So im using the source code off a tutorial to learn and add a feature to drop a block.
Ive learned so much so fra but now ive come to a dead end!
You move with the arrow keys- works
You press space to show the block- doesnt work
heres my code:
/*This source code copyrighted by Lazy Foo' Productions (2004-2012)
and may not be redestributed without written permission.*/
//The headers
#include "SDL.h"
#include "SDL_image.h"
#include <string>
//Class files
#include "player.cpp"
#include "drop.cpp"
//Screen attributes
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
const int SCREEN_BPP = 32;
//The frame rate
const int FRAMES_PER_SECOND = 32;
//The attributes of the square
const int SQUARE_WIDTH = 20;
const int SQUARE_HEIGHT = 20;
//The attributes of the block
const int BLOCK_WIDTH = 30;
const int BLOCK_HEIGHT = 30;
//The surfaces
SDL_Surface *square = NULL;
SDL_Surface *block = NULL;
SDL_Surface *screen = NULL;
//The event structure
SDL_Event event;
//The wall
SDL_Rect wall;
//Other wall
SDL_Rect wall2;
//The timer
class Timer
{
private:
//The clock time when the timer started
int startTicks;
//The ticks stored when the timer was paused
int pausedTicks;
//The timer status
bool paused;
bool started;
public:
//Initializes variables
Timer();
//The various clock actions
void start();
void stop();
void pause();
void unpause();
//Gets the timer's time
int get_ticks();
//Checks the status of the timer
bool is_started();
bool is_paused();
};
SDL_Surface *load_image( std::string filename )
{
//The image that's loaded
SDL_Surface* loadedImage = NULL;
//The optimized surface that will be used
SDL_Surface* optimizedImage = NULL;
//Load the image
loadedImage = IMG_Load( filename.c_str() );
//If the image loaded
if( loadedImage != NULL )
{
//Create an optimized surface
optimizedImage = SDL_DisplayFormat( loadedImage );
//Free the old surface
SDL_FreeSurface( loadedImage );
//If the surface was optimized
if( optimizedImage != NULL )
{
//Color key surface
SDL_SetColorKey( optimizedImage, SDL_SRCCOLORKEY, SDL_MapRGB( optimizedImage->format, 0, 0xFF, 0xFF ) );
}
}
//Return the optimized surface
return optimizedImage;
}
void apply_surface( int x, int y, SDL_Surface* source, SDL_Surface* destination, SDL_Rect* clip = NULL )
{
//Holds offsets
SDL_Rect offset;
//Get offsets
offset.x = x;
offset.y = y;
//Blit
SDL_BlitSurface( source, clip, destination, &offset );
}
bool check_collision( SDL_Rect A, SDL_Rect B )
{
//The sides of the rectangles
int leftA, leftB;
int rightA, rightB;
int topA, topB;
int bottomA, bottomB;
//Calculate the sides of rect A
leftA = A.x;
rightA = A.x + A.w;
topA = A.y;
bottomA = A.y + A.h;
//Calculate the sides of rect B
leftB = B.x;
rightB = B.x + B.w;
topB = B.y;
bottomB = B.y + B.h;
//If any of the sides from A are outside of B
if( bottomA <= topB )
{
return false;
}
if( topA >= bottomB )
{
return false;
}
if( rightA <= leftB )
{
return false;
}
if( leftA >= rightB )
{
return false;
}
//If none of the sides from A are outside B
return true;
}
bool init()
{
//Initialize all SDL subsystems
if( SDL_Init( SDL_INIT_EVERYTHING ) == -1 )
{
return false;
}
//Set up the screen
screen = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_SWSURFACE );
//If there was an error in setting up the screen
if( screen == NULL )
{
return false;
}
//Set the window caption
SDL_WM_SetCaption( "Move the Square", NULL );
//If everything initialized fine
return true;
}
bool load_files()
{
//Load the square image
square = load_image( "square.bmp" );
block = load_image( "block.bmp" );
//If there was a problem in loading the square
if( square == NULL )
{
return false;
}
//If everything loaded fine
return true;// makes the bool true meaning load_files() is true(completed succesfully)
}
void clean_up()
{
//Free the surface
SDL_FreeSurface( square );
SDL_FreeSurface( block );
//Quit SDL
SDL_Quit();
}
Square::Square()
{
//Initialize the offsets
box.x = 0;
box.y = 0;
//Set the square's dimentions
box.w = SQUARE_WIDTH;
box.h = SQUARE_HEIGHT;
//Initialize the velocity
xVel = 0;
yVel = 0;
}
void Square::handle_input()
{
//If a key was pressed
if( event.type == SDL_KEYDOWN )
{
//Adjust the velocity
switch( event.key.keysym.sym )
{
case SDLK_UP: yVel -= SQUARE_HEIGHT / 2; break;
case SDLK_DOWN: yVel += SQUARE_HEIGHT / 2; break;
case SDLK_LEFT: xVel -= SQUARE_WIDTH / 2; break;
case SDLK_RIGHT: xVel += SQUARE_WIDTH / 2; break;
}
}
//If a key was released
else if( event.type == SDL_KEYUP )
{
//Adjust the velocity
switch( event.key.keysym.sym )
{
case SDLK_UP: yVel += SQUARE_HEIGHT / 2; break;
case SDLK_DOWN: yVel -= SQUARE_HEIGHT / 2; break;
case SDLK_LEFT: xVel += SQUARE_WIDTH / 2; break;
case SDLK_RIGHT: xVel -= SQUARE_WIDTH / 2; break;
}
}
}
void Square::move()
{
//Move the square left or right
box.x += xVel;
//If the square went too far to the left or right or has collided with the wall
if( ( box.x < 0 ) || ( box.x + SQUARE_WIDTH > SCREEN_WIDTH ) ||
( check_collision( box, wall ) ) ||
( check_collision( box, wall2 ) ) )
{
//Move back
box.x -= xVel;
}
//Move the square up or down
box.y += yVel;
//If the square went too far up or down or has collided with the wall
if( ( box.y < 0 ) || ( box.y + SQUARE_HEIGHT > SCREEN_HEIGHT ) ||
( check_collision( box, wall ) ) ||
( check_collision( box, wall2 ) ) )
{
//Move back
box.y -= yVel;
}
}
void Square::show()
{
//Show the square
apply_surface( box.x, box.y, square, screen );
}
Block::Block()
{
//Initialize the offsets
blockBox.x = 200;
blockBox.y = 300;
//Set the blocks dimentions
blockBox.w = BLOCK_WIDTH;
blockBox.h = BLOCK_HEIGHT;
bool drop = false;
}
void Block::input_drop()
{
//If a key was pressed
if( event.type == SDL_KEYDOWN )
{
//Adjust the velocity
switch( event.key.keysym.sym )
{
case SDLK_SPACE: drop == true; break;
}
}
//If a key was released
else if( event.type == SDL_KEYUP )
{
//Adjust the velocity
switch( event.key.keysym.sym )
{
case SDLK_SPACE: drop == false; break;
}
}
}
void Block::doDrop(){
oldx == 100;
oldy == 130;
bool dropped = true;
}
void Block::showBlock(){
if (drop == true){
apply_surface( blockBox.x, blockBox.y, block, screen );
}
}
//End class functions
Timer::Timer()
{
//Initialize the variables
startTicks = 0;
pausedTicks = 0;
paused = false;
started = false;
}
void Timer::start()
{
//Start the timer
started = true;
//Unpause the timer
paused = false;
//Get the current clock time
startTicks = SDL_GetTicks();
}
void Timer::stop()
{
//Stop the timer
started = false;
//Unpause the timer
paused = false;
}
void Timer::pause()
{
//If the timer is running and isn't already paused
if( ( started == true ) && ( paused == false ) )
{
//Pause the timer
paused = true;
//Calculate the paused ticks
pausedTicks = SDL_GetTicks() - startTicks;
}
}
void Timer::unpause()
{
//If the timer is paused
if( paused == true )
{
//Unpause the timer
paused = false;
//Reset the starting ticks
startTicks = SDL_GetTicks() - pausedTicks;
//Reset the paused ticks
pausedTicks = 0;
}
}
int Timer::get_ticks()
{
//If the timer is running
if( started == true )
{
//If the timer is paused
if( paused == true )
{
//Return the number of ticks when the timer was paused
return pausedTicks;
}
else
{
//Return the current time minus the start time
return SDL_GetTicks() - startTicks;
}
}
//If the timer isn't running
return 0;
}
bool Timer::is_started()
{
return started;
}
bool Timer::is_paused()
{
return paused;
}
int main( int argc, char* args[] )
{
//Quit flag
bool quit = false;
//The square
Square mySquare;
//The block
Block myBlock;
//The frame rate regulator
Timer fps;
//Initialize
if( init() == false )
{
return 1;
}
//Load the files
if( load_files() == false )
{
return 1;
}
//Set the right wall
wall.x = 300;
wall.y = 40;
wall.w = 40;
wall.h = 400;
//Set the top wall
wall2.x = 100;
wall2.y = 40;
wall2.w = 200;
wall2.h = 40;
//While the user hasn't quit
while( quit == false )
{
//Start the frame timer//COUNTS EACH FRAME?? SO THIS CODE RUNS ONCE PER FRAME?
fps.start();
//While there's events to handle
while( SDL_PollEvent( &event ) )
{
//Handle events for the square
mySquare.handle_input();
myBlock.input_drop();
//If the user has Xed out the window
if( event.type == SDL_QUIT )
{
//Quit the program
quit = true;
}
}
//Move the square
mySquare.move();
//Do the drop stuff
myBlock.doDrop();
//Fill the screen white
SDL_FillRect( screen, &screen->clip_rect, SDL_MapRGB( screen->format, 0xFF, 0xFF, 0xFF ) );
//Show the wall
SDL_FillRect( screen, &wall, SDL_MapRGB( screen->format, 0x77, 0x77, 0x77 ) );
//Show the other wall
SDL_FillRect( screen, &wall2, SDL_MapRGB( screen->format, 0x77, 0x77, 0x77 ) );
//Show the square on the screen
mySquare.show();
//Show the dropped block on the screen
myBlock.showBlock();
//Update the screen
if( SDL_Flip( screen ) == -1 )
{
return 1;
}
//Cap the frame rate
if( fps.get_ticks() < 1000 / FRAMES_PER_SECOND )
{
SDL_Delay( ( 1000 / FRAMES_PER_SECOND ) - fps.get_ticks() );
}
}
//Clean up
clean_up();
return 0;
}
I know not to copy and paste code and say "someone fix it" so all im asking is what looks wrong? its something to do Block::showBlock();
i know that the dropped block is in the same place everytime but thats only because im doing 1 step at a time, 1. input 2. do the drop 3. show the drop 4. save the drop position from the players coordinates.
All help appreciated :) btw im only 16 but ive learned so so much from this code!