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SDL Game Programming

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Ana sayfa > Oyun programlama > SDL3 programming > Motion with fixed FPS

Motion with fixed FPS

In this section, we will examine a program that moves a ball in the main window with the arrow keys using a texture created from a .png image file and controls the ball's movement speed using the Fixed Frame Rate (FPS) method.

When the program runs, in addition to the basic operations, the following operations are performed:

  1. At the beginning of the program, the following global variables are first defined:
    • unsigned int time_start: Program start time
    • unsigned int time_start_fps: Program while loop time
    • int frame_no: Program while loop repeat count
    • bool fps_fixed: Whether the Fixed FPS feature is active or not checks if it is not.
    • int fps: FPS limit value
    • int move_size: Movement size
    • A variable named ball is defined from the following structure data type:
      struct objects {
        float x;
        float y;
        float width;
        float height;
        float vel_x;
        float vel_y;
      } ball;
      
  2. The init_vars() function assigns initial values ​​to global variables.
  3. In the load_img() function, an image file for the ball is loaded into the texture variable with the IMG_LoadTexture() function.
  4. In the main() function, 0 is assigned to the frame_no variable and the program start time is assigned to the time_start variable with the SDL_GetTicks() function.
  5. At the beginning of the while loop, the active time value is retrieved with the SDL_GetTicks() function and assigned to the time_start_fps variable.
  6. In the process_event() function,
    • When the arrow keys are pressed, the move_size variable value in the direction indicated by the arrow is added to the ball.vel_x or ball.vel_y variable, which has a value of 0. Thus, movement is achieved.
    • When the arrow keys are released, the movement size variable value called move_size in the direction indicated by the arrow is subtracted from the ball.vel_x or ball.vel_y variables, and the value of these variables is equalized to 0. Thus, the movement ends.
    • When the F key is pressed, if the fixed FPS process is active, it becomes passive, if it is passive, it becomes active.
    • When the PageUp key is pressed, if the fps value is less than 100, the fps variable value is increased by 1.
    • When the PageDown key is pressed, if the fps value is greater than 10, the fps variable value is decreased by 1.
    • When the F, PageUp and PageDown keys are released, the frame_no variable value becomes 0 and the time_start value becomes the active time value.
  7. In update_screen() function,
    • The ball.vel_x variable value is assigned to the move_x variable
    • The ball.x value is incremented by the move_x value.
    • If ball.x is less than 0 or the sum of ball.x and ball.width is greater than the width of the window, ball.x takes its previous value.
    • The ball.vel_y variable value is assigned to the move_y variable
    • The ball.y value is incremented by the move_y value.
    • If ball.y is less than 0 or the sum of ball.y and ball.height is greater than the height of the window, ball.y takes its previous value.
  8. Inside the draw_screen() function,
    • The ball is displayed in its position in the main window with the SDL_RenderTexture() function.
    • The time elapsed since the program started (in milliseconds) ) is assigned to the time_elapsed variable. When the V key is pressed, this value is reset.
    • The time_elapsed variable is used to obtain minute, second and millisecond values ​​for the time counter.
    • The number of times the while loop is repeated is divided by the seconds of the elapsed time, and the number of times the loop repeats in one second (average number of frames) is found, and this value is assigned to the float avg_fps variable.
    • The time to be elapsed for one frame is calculated by dividing the value of 1000 by the fps variable value and assigned to the fpms variable.
    • The difference between the start time of the last iteration of the while loop and the active time value is taken, the elapsed time value is calculated and assigned to the time_passed_ms variable.
    • If the fixed FPS method is active (fps_fixed variable is true) and the time_passed_ms variable value is less than the fpms variable value, the program execution is delayed by the difference of the two variables with the SDL_Delay() function.
    • Time counter values, frame count, FPS value, Vsync method activity status and ball x and y coordinate information are written to the main window title.
    • frame_no value is increased by 1.

main.c file content will be as follows:


#include <stdio.h>
#include <SDL3/SDL.h>
#include <SDL3_image/SDL_image.h>

// Window width and height
#define WINDOW_WIDTH 640
#define WINDOW_HEIGHT 480

// Global variables
int is_running = false;        // Variable that controls the execution of the main loop of the program
SDL_Window *window = NULL;     // Main window variable
SDL_Texture *texture = NULL;   // Texture variable
SDL_Renderer *renderer = NULL; // Renderer variable

unsigned int time_start;       // Program start time
unsigned int time_start_fps;   // Program while loop time
int frame_no;                  // while loop iteration number (frame)
bool fps_fixed;                // Controls whether Fixed FPS is enabled
int fps;                       // Frame Per Second (FPS) to fix
int move_size;                 // Movement size

