
|
46
src/slime_factory.zig
Normal file
46
src/slime_factory.zig
Normal file
@ -0,0 +1,46 @@
|
||||
const std = @import("std");
|
||||
const sdl = @import("sdl.zig").c;
|
||||
const atils = @import("./asset_utils.zig");
|
||||
const GameState = @import("./game_state.zig").GameState;
|
||||
const slime_sprite_sheet_texture_path = "assets/slime_still.png";
|
||||
|
||||
pub const Slime = struct {
|
||||
total_frames: u8 = 6,
|
||||
x: i32 = 64,
|
||||
y: i32 = 64,
|
||||
f: u16 = 0,
|
||||
};
|
||||
|
||||
pub const SlimeFactory = struct {
|
||||
slimes: std.ArrayList(Slime) = undefined,
|
||||
slime_sprite_sheet_texture: *sdl.struct_SDL_Texture = undefined,
|
||||
|
||||
pub fn init(allocator: std.mem.Allocator, renderer: *sdl.struct_SDL_Renderer) !SlimeFactory {
|
||||
const texture = try atils.loadTexture(renderer, slime_sprite_sheet_texture_path);
|
||||
return .{
|
||||
.slimes = std.ArrayList(Slime).init(allocator),
|
||||
.slime_sprite_sheet_texture = texture,
|
||||
};
|
||||
}
|
||||
|
||||
pub fn deinit(sf: *SlimeFactory) void {
|
||||
sdl.SDL_DestroyTexture(sf.slime_sprite_sheet_texture);
|
||||
sf.slimes.deinit();
|
||||
}
|
||||
|
||||
pub fn add(sf: *SlimeFactory, slime: Slime) !void {
|
||||
try sf.slimes.append(slime);
|
||||
}
|
||||
|
||||
pub fn render(sf: *SlimeFactory, game_state: *GameState) void {
|
||||
_ = sdl.SDL_SetTextureColorMod(sf.slime_sprite_sheet_texture, game_state.r, game_state.g, game_state.b);
|
||||
for (sf.slimes.items, 0..) |slime, s_idx| {
|
||||
std.debug.print("Slime {d}:\t{}\n", .{ s_idx + 1, slime });
|
||||
const sprite_frame_x_dim: u16 = slime.f * 64;
|
||||
const sprite_frame_rect: sdl.struct_SDL_Rect = .{ .x = sprite_frame_x_dim, .y = 0, .w = 64, .h = 64 };
|
||||
const dest_rect: sdl.struct_SDL_Rect = .{ .x = slime.x, .y = slime.y, .w = 128, .h = 128 };
|
||||
_ = sdl.SDL_RenderCopy(game_state.renderer, sf.slime_sprite_sheet_texture, &sprite_frame_rect, &dest_rect);
|
||||
sf.slimes.items[s_idx].f = (sf.slimes.items[s_idx].f + 1) % sf.slimes.items[s_idx].total_frames;
|
||||
}
|
||||
}
|
||||
};
|
Loading…
Reference in New Issue
Block a user