📄 ballfield.c
字号:
/* * "Ballfield" * * (C) David Olofson <david@olofson.net>, 2002, 2003 * * This software is released under the terms of the GPL. * * Contact author for permission if you want to use this * software, or work derived from it, under other terms. */#include <stdlib.h>#include <string.h>#include <math.h>#include "SDL.h"#include "SDL_image.h"#include "ballfield.h"/*---------------------------------------------------------- General tool functions----------------------------------------------------------*//* * Bump areas of low and high alpha to 0% or 100% * respectively, just in case the graphics contains * "alpha noise". */SDL_Surface *clean_alpha(SDL_Surface *s){ SDL_Surface *work; SDL_Rect r; Uint32 *pixels; int pp; int x, y; work = SDL_CreateRGBSurface(SDL_SWSURFACE, s->w, s->h, 32, 0xff000000, 0x00ff0000, 0x0000ff00, 0x000000ff); if(!work) return NULL; r.x = r.y = 0; r.w = s->w; r.h = s->h; if(SDL_BlitSurface(s, &r, work, NULL) < 0) { SDL_FreeSurface(work); return NULL; } SDL_LockSurface(work); pixels = work->pixels; pp = work->pitch / sizeof(Uint32); for(y = 0; y < work->h; ++y) for(x = 0; x < work->w; ++x) { Uint32 pix = pixels[y*pp + x]; switch((pix & 0xff) >> 4) { case 0: pix = 0x00000000; break; default: break; case 15: pix |= 0xff; break; } pixels[y*pp + x] = pix; } SDL_UnlockSurface(work); return work;}/* * Load and convert an antialiazed, zoomed set of sprites. */SDL_Surface *load_zoomed(char *name, int alpha){ SDL_Surface *sprites; SDL_Surface *temp = IMG_Load(name); if(!temp) return NULL; sprites = temp; SDL_SetAlpha(sprites, SDL_RLEACCEL, 255); temp = clean_alpha(sprites); SDL_FreeSurface(sprites); if(!temp) { fprintf(stderr, "Could not clean alpha!\n"); return NULL; } if(alpha) { SDL_SetAlpha(temp, SDL_SRCALPHA|SDL_RLEACCEL, 0); sprites = SDL_DisplayFormatAlpha(temp); } else { SDL_SetColorKey(temp, SDL_SRCCOLORKEY|SDL_RLEACCEL, SDL_MapRGB(temp->format, 0, 0, 0)); sprites = SDL_DisplayFormat(temp); } SDL_FreeSurface(temp); return sprites;}void print_num(SDL_Surface *dst, SDL_Surface *font, int x, int y, float value){ char buf[16]; int val = (int)(value * 10.0); int pos, p = 0; SDL_Rect from; /* Sign */ if(val < 0) { buf[p++] = 10; val = -val; } /* Integer part */ pos = 10000000; while(pos > 1) { int num = val / pos; val -= num * pos; pos /= 10; if(p || num) buf[p++] = num; } /* Decimals */ if(val / pos) { buf[p++] = 11; while(pos > 0) { int num = val / pos; val -= num * pos; pos /= 10; buf[p++] = num; } } /* Render! */ from.y = 0; from.w = 7; from.h = 10; for(pos = 0; pos < p; ++pos) { SDL_Rect to; to.x = x + pos * 7; to.y = y; from.x = buf[pos] * 7; SDL_BlitSurface(font, &from, dst, &to); }}/*---------------------------------------------------------- ballfield_t functions----------------------------------------------------------*/ballfield_t *ballfield_init(void){ int i; ballfield_t *bf = calloc(sizeof(ballfield_t), 1); if(!bf) return NULL; for(i = 0; i < BALLS; ++i) { bf->points[i].x = rand() % 0x20000; bf->points[i].y = rand() % 0x20000; bf->points[i].z = 0x20000 * i / BALLS; if(rand() % 100 > 80) bf->points[i].c = 1; else bf->points[i].c = 0; } return bf;}void ballfield_free(ballfield_t *bf){ int i; for(i = 0; i < COLORS; ++i) SDL_FreeSurface(bf->gfx[i]);}static int ballfield_init_frames(ballfield_t *bf){ int i, j; /* * Set up source rects for all frames */ bf->frames = calloc(sizeof(SDL_Rect), bf->gfx[0]->w); if(!bf->frames) { fprintf(stderr, "No memory for frame rects!\n"); return -1; } for(j = 0, i = 0; i < bf->gfx[0]->w; ++i) { bf->frames[i].x = 0; bf->frames[i].y = j; bf->frames[i].w = bf->gfx[0]->w - i; bf->frames[i].h = bf->gfx[0]->w - i; j += bf->gfx[0]->w - i; } return 0;}int ballfield_load_gfx(ballfield_t *bf, char *name, unsigned int color){ if(color >= COLORS) return -1; bf->gfx[color] = load_zoomed(name, bf->use_alpha); if(!bf->gfx[color]) return -2; if(!bf->frames) return ballfield_init_frames(bf); return 0;}void ballfield_move(ballfield_t *bf, Sint32 dx, Sint32 dy, Sint32 dz){ int i; for(i = 0; i < BALLS; ++i) { bf->points[i].x += dx; bf->points[i].x &= 0x1ffff; bf->points[i].y += dy; bf->points[i].y &= 0x1ffff; bf->points[i].z += dz; bf->points[i].z &= 0x1ffff; }}void ballfield_render(ballfield_t *bf, SDL_Surface *screen){ int i, j, z; /* * Find the ball with the highest Z. */ z = 0; j = 0; for(i = 0; i < BALLS; ++i) { if(bf->points[i].z > z) { j = i; z = bf->points[i].z; } } /* * Render all balls in back->front order. */ for(i = 0; i < BALLS; ++i) { SDL_Rect r; int f; z = bf->points[j].z; z += 50; f = ((bf->frames[0].w << 12) + 100000) / z; f = bf->frames[0].w - f; if(f < 0) f = 0; else if(f > bf->frames[0].w - 1) f = bf->frames[0].w - 1; z >>= 7; z += 1; r.x = (bf->points[j].x - 0x10000) / z; r.y = (bf->points[j].y - 0x10000) / z; r.x += (screen->w - bf->frames[f].w) >> 1; r.y += (screen->h - bf->frames[f].h) >> 1; SDL_BlitSurface(bf->gfx[bf->points[j].c], &bf->frames[f], screen, &r); if(--j < 0) j = BALLS - 1; }}/*---------------------------------------------------------- Other rendering functions----------------------------------------------------------*//* * Draw tiled background image with offset. */void tiled_back(SDL_Surface *back, SDL_Surface *screen, int xo, int yo){ int x, y; SDL_Rect r; if(xo < 0) xo += back->w*(-xo/back->w + 1); if(yo < 0) yo += back->h*(-yo/back->h + 1); xo %= back->w; yo %= back->h; for(y = -yo; y < screen->h; y += back->h) for(x = -xo; x < screen->w; x += back->w) { r.x = x; r.y = y; SDL_BlitSurface(back, NULL, screen, &r); }}/*---------------------------------------------------------- main()----------------------------------------------------------*/int main(int argc, char* argv[]){ ballfield_t *balls; SDL_Surface *screen; SDL_Surface *temp_image; SDL_Surface *back, *logo, *font; SDL_Event event; int bpp = 0, flags = SDL_DOUBLEBUF | SDL_SWSURFACE, alpha = 1; int x_offs = 0, y_offs = 0; long tick, last_tick, last_avg_tick; double t = 0; float