Migrate to SDL2 and deploy as WASM
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This commit is contained in:
Andras Schmelczer 2026-08-09 20:00:56 +01:00
commit c9b542eccf
24 changed files with 1411 additions and 483 deletions

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@ -0,0 +1,71 @@
name: Build & deploy web version
on:
push:
branches: ['main']
pull_request:
branches: ['main']
workflow_dispatch:
concurrency:
group: 'pages'
cancel-in-progress: false
jobs:
deploy:
name: Build WebAssembly & deploy
runs-on: docker
env:
# Keep in sync with the version table in README.md.
EMSDK_VERSION: '6.0.6'
steps:
- uses: actions/checkout@v4
- name: Install cmake & friends
run: |
set -eo pipefail
SUDO=""
[ "$(id -u)" -eq 0 ] || SUDO="sudo"
$SUDO apt-get update
$SUDO apt-get install -y --no-install-recommends \
ca-certificates cmake git ninja-build python3 xz-utils
cmake --version
- name: Install Emscripten
run: |
set -eo pipefail
git clone --depth 1 https://github.com/emscripten-core/emsdk.git "$HOME/emsdk"
cd "$HOME/emsdk"
./emsdk install "$EMSDK_VERSION"
./emsdk activate "$EMSDK_VERSION"
. ./emsdk_env.sh
# emsdk_env.sh only touches this step's shell, so hand the activated
# toolchain over to the later steps explicitly.
{
echo "EMSDK=$EMSDK"
echo "EMSDK_NODE=$EMSDK_NODE"
echo "EM_CONFIG=${EM_CONFIG:-$EMSDK/.emscripten}"
echo "PATH=$PATH"
} >> "$GITHUB_ENV"
- name: Configure
run: emcmake cmake -S . -B build-web -G Ninja -DCMAKE_BUILD_TYPE=Release
- name: Build
run: cmake --build build-web
- name: Check the expected files were produced
run: |
set -euo pipefail
for file in index.html index.js index.wasm index.data; do
test -s "build-web/web/$file" || { echo "hiányzik: $file"; exit 1; }
done
- name: Deploy to nginx pages mount
if: github.event_name == 'push' && github.ref == 'refs/heads/main'
uses: http://forgejo:3000/andras/ci-actions/deploy-pages@main
with:
source: build-web/web
target: platform-game

2
.gitignore vendored Normal file
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build/
build-*/

79
CMakeLists.txt Normal file
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cmake_minimum_required(VERSION 3.21)
project(platform_game C)
set(CMAKE_C_STANDARD 11)
set(CMAKE_C_STANDARD_REQUIRED ON)
if(NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES)
set(CMAKE_BUILD_TYPE Release CACHE STRING "Build type" FORCE)
endif()
option(GAME_VENDOR_SDL "Build pinned SDL2/SDL2_ttf from source instead of using system packages" ON)
set(GAME_SRC "${CMAKE_CURRENT_SOURCE_DIR}/Forráskód")
file(GLOB_RECURSE GAME_SOURCES CONFIGURE_DEPENDS "${GAME_SRC}/*.c")
add_executable(game ${GAME_SOURCES})
target_include_directories(game PRIVATE "${GAME_SRC}")
target_compile_options(game PRIVATE -Wall)
if(EMSCRIPTEN)
set(GAME_EM_FLAGS "SHELL:-sUSE_SDL=2" "SHELL:-sUSE_SDL_TTF=2")
set(GAME_WEB_SHELL "${CMAKE_CURRENT_SOURCE_DIR}/web/shell.html")
set(GAME_WEB_PREJS "${CMAKE_CURRENT_SOURCE_DIR}/web/pre.js")
target_compile_options(game PRIVATE ${GAME_EM_FLAGS})
target_link_options(game PRIVATE
${GAME_EM_FLAGS}
"SHELL:-sALLOW_MEMORY_GROWTH=1"
"SHELL:-sEXIT_RUNTIME=0"
"SHELL:-sFORCE_FILESYSTEM=1"
"SHELL:-lidbfs.js"
"SHELL:--preload-file ${GAME_SRC}/resources@/resources"
"SHELL:--shell-file ${GAME_WEB_SHELL}"
"SHELL:--pre-js ${GAME_WEB_PREJS}"
)
set_target_properties(game PROPERTIES
OUTPUT_NAME index
SUFFIX ".html"
RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/web"
LINK_DEPENDS "${GAME_WEB_SHELL};${GAME_WEB_PREJS}"
)
elseif(GAME_VENDOR_SDL)
include(FetchContent)
set(FETCHCONTENT_QUIET OFF)
# As a subproject both libraries already default to no samples and no install
# rules, and BUILD_SHARED_LIBS=OFF is what turns SDL2 static-only, so these
# three are the only knobs that still differ from the defaults.
set(BUILD_SHARED_LIBS OFF CACHE BOOL "" FORCE)
set(SDL_TEST OFF CACHE BOOL "" FORCE)
set(SDL2TTF_VENDORED ON CACHE BOOL "" FORCE) # build freetype instead of finding it
FetchContent_Declare(SDL2
URL https://github.com/libsdl-org/SDL/releases/download/release-2.32.4/SDL2-2.32.4.tar.gz
URL_HASH SHA256=f15b478253e1ff6dac62257ded225ff4e7d0c5230204ac3450f1144ee806f934
)
FetchContent_Declare(SDL2_ttf
URL https://github.com/libsdl-org/SDL_ttf/releases/download/release-2.24.0/SDL2_ttf-2.24.0.tar.gz
URL_HASH SHA256=0b2bf1e7b6568adbdbc9bb924643f79d9dedafe061fa1ed687d1d9ac4e453bfd
)
FetchContent_MakeAvailable(SDL2 SDL2_ttf)
target_link_libraries(game PRIVATE SDL2::SDL2-static SDL2::SDL2main SDL2_ttf::SDL2_ttf-static)
else()
find_package(SDL2 REQUIRED)
find_package(SDL2_ttf REQUIRED)
target_link_libraries(game PRIVATE SDL2::SDL2 SDL2::SDL2main SDL2_ttf::SDL2_ttf)
endif()
if(NOT EMSCRIPTEN)
target_link_libraries(game PRIVATE m)
add_custom_command(TARGET game POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory
"${GAME_SRC}/resources" "$<TARGET_FILE_DIR:game>/resources"
COMMAND ${CMAKE_COMMAND} -E make_directory "$<TARGET_FILE_DIR:game>/saves"
)
endif()

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@ -1,6 +1,10 @@
#include <time.h>
#include <string.h>
#ifdef __EMSCRIPTEN__
#include <emscripten.h>
#endif
#include "modules/global.h"
#include "modules/camera.h"
#include "modules/color.h"
@ -55,8 +59,8 @@
* - auxSDL.c: a megfelelő sdl-es függvények meghívása, illetve az egér interakciók kezelése
* - auxFunctions.c: gyakran használ inline függvények
* \section Kompatibilitás
* A program lefordításához szükséges az SDL.h, SDL_ttf.h, illetve SDL_gfxPrimitives.h könyvtárak. Nincs tesztelve, viszont valószínűleg
* az SDL 1.2 által platformokon működőképes az alkalmazás. A játék fix FPS-sel fut, ez jelenleg 50-re van beállítva, így átlagos teljesítményű gépeken is
* A program lefordításához szükséges az SDL2 és az SDL2_ttf könyvtár, a rajzoló primitíveket a program magával hozza.
* Natívan és Emscriptennel webre fordítva is működik. A játék fix FPS-sel fut, ez jelenleg 50-re van beállítva, így átlagos teljesítményű gépeken is
* el kell futnia, viszont ehhez szükség van egy átlagos képességű gépre, szóval ez egy lényeges rendszerkövetelmény.
* A játék működéséhez szükségesek a megfelelő ttf-fájlok.
* \section Készítette
@ -71,31 +75,22 @@
bool isLMBDown = false, isRMBDown = false, prematureClick;
int main(int argc, char *argv[]) {
static Uint32 backgroundColor;
static Uint32 previousTicks;
static double accumulator = 0;
static bool quitRequested = false;
srand(time(NULL));
SDL_Cursor* cursor = openWindow();
static void handleEvents() {
SDL_Event event;
SDL_TimerID timerID;
timerID = SDL_AddTimer((int)(1000.0 / FPS), timer, NULL);
keys = SDL_GetKeyState(NULL);
//setlocale(0, "");
Uint32 backgroundColor = SDL_MapRGB(screen -> format, 40, 0, 0);
createMenuWorld();
while (getGameState() != quit) {
SDL_WaitEvent(&event);
while(SDL_PollEvent(&event)) {
switch(event.type) {
case SDL_USEREVENT:
case SDL_QUIT:
SDL_FillRect(screen, NULL, backgroundColor);
doStuff(isLMBDown, isRMBDown, prematureClick);
SDL_UpdateRect(screen, 0, 0, 0, 0);
quitRequested = true;
break;
case SDL_MOUSEBUTTONDOWN:
if(event.button.button == SDL_BUTTON_LEFT) handleClicks(&prematureClick);
@ -116,12 +111,68 @@ int main(int argc, char *argv[]) {
case SDL_KEYDOWN:
if(strcmp(SDL_GetKeyName(event.key.keysym.unicode), "escape") == 0) whatToDoOnEscape();
if(event.key.keysym.sym == SDLK_ESCAPE) whatToDoOnEscape();
else processTyping(event);
break;
case SDL_TEXTINPUT:
processTextInput(event.text.text);
break;
}
}
}
static void frame() {
const double step = 1000.0 / FPS;
handleEvents();
handleResize();
Uint32 now = SDL_GetTicks();
double elapsed = now - previousTicks;
previousTicks = now;
if(elapsed > 5 * step) elapsed = 5 * step;
accumulator += elapsed;
bool hasDrawn = false;
while(accumulator >= step) {
accumulator -= step;
bool isLastStep = accumulator < step;
setRenderingEnabled(isLastStep);
if(isLastStep) SDL_FillRect(screen, NULL, backgroundColor);
doStuff(isLMBDown, isRMBDown, prematureClick);
hasDrawn = hasDrawn || isLastStep;
}
setRenderingEnabled(true);
if(hasDrawn) presentFrame();
#ifdef __EMSCRIPTEN__
if(getGameState() == quit || quitRequested) emscripten_cancel_main_loop();
#else
if(!hasDrawn) SDL_Delay(1);
#endif
}
int main(int argc, char *argv[]) {
srand(time(NULL));
openWindow();
keys = (unsigned char*) SDL_GetKeyboardState(NULL);
SDL_StartTextInput();
backgroundColor = SDL_MapRGB(screen -> format, 40, 0, 0);
createMenuWorld();
previousTicks = SDL_GetTicks();
#ifdef __EMSCRIPTEN__
emscripten_set_main_loop(frame, 0, 1);
#else
while(getGameState() != quit && !quitRequested) frame();
//Felszabadítás
freeFloaterList();
@ -131,9 +182,9 @@ int main(int argc, char *argv[]) {
freeParticleList();
SDL_FreeSurface(text);
freeFonts();
SDL_RemoveTimer(timerID);
SDL_FreeCursor(cursor);
closeWindow();
SDL_Quit();
#endif
return 0;
}

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@ -1,48 +1,208 @@
#include "auxSDL.h"
#include "../camera.h"
#ifdef __EMSCRIPTEN__
#include <emscripten/html5.h>
#else
#include <unistd.h>
#endif
mousePos mouse; /**< Az egér koordinátáit tárolja, így egyszerűbb, mint közvetlen az eventek figyelése. */
static SDL_Window* window;
static SDL_Renderer* renderer;
static SDL_Texture* frameTexture;
static int textureWidth, textureHeight;
/** \brief https://www.libsdl.org/release/SDL-1.2.15/docs/html/sdlcreatecursor.html
* Hogy erre miért van szükség, az egy nagyon jó kérdés. Ha ehelyett a "SDL_ShowCursor(SDL_DISABLE);"-t
* használnám az egér random ugrálna néha néha, így viszont ezt nem teszi.
*/
static SDL_Cursor* createCursor() {
Uint8 data[4*32] = {0};
Uint8 mask[4*32] = {0};
return SDL_CreateCursor(data, mask, 32, 32, 0, 0);
#ifdef __EMSCRIPTEN__
///A böngésző pixelarányát adja vissza, a szoftveres rajzolás miatt megszabott plafonig.
static double drawingPixelRatio() {
double ratio = emscripten_get_device_pixel_ratio();
return ratio > maxDevicePixelRatio ? maxDevicePixelRatio : ratio;
}
#endif
static void moveToResourceDirectory() {
#ifndef __EMSCRIPTEN__
char* base = SDL_GetBasePath();
if(base != NULL) {
if(chdir(base) != 0) fprintf(stderr, "Nem sikerult a munkakonyvtar valtas!\n");
SDL_free(base);
}
#endif
}
/** \brief Létrehozza a játék futtatásához szükséges környezetet.
* Megnézi az elérhető legnagyobb felbontást, azzal a felbontással létrehoz egy ablakot, illetve
* meghív pár, az inicializáláshoz szükséges függvényt.
* \return kurzor amit fel kell később szabadítanunk
/** \brief Gondoskodik róla, hogy a textúra legalább a kért méretű legyen.
* Böngészőben a textúra eldobása átméretezéskor elveszejti a webgl kontextust, ezért
* a textúrát egyszer, jó bőre foglaljuk, és utána már csak egy részét használjuk.
*/
SDL_Cursor* openWindow() {
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER);
SDL_Rect** screenSizes = SDL_ListModes(NULL, SDL_FULLSCREEN);
static void ensureTexture(int width, int height) {
if(frameTexture != NULL && width <= textureWidth && height <= textureHeight) return;
screen = SDL_SetVideoMode(screenSizes[0] -> w, screenSizes[0] -> h, 0, SDL_FULLSCREEN);
if(width > textureWidth) textureWidth = width;
if(height > textureHeight) textureHeight = height;
if (!screen) {
fprintf(stderr, "Nem sikerult megnyitni az ablakot!\n");
SDL_DestroyTexture(frameTexture);
frameTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888,
SDL_TEXTUREACCESS_STREAMING, textureWidth, textureHeight);
if(frameTexture == NULL) {
fprintf(stderr, "Nem sikerult letrehozni a texturat: %s\n", SDL_GetError());
exit(1);
}
}
/** \brief A megadott méretű rajzfelületet hozza létre a régi helyére.
* A rajzfelület mindig pontosan akkora, mint a megjelenítő felülete, így nincs se
* fekete csík, se átméretezés.
*/
static void createDrawingSurface(int width, int height) {
if(width < 1) width = 1;
if(height < 1) height = 1;
ensureTexture(width, height);
SDL_FreeSurface(screen);
screen = SDL_CreateRGBSurfaceWithFormat(0, width, height, 32, SDL_PIXELFORMAT_ARGB8888);
if(screen == NULL) {
fprintf(stderr, "Nem sikerult letrehozni a rajzfeluletet: %s\n", SDL_GetError());
exit(1);
}
SDL_WM_SetCaption("Platform játék", "Schmelczer András: Platform játék");
SDL_Cursor* cursor = createCursor();
SDL_SetCursor(cursor);
openFonts();
SDL_WM_GrabInput(SDL_GRAB_FULLSCREEN);
return cursor;
SDL_RenderSetLogicalSize(renderer, width, height);
}
///A játék időzítéséhez szükséges.
Uint32 timer(Uint32 ms, void* param) {
SDL_Event event;
event.type = SDL_USEREVENT;
SDL_PushEvent(&event);
return ms;
/** \brief Az ablak méretének változását követi le, képkockánként meghívva.
* Böngészőben a vászon css-méretéhez igazítja az ablakot, majd ha kell, új rajzfelületet
* készít, a betűtípusokat a magassághoz igazítja, és a kamerával újraszámoltatja,
* hogy mennyi látszik a pályából.
*/
void handleResize() {
#ifdef __EMSCRIPTEN__
double cssWidth, cssHeight;
if(emscripten_get_element_css_size("#canvas", &cssWidth, &cssHeight) == EMSCRIPTEN_RESULT_SUCCESS) {
double ratio = drawingPixelRatio();
int wantedWidth = (int)(cssWidth * ratio);
int wantedHeight = (int)(cssHeight * ratio);
int currentWidth, currentHeight;
SDL_GetWindowSize(window, &currentWidth, &currentHeight);
if(wantedWidth > 0 && wantedHeight > 0 && (wantedWidth != currentWidth || wantedHeight != currentHeight))
SDL_SetWindowSize(window, wantedWidth, wantedHeight);
}
#endif
int outputWidth, outputHeight;
SDL_GetRendererOutputSize(renderer, &outputWidth, &outputHeight);
if(screen != NULL && screen -> w == outputWidth && screen -> h == outputHeight) return;
bool heightChanged = screen == NULL || screen -> h != outputHeight;
createDrawingSurface(outputWidth, outputHeight);
if(heightChanged) {
freeFonts();
openFonts();
}
refreshCameraForScreen();
}
/** \brief Létrehozza a játék futtatásához szükséges környezetet.
* Létrehoz egy ablakot a hozzá tartozó rajzfelülettel, illetve
* meghív pár, az inicializáláshoz szükséges függvényt.
*/
void openWindow() {
if(SDL_Init(SDL_INIT_VIDEO) != 0) {
fprintf(stderr, "Nem sikerult inicializalni az SDL-t: %s\n", SDL_GetError());
exit(1);
}
moveToResourceDirectory();
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear");
int windowWidth = defaultWindowWidth;
int windowHeight = defaultWindowHeight;
Uint32 windowFlags = 0;
#ifdef __EMSCRIPTEN__
double cssWidth, cssHeight;
if(emscripten_get_element_css_size("#canvas", &cssWidth, &cssHeight) == EMSCRIPTEN_RESULT_SUCCESS) {
double ratio = drawingPixelRatio();
windowWidth = (int) (cssWidth * ratio);
windowHeight = (int) (cssHeight * ratio);
}
#else
windowFlags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI;
SDL_Rect usableBounds;
if(SDL_GetDisplayUsableBounds(0, &usableBounds) == 0) {
float fit = smallerF((float) usableBounds.w / defaultWindowWidth, (float) usableBounds.h / defaultWindowHeight);
if(fit < 1.0f) {
windowWidth = (int) (defaultWindowWidth * fit);
windowHeight = (int) (defaultWindowHeight * fit);
}
}
#endif
const char* forcedSize = SDL_getenv("GAME_WINDOW");
if(forcedSize != NULL) sscanf(forcedSize, "%dx%d", &windowWidth, &windowHeight);
window = SDL_CreateWindow("Platform játék",
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
windowWidth, windowHeight,
windowFlags);
if(window == NULL) {
fprintf(stderr, "Nem sikerult megnyitni az ablakot: %s\n", SDL_GetError());
exit(1);
}
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
if(renderer == NULL) renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_SOFTWARE);
if(renderer == NULL) {
fprintf(stderr, "Nem sikerult letrehozni a renderert: %s\n", SDL_GetError());
exit(1);
}
#ifdef __EMSCRIPTEN__
int screenPixelWidth, screenPixelHeight;
emscripten_get_screen_size(&screenPixelWidth, &screenPixelHeight);
double screenRatio = drawingPixelRatio();
textureWidth = (int)(screenPixelWidth * screenRatio);
textureHeight = (int)(screenPixelHeight * screenRatio);
#else
SDL_DisplayMode desktop;
if(SDL_GetDesktopDisplayMode(0, &desktop) == 0) {
textureWidth = desktop.w;
textureHeight = desktop.h;
}
#endif
int outputWidth, outputHeight;
SDL_GetRendererOutputSize(renderer, &outputWidth, &outputHeight);
createDrawingSurface(outputWidth, outputHeight);
SDL_ShowCursor(SDL_DISABLE);
openFonts();
}
void presentFrame() {
SDL_Rect used = {0, 0, screen -> w, screen -> h};
SDL_UpdateTexture(frameTexture, &used, screen -> pixels, screen -> pitch);
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, frameTexture, &used, NULL);
SDL_RenderPresent(renderer);
}
void closeWindow() {
SDL_FreeSurface(screen);
SDL_DestroyTexture(frameTexture);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
}
///Frissití az egér pozicióját.
@ -58,10 +218,11 @@ mousePos getMousePosition() {
///Lerajzolja a képernyőre az egeret, erre azért van szükség, mert az SDL csak fekete-fehér egérmutatót kezel.
void drawMouse(bool isBW) {
Sint16 x1 = mouse.x - mouseSize / 2;
Sint16 x2 = mouse.x + mouseSize / 2;
Sint16 y1 = mouse.y - mouseSize / 2;
Sint16 y2 = mouse.y + mouseSize / 2;
Sint16 size = larger(4, mouseSize * screen -> h / designHeight);
Sint16 x1 = mouse.x - size / 2;
Sint16 x2 = mouse.x + size / 2;
Sint16 y1 = mouse.y - size / 2;
Sint16 y2 = mouse.y + size / 2;
boxColor(screen, x1, y1, x2, y2, isBW ? 0x7F7F7FFF : 0xFFFF00FF);
}

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@ -6,12 +6,24 @@
#define mouseSize 20 /**< Az egérmutató négyzetnek az oldalhosszusága. */
#define defaultWindowWidth 1920 /**< Az ablak alapértelmezett szélessége. */
#define defaultWindowHeight 1080 /**< Az ablak alapértelmezett magassága. */
/** \brief Böngészőben legfeljebb ennyi rajzfelület-pixel jusson egy css-pixelre.
* A teljes képet a processzor rajzolja, így a költsége a pixelek számával nő. Egy retina
* kijelzőn a natív felbontás négyszer annyi pixelt jelentene; helyette css-méretben rajzolunk,
* a vásznat pedig a böngésző nagyítja fel, ami már ingyen van.
*/
#define maxDevicePixelRatio 1.0
typedef struct mousePos {
Uint16 x, y;
} mousePos;
SDL_Cursor* openWindow();
Uint32 timer(Uint32 ms, void* param);
void openWindow();
void handleResize();
void presentFrame();
void closeWindow();
void setMousePosition(Uint16 x, Uint16 y);
mousePos getMousePosition();
void drawMouse(bool isBW);

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@ -0,0 +1,300 @@
#include "gfxPrimitives.h"
#include <math.h>
#include <stdbool.h>
#include <stdlib.h>
typedef struct target {
SDL_Surface* surface;
Uint32* pixels;
int pitch, w, h;
int rShift, gShift, bShift;
Uint32 aMask;
bool locked;
} target;
static bool renderingEnabled = true; /**< Kikapcsolva minden rajzoló primitív azonnal visszatér. */
/** \brief Ki-be kapcsolja a rajzolást.
* A behozott képkockákat a main.c "utolérő" ciklusa többször is végigszimulálja, de csak
* az utolsót mutatja meg. A közbülső lépések alatt kikapcsolva a rajzolás nem dolgozik feleslegesen.
*/
void setRenderingEnabled(bool enabled) {
renderingEnabled = enabled;
}
bool isRenderingEnabled() {
return renderingEnabled;
}
static bool beginTarget(SDL_Surface* dst, target* t) {
if(!renderingEnabled || dst == NULL || dst -> format -> BytesPerPixel != 4) return false;
t -> surface = dst;
t -> locked = SDL_MUSTLOCK(dst);
if(t -> locked && SDL_LockSurface(dst) != 0) return false;
t -> pixels = (Uint32*) dst -> pixels;
t -> pitch = dst -> pitch / 4;
t -> w = dst -> w;
t -> h = dst -> h;
t -> rShift = dst -> format -> Rshift;
t -> gShift = dst -> format -> Gshift;
t -> bShift = dst -> format -> Bshift;
t -> aMask = dst -> format -> Amask;
return true;
}
static void endTarget(target* t) {
if(t -> locked) SDL_UnlockSurface(t -> surface);
}
static inline Uint32 packColor(const target* t, Uint8 r, Uint8 g, Uint8 b) {
return t -> aMask | ((Uint32) r << t -> rShift) | ((Uint32) g << t -> gShift) | ((Uint32) b << t -> bShift);
}
static inline void blendPixel(const target* t, int x, int y, Uint8 r, Uint8 g, Uint8 b, int a) {
if(a <= 0 || x < 0 || y < 0 || x >= t -> w || y >= t -> h) return;
Uint32* p = t -> pixels + y * t -> pitch + x;
if(a >= 255) {
*p = packColor(t, r, g, b);
return;
}
Uint32 c = *p;
int ia = 255 - a;
Uint32 dr = (c >> t -> rShift) & 0xFF;
Uint32 dg = (c >> t -> gShift) & 0xFF;
Uint32 db = (c >> t -> bShift) & 0xFF;
*p = packColor(t,
(Uint8) ((r * a + dr * ia + 127) / 255),
(Uint8) ((g * a + dg * ia + 127) / 255),
(Uint8) ((b * a + db * ia + 127) / 255));
}
static void blendHLine(const target* t, int xa, int xb, int y, Uint8 r, Uint8 g, Uint8 b, int a) {
if(y < 0 || y >= t -> h || a <= 0) return;
if(xa > xb) { int tmp = xa; xa = xb; xb = tmp; }
if(xa < 0) xa = 0;
if(xb > t -> w - 1) xb = t -> w - 1;
if(xa > xb) return;
Uint32* p = t -> pixels + y * t -> pitch + xa;
int i;
if(a >= 255) {
Uint32 c = packColor(t, r, g, b);
for(i = xa; i <= xb; i++) *p++ = c;
}
else {
int ia = 255 - a;
int ra = r * a, ga = g * a, ba = b * a;
for(i = xa; i <= xb; i++, p++) {
Uint32 c = *p;
*p = packColor(t,
(Uint8) ((ra + ((c >> t -> rShift) & 0xFF) * ia + 127) / 255),
(Uint8) ((ga + ((c >> t -> gShift) & 0xFF) * ia + 127) / 255),
(Uint8) ((ba + ((c >> t -> bShift) & 0xFF) * ia + 127) / 255));
}
}
}
static inline void unpackColor(Uint32 color, Uint8* r, Uint8* g, Uint8* b, Uint8* a) {
*r = (color >> 24) & 0xFF;
*g = (color >> 16) & 0xFF;
*b = (color >> 8) & 0xFF;
*a = color & 0xFF;
}
int boxRGBA(SDL_Surface* dst, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint8 r, Uint8 g, Uint8 b, Uint8 a) {
target t;
if(!beginTarget(dst, &t)) return -1;
if(x1 > x2) { Sint16 tmp = x1; x1 = x2; x2 = tmp; }
if(y1 > y2) { Sint16 tmp = y1; y1 = y2; y2 = tmp; }
int yStart = y1 < 0 ? 0 : y1;
int yEnd = y2 > t.h - 1 ? t.h - 1 : y2;
int y;
for(y = yStart; y <= yEnd; y++) blendHLine(&t, x1, x2, y, r, g, b, a);
endTarget(&t);
return 0;
}
int boxColor(SDL_Surface* dst, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint32 color) {
Uint8 r, g, b, a;
unpackColor(color, &r, &g, &b, &a);
return boxRGBA(dst, x1, y1, x2, y2, r, g, b, a);
}
static int lineRGBA(SDL_Surface* dst, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint8 r, Uint8 g, Uint8 b, Uint8 a) {
target t;
if(!beginTarget(dst, &t)) return -1;
int dx = abs(x2 - x1), dy = -abs(y2 - y1);
int sx = x1 < x2 ? 1 : -1, sy = y1 < y2 ? 1 : -1;
int err = dx + dy;
int x = x1, y = y1;
while(true) {
blendPixel(&t, x, y, r, g, b, a);
if(x == x2 && y == y2) break;
int e2 = 2 * err;
if(e2 >= dy) { err += dy; x += sx; }
if(e2 <= dx) { err += dx; y += sy; }
}
endTarget(&t);
return 0;
}
int lineColor(SDL_Surface* dst, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint32 color) {
Uint8 r, g, b, a;
unpackColor(color, &r, &g, &b, &a);
return lineRGBA(dst, x1, y1, x2, y2, r, g, b, a);
}
int filledCircleColor(SDL_Surface* dst, Sint16 x, Sint16 y, Sint16 rad, Uint32 color) {
Uint8 r, g, b, a;
unpackColor(color, &r, &g, &b, &a);
target t;
if(!beginTarget(dst, &t)) return -1;
int dy;
for(dy = -rad; dy <= rad; dy++) {
int span = (int) floor(sqrt((double) rad * rad - (double) dy * dy));
blendHLine(&t, x - span, x + span, y + dy, r, g, b, a);
}
endTarget(&t);
return 0;
}
int aacircleColor(SDL_Surface* dst, Sint16 x, Sint16 y, Sint16 rad, Uint32 color) {
Uint8 r, g, b, a;
unpackColor(color, &r, &g, &b, &a);
target t;
if(!beginTarget(dst, &t)) return -1;
int dx, dy;
for(dy = -rad - 1; dy <= rad + 1; dy++)
for(dx = -rad - 1; dx <= rad + 1; dx++) {
double d = sqrt((double) dx * dx + (double) dy * dy);
double coverage = 1.0 - fabs(d - rad);
if(coverage > 0.0)
blendPixel(&t, x + dx, y + dy, r, g, b, (int) (a * (coverage > 1.0 ? 1.0 : coverage)));
}
endTarget(&t);
return 0;
}
int filledPolygonRGBA(SDL_Surface* dst, const Sint16* vx, const Sint16* vy, int n, Uint8 r, Uint8 g, Uint8 b, Uint8 a) {
if(n < 3) return -1;
target t;
if(!beginTarget(dst, &t)) return -1;
//A játék végig négyszögeket rajzol, azoknak bőven elég a veremben álló tömb;
//képkockánként több tízezer malloc/free párt spórolunk vele.
double inlineCrossings[16];
double* crossings = inlineCrossings;
if(n > (int)(sizeof(inlineCrossings) / sizeof(*inlineCrossings))) {
crossings = (double*) malloc(n * sizeof(double));
if(crossings == NULL) { endTarget(&t); return -1; }
}
int minY = vy[0], maxY = vy[0];
int i;
for(i = 1; i < n; i++) {
if(vy[i] < minY) minY = vy[i];
if(vy[i] > maxY) maxY = vy[i];
}
int yStart = minY < 0 ? 0 : minY;
int yEnd = maxY > t.h - 1 ? t.h - 1 : maxY;
int y;
for(y = yStart; y <= yEnd; y++) {
int count = 0;
for(i = 0; i < n; i++) {
int j = (i + 1) % n;
int y1 = vy[i], y2 = vy[j], x1 = vx[i], x2 = vx[j];
if(y1 > y2) { int tmp = y1; y1 = y2; y2 = tmp; tmp = x1; x1 = x2; x2 = tmp; }
if((y >= y1 && y < y2) || (y == maxY && y > y1 && y <= y2))
crossings[count++] = x1 + ((double) (y - y1) * (x2 - x1)) / (y2 - y1);
}
if(count < 2) continue;
//Néhány elemre a beszúrásos rendezés gyorsabb, mint a qsort függvénypointeres hívogatása
int k;
for(i = 1; i < count; i++) {
double key = crossings[i];
for(k = i - 1; k >= 0 && crossings[k] > key; k--) crossings[k + 1] = crossings[k];
crossings[k + 1] = key;
}
for(i = 0; i + 1 < count; i += 2)
blendHLine(&t, (int) floor(crossings[i] + 0.5), (int) floor(crossings[i + 1] + 0.5), y, r, g, b, a);
}
if(crossings != inlineCrossings) free(crossings);
endTarget(&t);
return 0;
}
static void aaLine(const target* t, double x0, double y0, double x1, double y1, Uint8 r, Uint8 g, Uint8 b, Uint8 a) {
bool steep = fabs(y1 - y0) > fabs(x1 - x0);
double tmp;
if(steep) { tmp = x0; x0 = y0; y0 = tmp; tmp = x1; x1 = y1; y1 = tmp; }
if(x0 > x1) { tmp = x0; x0 = x1; x1 = tmp; tmp = y0; y0 = y1; y1 = tmp; }
double dx = x1 - x0;
double gradient = dx == 0.0 ? 0.0 : (y1 - y0) / dx;
int xStart = (int) floor(x0 + 0.5), xEnd = (int) floor(x1 + 0.5);
double intersection = y0 + gradient * (xStart - x0);
int x;
for(x = xStart; x <= xEnd; x++) {
int base = (int) floor(intersection);
double frac = intersection - base;
if(steep) {
blendPixel(t, base, x, r, g, b, (int) (a * (1.0 - frac)));
blendPixel(t, base + 1, x, r, g, b, (int) (a * frac));
}
else {
blendPixel(t, x, base, r, g, b, (int) (a * (1.0 - frac)));
blendPixel(t, x, base + 1, r, g, b, (int) (a * frac));
}
intersection += gradient;
}
}
int aapolygonRGBA(SDL_Surface* dst, const Sint16* vx, const Sint16* vy, int n, Uint8 r, Uint8 g, Uint8 b, Uint8 a) {
if(n < 2) return -1;
target t;
if(!beginTarget(dst, &t)) return -1;
int i;
for(i = 0; i < n; i++) {
int j = (i + 1) % n;
aaLine(&t, vx[i], vy[i], vx[j], vy[j], r, g, b, a);
}
endTarget(&t);
return 0;
}

View file

@ -0,0 +1,18 @@
#ifndef GFXPRIMITIVES_H_INCLUDED
#define GFXPRIMITIVES_H_INCLUDED
#include <SDL.h>
#include <stdbool.h>
void setRenderingEnabled(bool enabled);
bool isRenderingEnabled();
int boxColor(SDL_Surface* dst, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint32 color);
int boxRGBA(SDL_Surface* dst, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
int lineColor(SDL_Surface* dst, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint32 color);
int filledCircleColor(SDL_Surface* dst, Sint16 x, Sint16 y, Sint16 rad, Uint32 color);
int aacircleColor(SDL_Surface* dst, Sint16 x, Sint16 y, Sint16 rad, Uint32 color);
int filledPolygonRGBA(SDL_Surface* dst, const Sint16* vx, const Sint16* vy, int n, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
int aapolygonRGBA(SDL_Surface* dst, const Sint16* vx, const Sint16* vy, int n, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
#endif // GFXPRIMITIVES_H_INCLUDED

View file

@ -3,12 +3,13 @@
///Indításnál betölti a szükséges betűtípusokat.
void openFonts() {
SDL_EnableUNICODE(1);
TTF_Init();
fontSmaller = TTF_OpenFont("resources/Roboto-Thin.ttf", 40);
fontSmall = TTF_OpenFont("resources/Roboto-Thin.ttf", 48);
fontSmallBold = TTF_OpenFont("resources/Roboto-Light.ttf", 53);
fontLarge = TTF_OpenFont("resources/Roboto-Thin.ttf", 120);
if(!TTF_WasInit()) TTF_Init();
float scale = (float) screen -> h / designHeight;
fontSmaller = TTF_OpenFont("resources/Roboto-Thin.ttf", larger(1, (int)(40 * scale)));
fontSmall = TTF_OpenFont("resources/Roboto-Thin.ttf", larger(1, (int)(48 * scale)));
fontSmallBold = TTF_OpenFont("resources/Roboto-Light.ttf", larger(1, (int)(53 * scale)));
fontLarge = TTF_OpenFont("resources/Roboto-Thin.ttf", larger(1, (int)(120 * scale)));
}
///Ha már nem kellenek, felszabadítja a betűtípusokat.
@ -20,10 +21,10 @@ void freeFonts() {
}
///Itt tárolom a használható karaktereket. Eldönti, hogy a bemenet köztük van-e.
bool isValidChar(Uint16 chr) {
bool isValidChar(wchar_t chr) {
if(('A' <= chr && chr <= 'Z') || ('a' <= chr && chr <= 'z') || ('0' <= chr && chr <= '9')) return true;
Uint16 validChars[] = L"öüóőúéáűíÖÜÓŐÚÉÁŰÍ|€ß$Łł¤<>#&@{}Đ[]đ+!%=×)(.- ";
wchar_t validChars[] = L"öüóőúéáűíÖÜÓŐÚÉÁŰÍ|€ß$Łł¤<>#&@{}Đ[]đ+!%=×)(.- ";
int i;
for(i = 0; validChars[i] != 0; i++) if(chr == validChars[i])
return true;
@ -57,14 +58,14 @@ Sint16 percentageToPx(int percentage, bool isWidth) {
* \param string vége
* \return string konkatenált
*/
Uint16* concatUnicode(const Uint16 a[], const Uint16 b[]) {
wchar_t* concatUnicode(const wchar_t a[], const wchar_t b[]) {
int aLength, bLength;
for(aLength = 0; a[aLength] != 0; aLength++)
;
for(bLength = 0; b[bLength] != 0; bLength++)
;
Uint16* newStr = (Uint16*) malloc((aLength + bLength - 1 + 100) * sizeof(Uint16));
wchar_t* newStr = (wchar_t*) malloc((aLength + bLength - 1 + 100) * sizeof(wchar_t));
int i = 0, ai, bi;
for(ai = 0; ai < aLength; ai++)
newStr[i++] = a[ai];
@ -76,9 +77,79 @@ Uint16* concatUnicode(const Uint16 a[], const Uint16 b[]) {
}
///A megjelenítendő szöveg közepét kell megadni x,y-ként. A szöveget Uint16*-ban, a betűtipust pedig a betűtipus enumból. Ugyan mindent x = 50-nel hívunk meg, ez később változhat, ezért hagyom meg paraméternek.
void unicodePrintCentered(Uint16 textToWrite[], int x, int y, fontType fontType) {
void unicodePrintCentered(wchar_t textToWrite[], int x, int y, fontType fontType) {
char utf8[2048];
wideToUtf8(textToWrite, utf8, sizeof(utf8));
utf8PrintCentered(utf8, x, y, fontType);
}
///Ugyanaz, mint az unicodePrintCentered, csak utf-8-as bemenettel.
void utf8PrintCentered(const char* textToWrite, int x, int y, fontType fontType) {
if(!isRenderingEnabled()) return;
TTF_Font* currentFont = selectFont(fontType);
SDL_FreeSurface(text);
text = TTF_RenderUNICODE_Blended(currentFont, textToWrite, (SDL_Color) {255, 255, 255});
text = TTF_RenderUTF8_Blended(currentFont, textToWrite, (SDL_Color) {255, 255, 255});
if(text == NULL) return;
SDL_BlitSurface(text, NULL, screen, &(SDL_Rect){percentageToPx(x, true) - text -> w / 2, percentageToPx(y, false) - text -> h / 2, 0, 0});
}
int wideToUtf8(const wchar_t* source, char* destination, int destinationSize) {
int written = 0;
for(; *source != 0; source++) {
unsigned int c = (unsigned int) *source;
int needed = c < 0x80 ? 1 : c < 0x800 ? 2 : c < 0x10000 ? 3 : 4;
if(written + needed >= destinationSize) break;
switch(needed) {
case 1:
destination[written++] = c;
break;
case 2:
destination[written++] = 0xC0 | (c >> 6);
destination[written++] = 0x80 | (c & 0x3F);
break;
case 3:
destination[written++] = 0xE0 | (c >> 12);
destination[written++] = 0x80 | ((c >> 6) & 0x3F);
destination[written++] = 0x80 | (c & 0x3F);
break;
default:
destination[written++] = 0xF0 | (c >> 18);
destination[written++] = 0x80 | ((c >> 12) & 0x3F);
destination[written++] = 0x80 | ((c >> 6) & 0x3F);
destination[written++] = 0x80 | (c & 0x3F);
}
}
destination[written] = 0;
return written;
}
int utf8ToWide(const char* source, wchar_t* destination, int destinationSize) {
int written = 0;
while(*source != 0 && written < destinationSize - 1) {
unsigned char lead = (unsigned char) *source++;
unsigned int c;
int continuations;
if(lead < 0x80) { c = lead; continuations = 0; }
else if((lead & 0xE0) == 0xC0) { c = lead & 0x1F; continuations = 1; }
else if((lead & 0xF0) == 0xE0) { c = lead & 0x0F; continuations = 2; }
else if((lead & 0xF8) == 0xF0) { c = lead & 0x07; continuations = 3; }
else continue;
int i;
for(i = 0; i < continuations; i++) {
if((*source & 0xC0) != 0x80) break;
c = (c << 6) | (*source++ & 0x3F);
}
destination[written++] = (wchar_t) c;
}
destination[written] = 0;
return written;
}

View file

@ -9,8 +9,11 @@
void openFonts();
void freeFonts();
bool isValidChar(Uint16 chr);
Uint16* concatUnicode(const Uint16 a[], const Uint16 b[]);
void unicodePrintCentered(Uint16 textToWrite[], int x, int y, fontType fontType);
bool isValidChar(wchar_t chr);
wchar_t* concatUnicode(const wchar_t a[], const wchar_t b[]);
void unicodePrintCentered(wchar_t textToWrite[], int x, int y, fontType fontType);
void utf8PrintCentered(const char* textToWrite, int x, int y, fontType fontType);
int wideToUtf8(const wchar_t* source, char* destination, int destinationSize);
int utf8ToWide(const char* source, wchar_t* destination, int destinationSize);
#endif // UNICODEPRINT_H_INCLUDED

View file

@ -90,6 +90,11 @@ static void calculateRowsAndColumns() {
}
}
///A képernyő méretének változása után újraszámolja a látható területet és átméretezi a darabolós mátrixot.
void refreshCameraForScreen() {
calculateRowsAndColumns();
}
///A játékost követi a kamerával, nem hagyja, hogy a pálya alá lásson.
void followPlayerWithCamera() {
renderObject player = getPlayerRenderObject();

View file

@ -13,6 +13,7 @@
#define cameraDollyTime 3250 /**<[ms]*/
void freeRenderMap();
void refreshCameraForScreen();
void followPlayerWithCamera();
void menuCamera(int* getColumns, int* getRows);
int getColumns();

View file

@ -7,7 +7,7 @@
#include <SDL.h>
#include <SDL_ttf.h>
#include <SDL_gfxPrimitives.h>
#include "auxiliary/gfxPrimitives.h"
#include "auxiliary/auxFunctions.h"
@ -15,23 +15,24 @@
#define GLOBAL_H_INCLUDED
#define FPS (int) 50
#define designHeight 1080 /**< Ehhez a magassághoz vannak méretezve a betűtípusok. */
float g;
extern float g;
///<Globális változók>
SDL_Surface* screen;
TTF_Font* fontSmaller;
TTF_Font* fontSmall;
TTF_Font* fontSmallBold;
TTF_Font* fontLarge;
SDL_Surface* text;
unsigned char* keys;
///</Globális változók>
///<Globális változók>
extern SDL_Surface* screen;
extern TTF_Font* fontSmaller;
extern TTF_Font* fontSmall;
extern TTF_Font* fontSmallBold;
extern TTF_Font* fontLarge;
extern SDL_Surface* text;
extern unsigned char* keys;
///</Globális változók>
///<Vektorok>
typedef struct vector2D {
//1 egység == 1m
//1 egység == 1m
float x, y;
} vector2D;
@ -40,13 +41,13 @@ typedef struct intVector2D {
} intVector2D;
typedef struct vector3D {
//1 egység == 1m
//1 egység == 1m
float x, y, z;
} vector3D;
///</Vektorok>
///<Színek>
///<Színek>
typedef struct color {
unsigned char r, g, b, a;
} color;
@ -54,7 +55,7 @@ typedef struct color {
typedef struct colors {
color light, normal, dark;
} colors;
///</Színek>
///</Színek>
typedef enum block {

View file

@ -0,0 +1,14 @@
#include "global.h"
#include "saves.h"
float g;
SDL_Surface* screen;
TTF_Font* fontSmaller;
TTF_Font* fontSmall;
TTF_Font* fontSmallBold;
TTF_Font* fontLarge;
SDL_Surface* text;
unsigned char* keys;
bool existingSaves[maxNOSaves];

View file

@ -11,13 +11,12 @@ static void drawMenuParticles(int deltaTime) {
///A főmenüt rajzolja.
void drawMainMenu(int deltaTime) {
Uint16 menuOptions[][50] = {
wchar_t menuOptions[][50] = {
L"Indítás",
L"Betöltés",
L"Beállítások",
L"Ranglista",
L"Leírás",
L"Kilépés",
L""
};
@ -37,7 +36,7 @@ static inline void printBack() {
///A beállítások menüpont rajzolása, a beállításokat a betöltött mentések is befolyásolják. Figyelni kell, hogy a belépés kattintását ne érzékelje csúszka kattintásnak.
void drawOptionsMenu(int deltaTime, int currentOptions[], bool click) {
Uint16 optionsMenuOptions[][50] = {
wchar_t optionsMenuOptions[][50] = {
L"Világ szélessége",
L"Világ magassága",
L"Részecskék száma",
@ -60,10 +59,10 @@ void drawOptionsMenu(int deltaTime, int currentOptions[], bool click) {
);
filledCircleColor(screen, (float) screen -> w / 100 * (30 + 0.4 * 100 * (float)(currentOptions[i] - minOptions[i]) / (maxOptions[i] - minOptions[i])),
(float) screen -> h / 100 * (optionsStart + i * optionsTav), 20, 0xFFFFFFFF
(float) screen -> h / 100 * (optionsStart + i * optionsTav), larger(4, 20 * screen -> h / designHeight), 0xFFFFFFFF
);
aacircleColor(screen, (float) screen -> w / 100 * (30 + 0.4 * 100 * (float)(currentOptions[i] - minOptions[i]) / (maxOptions[i] - minOptions[i])),
(float) screen -> h / 100 * (optionsStart + i * optionsTav), 20, 0xFFFFFFFF
(float) screen -> h / 100 * (optionsStart + i * optionsTav), larger(4, 20 * screen -> h / designHeight), 0xFFFFFFFF
);
i++;
@ -84,7 +83,7 @@ void drawOptionsMenu(int deltaTime, int currentOptions[], bool click) {
///A játék leírását rajzolja meg.
void drawInfoMenu(int deltaTime) {
Uint16 info[][150] = {
wchar_t info[][150] = {
L"Ebben a játékban pontokat szerezni és költeni",
L"is tudsz. Minden megtalált kék kockáért jár egy pont.",
L"Mozogni a WAD billentyűk, szóköz, vagy a nyilak",
@ -106,16 +105,16 @@ void drawInfoMenu(int deltaTime) {
drawMenuParticles(deltaTime);
}
Uint16 names[topListItemsMax][100];
int points[topListItemsMax];
int namesIndex;
static wchar_t names[topListItemsMax][100];
static int points[topListItemsMax];
static int namesIndex;
///Ha megtelt a toplista, rendezi, és az utolsó elemét lecseréli. A ranglista fájlt se kéne nagyon piszkálni a felhasználónak.
static void sortTopList() {
int i, j;
int tmpInt;
Uint16 tmpStr[100];
wchar_t tmpStr[100];
for(i = 0; i < namesIndex; i++) {
int maxIndex = i;
@ -140,21 +139,17 @@ void loadTopList() {
int i;
if(topList != NULL) {
char lineName[400];
namesIndex = 0;
while(true) {
i = 0;
do {
if(fwscanf(topList, L"%lc", &names[namesIndex][i]) == 0) goto end;
}
while(names[namesIndex][i++] != L',');
names[namesIndex][i] = 0;
while(fscanf(topList, " %399[^,\n],%d", lineName, &points[namesIndex]) == 2) {
i = strlen(lineName);
lineName[i] = ',';
lineName[i + 1] = 0;
utf8ToWide(lineName, names[namesIndex], 100);
fwscanf(topList, L"%d", &points[namesIndex]);
fwscanf(topList, L"\n");
if(namesIndex < topListItemsMax - 1) namesIndex++;
else sortTopList();
}
end:
sortTopList();
fclose(topList);
}
@ -164,9 +159,10 @@ void loadTopList() {
void drawTopList(int deltaTime) {
int i;
for(i = 0; i < namesIndex; i++) {
Uint16 nameWScore[600];
swprintf(nameWScore, L"%ls %d", names[i], points[i]);
unicodePrintCentered(nameWScore, 50, 20 + ((i == 0) ? 0 : (i + 1)*infoTav), (i == 0) ? large : (i == 1) ? small : tiny);
char storedName[400], nameWScore[600];
wideToUtf8(names[i], storedName, sizeof(storedName));
snprintf(nameWScore, sizeof(nameWScore), "%s %d", storedName, points[i]);
utf8PrintCentered(nameWScore, 50, 20 + ((i == 0) ? 0 : (i + 1)*infoTav), (i == 0) ? large : (i == 1) ? small : tiny);
}
printBack();
@ -175,7 +171,7 @@ void drawTopList(int deltaTime) {
///Ha a játékos szüneteltei a játékot(ESC) ezt fogja látni. Elég drága az átlátszó box, szóval csak óvatosan a méretével.
void drawPauseMenu(bool saved) {
Uint16 pauseOptions[][100] = {
wchar_t pauseOptions[][100] = {
L"Játék folytatása",
L"Pálya elmentése",
L"Mentés betöltése",
@ -201,14 +197,14 @@ void drawLoadMenu(int deltaTime) {
int i;
Uint16 timeStrings[][50] = {
L"másodperccel",
L"perccel",
L"órával",
L"nappal",
L"héttel",
L"hónappal",
L"évvel"
const char* timeStrings[] = {
"másodperccel",
"perccel",
"órával",
"nappal",
"héttel",
"hónappal",
"évvel"
};
int timeConversion[] = {
1, 60, 60*60, 60*60*24, 60*60*24*7, 60*60*24*30, 60*60*24*365
@ -224,9 +220,9 @@ void drawLoadMenu(int deltaTime) {
break;
int elapsedSaveTime = deltaRealTime / timeConversion[timeStringsIndex];
Uint16 save[200];
swprintf(save, L"%d %ls ezelőtti mentés, %d ponttal", elapsedSaveTime, timeStrings[timeStringsIndex], points[i]);
unicodePrintCentered(save, 50, loadStart + k * loadTav, isMouseOverRect(50, loadStart + loadTav*k, 25, 3) ? smallBold : small);
char save[300];
snprintf(save, sizeof(save), "%d %s ezelőtti mentés, %d ponttal", elapsedSaveTime, timeStrings[timeStringsIndex], points[i]);
utf8PrintCentered(save, 50, loadStart + k * loadTav, isMouseOverRect(50, loadStart + loadTav*k, 25, 3) ? smallBold : small);
unicodePrintCentered(L"Törlés", 50, loadStart + k * loadTav + 5, isMouseOverRect(50, loadStart + loadTav*k + 5, 25, 2) ? smallBold : small);
k++;
}

