feat: initialize game grid and log it

This commit is contained in:
2025-02-01 18:51:18 +01:00
parent d518cf4af6
commit 1f35e4ebd1

View File

@@ -1,72 +1,81 @@
/*
* This example code creates an SDL window and renderer, and then clears the
* window to a different color every frame, so you'll effectively get a window
* that's smoothly fading between colors.
*
* This code is public domain. Feel free to use it for any purpose!
*/
#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
#define SDL_MAIN_USE_CALLBACKS 1
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
/* We will use this renderer to draw into this window every frame. */
static SDL_Window *window = NULL;
static SDL_Renderer *renderer = NULL;
/* This function runs once at startup. */
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) {
SDL_SetAppMetadata("Example Renderer Clear", "1.0",
"com.example.renderer-clear");
static int width = 640;
static int height = 480;
static int grid_width = 32;
static int grid_height = 24;
enum TILES { EMPTY, SNAKE, FRUIT };
void log_game_grid(int *game_grid) {
char *buf = SDL_malloc(sizeof(char) * grid_width * 2 + 1);
for (int i = 0; i < grid_height; i++) {
for (int j = 0; j < grid_width; j++) {
buf[2 * j] = '0' + game_grid[i * grid_width + j];
buf[2 * j + 1] = ' ';
}
buf[2 * grid_width] = '\0';
SDL_Log("%s", buf);
}
SDL_free(buf);
}
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) {
if (!SDL_Init(SDL_INIT_VIDEO)) {
SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
if (!SDL_CreateWindowAndRenderer("examples/renderer/clear", 640, 480, 0,
&window, &renderer)) {
if (!SDL_CreateWindowAndRenderer("examples/renderer/clear", width, height,
0, &window, &renderer)) {
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
return SDL_APP_CONTINUE; /* carry on with the program! */
int *game_grid = SDL_malloc(sizeof(int) * grid_width * grid_height);
for (int i = 0; i < grid_height; i++) {
for (int j = 0; j < grid_width; j++) {
game_grid[i * grid_width + j] = EMPTY;
}
}
game_grid[16 * grid_width + 12] = SNAKE;
game_grid[12 * grid_width + 4] = FRUIT;
game_grid[5 * grid_width + 18] = FRUIT;
*appstate = game_grid;
log_game_grid(*appstate);
return SDL_APP_CONTINUE;
}
/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) {
if ((event->type == SDL_EVENT_KEY_UP &&
event->key.scancode == SDL_SCANCODE_ESCAPE) ||
event->type == SDL_EVENT_QUIT) {
return SDL_APP_SUCCESS; /* end the program, reporting success to the OS.
*/
return SDL_APP_SUCCESS;
}
return SDL_APP_CONTINUE; /* carry on with the program! */
return SDL_APP_CONTINUE;
}
/* This function runs once per frame, and is the heart of the program. */
SDL_AppResult SDL_AppIterate(void *appstate) {
const double now = ((double)SDL_GetTicks()) /
1000.0; /* convert from milliseconds to seconds. */
/* choose the color for the frame we will draw. The sine wave trick makes it
* fade between colors smoothly. */
const double now = ((double)SDL_GetTicks()) / 1000.0;
const float red = (float)(0.5 + 0.5 * SDL_sin(now));
const float green = (float)(0.5 + 0.5 * SDL_sin(now + SDL_PI_D * 2 / 3));
const float blue = (float)(0.5 + 0.5 * SDL_sin(now + SDL_PI_D * 4 / 3));
SDL_SetRenderDrawColorFloat(
renderer, red, green, blue,
SDL_ALPHA_OPAQUE_FLOAT); /* new color, full alpha. */
/* clear the window to the draw color. */
SDL_SetRenderDrawColorFloat(renderer, red, green, blue,
SDL_ALPHA_OPAQUE_FLOAT);
SDL_RenderClear(renderer);
/* put the newly-cleared rendering on the screen. */
SDL_RenderPresent(renderer);
return SDL_APP_CONTINUE; /* carry on with the program! */
return SDL_APP_CONTINUE;
}
/* This function runs once at shutdown. */
void SDL_AppQuit(void *appstate, SDL_AppResult result) {
/* SDL will clean up the window/renderer for us. */
}