dt; int i; float fps = 0.0; int fps_count = 0; int fps_start = 0; float x_speed, y_speed, z_speed; SDL_Init(SDL_INIT_VIDEO); atexit(SDL_Quit); for(i = 1; i < argc; ++i) { if(strncmp(argv[i], "-na", 3) == 0) alpha = 0; else if(strncmp(argv[i], "-nd", 3) == 0) flags &= ~SDL_DOUBLEBUF; else if(strncmp(argv[i], "-h", 2) == 0) { flags |= SDL_HWSURFACE; flags &= ~SDL_SWSURFACE; } else if(strncmp(argv[i], "-f", 2) == 0) flags |= SDL_FULLSCREEN; else bpp = atoi(&argv[i][1]); } screen = SDL_SetVideoMode(SCREEN_W, SCREEN_H, bpp, flags); if(!screen) { fprintf(stderr, "Failed to open screen!\n"); exit(-1); } SDL_WM_SetCaption("Ballfield", "Ballfield"); if(flags & SDL_FULLSCREEN) SDL_ShowCursor(0); balls = ballfield_init(); if(!balls) { fprintf(stderr, "Failed to create ballfield!\n"); exit(-1); } /* * Load and prepare balls... */ balls->use_alpha = alpha; if( ballfield_load_gfx(balls, "blueball.png", 0) || ballfield_load_gfx(balls, "redball.png", 1) ) { fprintf(stderr, "Could not load balls!\n"); exit(-1); } /* * Load background image */ temp_image = IMG_Load("redbluestars.png"); if(!temp_image) { fprintf(stderr, "Could not load background!\n"); exit(-1); } back = SDL_DisplayFormat(temp_image); SDL_FreeSurface(temp_image); /* * Load logo */ temp_image = SDL_LoadBMP("logo.bmp"); if(!temp_image) { fprintf(stderr, "Could not load logo!\n"); exit(-1); } SDL_SetColorKey(temp_image, SDL_SRCCOLORKEY|SDL_RLEACCEL, SDL_MapRGB(temp_image->format, 255, 0, 255)); logo = SDL_DisplayFormat(temp_image); SDL_FreeSurface(temp_image); /* * Load font */ temp_image = SDL_LoadBMP("font7x10.bmp"); if(!temp_image) { fprintf(stderr, "Could not load font!\n"); exit(-1); } SDL_SetColorKey(temp_image, SDL_SRCCOLORKEY|SDL_RLEACCEL, SDL_MapRGB(temp_image->format, 255, 0, 255)); font = SDL_DisplayFormat(temp_image); SDL_FreeSurface(temp_image); last_avg_tick = last_tick = SDL_GetTicks(); while(1) { SDL_Rect r; if(SDL_PollEvent(&event) > 0) { if(event.type == SDL_MOUSEBUTTONDOWN) break; if(event.type & (SDL_KEYUP | SDL_KEYDOWN)) { Uint8 *keys = SDL_GetKeyState(&i); if(keys[SDLK_ESCAPE]) break; } } /* Timing */ tick = SDL_GetTicks(); dt = (tick - last_tick) * 0.001f; last_tick = tick; /* Background image */ tiled_back(back, screen, x_offs>>11, y_offs>>11); /* Ballfield */ ballfield_render(balls, screen); /* Logo */ r.x = 2; r.y = 2; SDL_BlitSurface(logo, NULL, screen, &r); /* FPS counter */ if(tick > fps_start + 500) { fps = (float)fps_count * 1000.0 / (tick - fps_start); fps_count = 0; fps_start = tick; } print_num(screen, font, screen->w-37, screen->h-12, fps); ++fps_count; SDL_Flip(screen); /* Animate */ x_speed = 500.0 * sin(t * 0.37); y_speed = 500.0 * sin(t * 0.53); z_speed = 400.0 * sin(t * 0.21); ballfield_move(balls, x_speed, y_speed, z_speed); x_offs -= x_speed; y_offs -= y_speed; t += dt; } ballfield_free(balls); SDL_FreeSurface(back); SDL_FreeSurface(logo); SDL_FreeSurface(font); exit(0);}
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -