// Author : Jovian HERSEMEULE #include #include int main() { /// [1] Start // [1.1] Start SDL if ( SDL_Init( SDL_INIT_VIDEO ) < 0) { std::cout << "Can't initialize SDL: " << SDL_GetError() << std::endl; return 1; } // [1.2] Anticipate quit atexit(SDL_Quit); // [1.3] Set title SDL_WM_SetCaption("Application SDL", 0); /// [2] Create components // [2.1] Create window const int blocSize(16); const int width(100), height(50); SDL_Surface* screen = SDL_SetVideoMode(width * blocSize, height * blocSize, 32, SDL_HWSURFACE|SDL_DOUBLEBUF); if ( !screen ) { std::cout << "Unable to set " << width << "x" << height << " video: " << SDL_GetError() << std::endl; return 1; } // [2.2] Load textures SDL_Surface* grass = SDL_LoadBMP("textures/grass.bmp"); SDL_Surface* water = SDL_LoadBMP("textures/water.bmp"); SDL_Surface* desert = SDL_LoadBMP("textures/desert.bmp"); SDL_Surface* mountain = SDL_LoadBMP("textures/mountain.bmp"); SDL_Surface* pawn = SDL_LoadBMP("textures/pawn.bmp"); // [2.3] Create variables SDL_Rect pos({0, 0, 0, 0}); SDL_Rect pawnPos({0, 0, 0, 0}); // [2.4] Create world const int blocTotal = 4; enum blocType {WATER, MOUNTAIN, GRASS, DESERT}; float world[height][width][blocTotal]; // Clear world for (int j(0); j < height; j++) for (int i(0); i < width; i++) for (int t(0); t < blocTotal; t++) world[j][i][t] = 0.0f; // Basic water const int waterLevel = 0.01f; for (int j(0); j < height; j++) for (int i(0); i < width; i++) world[j][i][WATER] = waterLevel; // Top mountain line const int mountainLevel = 10.0f; for (int j(0); j < height; j++) for (int i(0); i < width; i++) world[j][i][MOUNTAIN] = mountainLevel / (1 + j); // [2.5] Surface containers SDL_Surface* select; // Current surface selected ! DO NOT FREE ! SDL_Surface* tileSet[blocTotal] = {water, mountain, grass, desert}; /// [3] Main loop bool done(false); while (!done) { // [3.1] Events SDL_Event event; while (SDL_PollEvent(&event)) { switch (event.type) { case SDL_QUIT: done = true; break; case SDL_KEYDOWN: if (event.key.keysym.sym == SDLK_ESCAPE) done = true; break; case SDL_MOUSEMOTION: pawnPos.x = (event.motion.x / pawn->w) * pawn->w; pawnPos.y = (event.motion.y / pawn->h) * pawn->h; break; } // end switch event type } // end of message processing // [3.2] Compute // Nothing for now // [3.3] Draw phase SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 255, 255)); for (int y(0); y < height; y++) for (int x(0); x < width; x++) { select = tileSet[0]; pos.x = x * blocSize; pos.y = y * blocSize; // Select the tile with highest level for (int k(1); k < blocTotal; k++) if (world[y][x][k] > world[y][x][k - 1]) select = tileSet[k]; SDL_BlitSurface(select, NULL, screen, &pos); } SDL_BlitSurface(pawn, NULL, screen, &pawnPos); SDL_Flip(screen); SDL_Delay(16); } // end of main loop ///[4] Free components SDL_FreeSurface(grass); SDL_FreeSurface(water); SDL_FreeSurface(desert); SDL_FreeSurface(mountain); SDL_FreeSurface(pawn); SDL_FreeSurface(screen); std::cout << "No error caught." << std::endl; return 0; }