From 1f35e4ebd1ff075e39f540b1c0c23fde154e460c Mon Sep 17 00:00:00 2001 From: fredrikr79 Date: Sat, 1 Feb 2025 18:51:18 +0100 Subject: [PATCH] feat: initialize game grid and log it --- src/main.c | 77 ++++++++++++++++++++++++++++++------------------------ 1 file changed, 43 insertions(+), 34 deletions(-) diff --git a/src/main.c b/src/main.c index 07979a5..42d1f11 100644 --- a/src/main.c +++ b/src/main.c @@ -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 #include -/* 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. */ }