mirror of
https://github.com/fredrikr79/SnakeDL3.git
synced 2025-12-25 03:30:23 +01:00
feat: draw game grid with colors
This commit is contained in:
67
src/main.c
67
src/main.c
@@ -12,8 +12,15 @@ static int grid_height = 24;
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enum TILES { EMPTY, SNAKE, FRUIT };
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typedef enum DIRECTION { LEFT, RIGHT, UP, DOWN } DIRECTION;
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typedef struct State {
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int *grid;
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DIRECTION player_face;
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} State;
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void log_game_grid(int *game_grid) {
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char *buf = SDL_malloc(sizeof(char) * grid_width * 2 + 1);
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char *buf = SDL_malloc(sizeof(char) * grid_width * 2);
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for (int i = 0; i < grid_height; i++) {
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for (int j = 0; j < grid_width; j++) {
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buf[2 * j] = '0' + game_grid[i * grid_width + j];
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@@ -25,6 +32,14 @@ void log_game_grid(int *game_grid) {
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SDL_free(buf);
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}
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void set_grid_at(int *grid, int row, int col, int value) {
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grid[row * grid_width + col] = value;
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}
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int get_grid_at(int *grid, int row, int col) {
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return grid[row * grid_width + col];
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}
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) {
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if (!SDL_Init(SDL_INIT_VIDEO)) {
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SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
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@@ -40,15 +55,18 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) {
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int *game_grid = SDL_malloc(sizeof(int) * grid_width * grid_height);
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for (int i = 0; i < grid_height; i++) {
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for (int j = 0; j < grid_width; j++) {
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game_grid[i * grid_width + j] = EMPTY;
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set_grid_at(game_grid, i, j, EMPTY);
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}
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}
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game_grid[16 * grid_width + 12] = SNAKE;
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game_grid[12 * grid_width + 4] = FRUIT;
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game_grid[5 * grid_width + 18] = FRUIT;
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*appstate = game_grid;
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log_game_grid(*appstate);
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set_grid_at(game_grid, 12, 16, SNAKE);
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set_grid_at(game_grid, 4, 12, FRUIT);
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set_grid_at(game_grid, 18, 5, FRUIT);
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State *state = SDL_malloc(sizeof(State));
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state->grid = game_grid;
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state->player_face = UP;
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*appstate = state;
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return SDL_APP_CONTINUE;
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}
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@@ -63,14 +81,37 @@ SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) {
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}
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SDL_AppResult SDL_AppIterate(void *appstate) {
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const double now = ((double)SDL_GetTicks()) / 1000.0;
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const float red = (float)(0.5 + 0.5 * SDL_sin(now));
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const float green = (float)(0.5 + 0.5 * SDL_sin(now + SDL_PI_D * 2 / 3));
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const float blue = (float)(0.5 + 0.5 * SDL_sin(now + SDL_PI_D * 4 / 3));
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State *stateptr = appstate;
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int *game_grid = stateptr->grid;
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SDL_SetRenderDrawColorFloat(renderer, red, green, blue,
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SDL_ALPHA_OPAQUE_FLOAT);
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SDL_SetRenderDrawColorFloat(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE_FLOAT);
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SDL_RenderClear(renderer);
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SDL_FRect rect;
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rect.w = (float)width / grid_width;
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rect.h = (float)height / grid_height;
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for (int i = 0; i < grid_height; i++) {
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for (int j = 0; j < grid_width; j++) {
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switch (get_grid_at(game_grid, i, j)) {
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case EMPTY:
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SDL_SetRenderDrawColorFloat(renderer, 0, 0, 0,
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SDL_ALPHA_OPAQUE_FLOAT);
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break;
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case SNAKE:
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SDL_SetRenderDrawColorFloat(renderer, 255, 255, 255,
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SDL_ALPHA_OPAQUE_FLOAT);
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break;
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case FRUIT:
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SDL_SetRenderDrawColorFloat(renderer, 255, 0, 0,
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SDL_ALPHA_OPAQUE_FLOAT);
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break;
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}
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rect.x = j * rect.w;
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rect.y = i * rect.h;
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SDL_RenderFillRect(renderer, &rect);
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}
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}
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SDL_RenderPresent(renderer);
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return SDL_APP_CONTINUE;
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