View file

@ -4,8 +4,8 @@
int currentOptions[] = {2000, 2000, 3, 450, 6000};
int currentSpawnRate, fadeStartTime, elapsedTime = 0, nameIndex = 0, cursorBlinking = 0;
bool prematureClick, isDollying, saved = false;
Uint16 name[100] = {0};
bool isDollying, saved = false;
wchar_t name[100] = {0};
FILE* topList;
states gameState = mainMenu; /**< Kezdőállapot. */
@ -39,9 +39,6 @@ void handleClicks(bool* prematureClick) {
}
else if(isMouseOverRect(50, menuStart + menuTav*4, 15, menuTav / 2))
gameState = infoMenu;
else if(isMouseOverRect(50, menuStart + menuTav*5, 15, menuTav / 2)) {
gameState = quit;
}
break;
case pauseMenu:
if(isMouseOverRect(50, menuStart - 5, 15, menuTav/2)) {
@ -181,11 +178,10 @@ void doStuff(bool isLMBDown, bool isRMBDown, bool prematureClick) {
boxRGBA(screen, 0, 0, screen -> w, screen -> h, 0, 0, 0, 255);
cursorBlinking += deltaTime;
if(cursorBlinking > 1000) cursorBlinking = 0;
Uint16 loseText[300];
swprintf(loseText, L"%ls vesztett, a pontszáma %d.", cursorBlinking > 500 ? L"|" : L"", getPoints());
Uint16* endText = concatUnicode(name, loseText);
unicodePrintCentered(endText, 50, 50, small);
free(endText);
char typedName[400], loseText[600];
wideToUtf8(name, typedName, sizeof(typedName));
snprintf(loseText, sizeof(loseText), "%s%s vesztett, a pontszáma %d.", typedName, cursorBlinking > 500 ? "|" : "", getPoints());
utf8PrintCentered(loseText, 50, 50, small);
break;
}
if(isAlive()) drawMouse(isInSlowMo);
@ -199,7 +195,9 @@ static void escapeFromNameInput() {
createMenuWorld();
topList = fopen("rang.lst", "a");
if(topList != NULL) {
fwprintf(topList, L"%ls,%d\n", name[0] == 0 ? L"Névtelen" : name, getPoints());
char utf8[400];
wideToUtf8(name[0] == 0 ? L"Névtelen" : name, utf8, sizeof(utf8));
fprintf(topList, "%s,%d\n", utf8, getPoints());
fclose(topList);
}
}
@ -218,9 +216,6 @@ void whatToDoOnEscape() {
saved = false;
}
break;
case mainMenu:
gameState = quit;
break;
case fading:
gameState = nameInput;
break;
@ -233,13 +228,27 @@ void whatToDoOnEscape() {
}
}
///A szöveges bemenetet továbbítja egy Uint16-os stringbe.
///A szöveges bemenetet továbbítja egy wchar_t-os stringbe.
void processTyping(SDL_Event event) {
if(gameState == nameInput) {
Uint16 chr = event.key.keysym.unicode;
if(strcmp(SDL_GetKeyName(chr), "backspace") == 0) name[--nameIndex] = 0;
else if(strcmp(SDL_GetKeyName(chr), "return") == 0) escapeFromNameInput();
else if(isValidChar(chr)) name[nameIndex++] = chr;
SDL_Keycode key = event.key.keysym.sym;
if(key == SDLK_BACKSPACE) { if(nameIndex > 0) name[--nameIndex] = 0; }
else if(key == SDLK_RETURN || key == SDLK_KP_ENTER) escapeFromNameInput();
name[nameIndex] = 0;
}
}
///A beírt karaktereket utf-8-ból átalakítva fűzi a névhez.
void processTextInput(const char* utf8) {
if(gameState == nameInput) {
wchar_t typed[16];
int count = utf8ToWide(utf8, typed, sizeof(typed) / sizeof(wchar_t));
int i;
for(i = 0; i < count; i++)
if(isValidChar(typed[i]) && nameIndex < (int) (sizeof(name) / sizeof(wchar_t)) - 1)
name[nameIndex++] = typed[i];
name[nameIndex] = 0;
}
}

View file

@ -17,5 +17,6 @@
void doStuff(bool isLMBDown, bool isRMBDown, bool prematureClick);
void whatToDoOnEscape();
void processTyping(SDL_Event event);
void processTextInput(const char* utf8);
#endif // MENUFSM_H_INCLUDED

View file

@ -8,7 +8,7 @@
typedef struct particle {
//y, z
vector2D position;
//mert kockák
//mert kockák
float size;
float velocity;
} particle;

View file

@ -10,7 +10,7 @@ vector2D playerVelocity; /**< A játékos sebesség [m/ms], a delta time
int directionOfMovement = 0; /**< A mozgás iránya, lehet -1, 0, +1. */
bool isJumping = false, isFalling = true;
bool isDead = false;
int points; /**< Mennyi pontot gyűjtött eddig a játékos. Ez nőhet és gyökkenhet is, de mindig >= 0. */
static int points; /**< Mennyi pontot gyűjtött eddig a játékos. Ez nőhet és gyökkenhet is, de mindig >= 0. */
void setDie(bool newValue) {
@ -29,6 +29,7 @@ void updateText(int newPoints) {
}
void drawPointsText() {
if(!isRenderingEnabled()) return;
SDL_BlitSurface(text, NULL, screen, &(SDL_Rect){50, 30, 0, 0});
}
@ -56,9 +57,9 @@ int getPoints() {
void movePlayer(unsigned char* keys, int deltaTime) {
//nem a legszebb, de a rövidségtől szép lesz.
directionOfMovement = (keys[SDLK_d] || keys[SDLK_RIGHT]) - (keys[SDLK_a] || keys[SDLK_LEFT]);
directionOfMovement = (keys[SDL_SCANCODE_D] || keys[SDL_SCANCODE_RIGHT]) - (keys[SDL_SCANCODE_A] || keys[SDL_SCANCODE_LEFT]);
isJumping = keys[SDLK_w] || keys[SDLK_UP] || keys[SDLK_SPACE];
isJumping = keys[SDL_SCANCODE_W] || keys[SDL_SCANCODE_UP] || keys[SDL_SCANCODE_SPACE];
//<\input feldolgozása>
//<sebesség kiszámítása>
if(directionOfMovement != 0) {

View file

@ -7,13 +7,15 @@ void getExistingSaveFiles(time_t ages[], int points[]) {
char save[50];
FILE* saveFile;
while(saveID < maxNOSaves) {
sprintf(save, "saves\\game%d.save", saveID);
sprintf(save, "saves/game%d.save", saveID);
saveFile = fopen(save, "r");
if(saveFile != NULL) {
existingSaves[saveID] = true;
if(saveFile != NULL) {
if(ages != NULL) {
fscanf(saveFile, "%ld,", &(ages[saveID]));
long long savedTime = 0;
fscanf(saveFile, "%lld,", &savedTime);
ages[saveID] = (time_t) savedTime;
int i;
for(i = 0; i < 8; i++)
fscanf(saveFile, "%d,", &(points[saveID]));
@ -29,7 +31,7 @@ void getExistingSaveFiles(time_t ages[], int points[]) {
///Mentés törlése (fizikálisan).
void deleteSave(int i) {
char save[50];
sprintf(save, "saves\\game%d.save", i);
sprintf(save, "saves/game%d.save", i);
remove(save);
}
@ -48,12 +50,12 @@ void saveGame(int currentOptions[]) {
int i;
for(i = 0; i < maxNOSaves - 1 && existingSaves[i]; i++)
;
sprintf(saveName, "saves\\game%d.save", i);
sprintf(saveName, "saves/game%d.save", i);
FILE* save = fopen(saveName, "w");
block** map = getMap();
fprintf(save, "%ld,", time(NULL));
fprintf(save, "%lld,", (long long) time(NULL));
for(i = 0; i < 5; i++)
fprintf(save, "%d,", currentOptions[i]);
@ -82,13 +84,13 @@ void saveGame(int currentOptions[]) {
bufferIndex += strlen(temp);
}
if(bufferIndex > bufferSize - 20) {
fprintf(save, buffer);
fprintf(save, "%s", buffer);
bufferIndex = 0;
}
}
}
if(bufferIndex != 0)
fprintf(save, buffer);
fprintf(save, "%s", buffer);
free(buffer);
fclose(save);
@ -97,12 +99,12 @@ void saveGame(int currentOptions[]) {
///Fájlból betölti a játékot, a világot is előkészíti. A mentésnél használt tömörítést dekódolja. A betöltött játék beállítások felülírják az eddigieket.
void loadGame(int currentOptions[], int saveID) {
char saveName[50];
sprintf(saveName, "saves\\game%d.save", saveID);
sprintf(saveName, "saves/game%d.save", saveID);
FILE* save = fopen(saveName, "r");
time_t tmpT;
fscanf(save, "%ld,", &tmpT);
long long tmpT;
fscanf(save, "%lld,", &tmpT);
int i;
for(i = 0; i < 5; i++)

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