// Struct declaration
struct objects {
    float x;
    float y;
    float width;
    float height;
    float vel_x;
    float vel_y;
} ball;

// Function prototypes
int init_window(void);         // Create window and renderer
void init_vars(void);          // Initialize variables
void load_img(void);           // Load image to texture
void process_event(void);      // Process events
void update_screen();          // Update values
void draw_screen(void);        // Draw screen
void destroy_window(void);     // Destroy window

int main(int argc, char* argv[])
{
    // Create window and renderer
    is_running = init_window();

    // Initialize variables
    init_vars();

    // Load .png file to texture
    load_img();

    frame_no = 0;
    time_start = SDL_GetTicks();        // Get program start time

    // Main loop
    while (is_running) {
       time_start_fps = SDL_GetTicks(); // Get time for while loop iteration start
       process_event();                 // Processing SDL events (Here keyboard inputs)
       update_screen();                 // Updating variables
       draw_screen();                   // Drawing objects on the window (Rendering)
    }

    // Destroy renderer and SDL window
    destroy_window();

    return 0;
}

// Create window and renderer
int init_window(void)
{
    // Initialize the SDL library.
    if(SDL_Init(SDL_INIT_VIDEO) == false) {
       SDL_Log("SDL init error: %s\n", SDL_GetError());
       return false;
    }

    // Create a window and a 2D rendering context for the window.
    if(!SDL_CreateWindowAndRenderer("SDL3 window", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
       return false;
    }

    return true;
}

// Initialization function that runs only once at the beginning of the program
void init_vars(void)
{
    time_start = 0;
    time_start_fps = 0;
    frame_no = 0;
    fps = 30;
    fps_fixed = false;
    move_size = 10;

    ball.x = 0;
    ball.y = 0;
    ball.width = 20;
    ball.height = 20;
    ball.vel_x = 0;
    ball.vel_y = 0;
}

// Load image to texture
void load_img(void)
{
    // Loading image to texture
    texture = IMG_LoadTexture(renderer, "ball.png");

	if(texture == NULL) {
       SDL_Log("IMG_LoadTexture error: %s\n", SDL_GetError());
	}
}

// Function to control SDL events and process keyboard inputs
void process_event(void)
{
    SDL_Event event;

    // Creating a loop to process user inputs
    while (SDL_PollEvent(&event)) {
       switch (event.type) {
          case SDL_EVENT_QUIT: // Logout action by the user (x button at the top right of the window)
               is_running = false; // Terminates the execution of the program main loop.
               break;

          case SDL_EVENT_KEY_DOWN: // Key pressed.
               if(event.key.repeat == 0) {
                  switch(event.key.key) {
                     case SDLK_UP: ball.vel_y -= move_size; break;
                     case SDLK_DOWN: ball.vel_y += move_size; break;
                     case SDLK_LEFT: ball.vel_x -= move_size; break;
                     case SDLK_RIGHT: ball.vel_x += move_size; break;
                     case SDLK_F:        // Enable Fixed Frame Rate (FPS)
                          fps_fixed = !fps_fixed;
                          break;
                     case SDLK_PAGEUP:   // Increase fixed fps limit by 1
                          if(fps<100) fps++;
                          break;
                     case SDLK_PAGEDOWN: // Decrease fixed fps limit by 1
                          if(fps>10) fps--;
                          break;
                     case SDLK_ESCAPE: is_running = false; break;
                  }
               }
               break;

          case SDL_EVENT_KEY_UP: // Key released.
               if(event.key.repeat == 0) {
                  switch(event.key.key) {
                     case SDLK_UP: ball.vel_y += move_size; break;
                     case SDLK_DOWN: ball.vel_y -= move_size; break;
                     case SDLK_LEFT: ball.vel_x += move_size; break;
                     case SDLK_RIGHT: ball.vel_x -= move_size; break;
                     case SDLK_F:
                     case SDLK_PAGEUP:
                     case SDLK_PAGEDOWN:
                          frame_no = 0;
                          time_start = SDL_GetTicks();
                          break;
                  }
               }
               break;
       }
    }
}

// Updates objects in the main window
void update_screen(void)
{
    // Calculate moving size
    // ball.vel_x assigned to move_x variable.
    float move_x = ball.vel_x;

    // Ball x coordinate increased by move_x
    ball.x += move_x;
    // If ball.x is lower than 0 or, sum of ball.x and ball.width is greater than windows width
    // ball.x gets its previous value.
    if((ball.x<0) || (ball.x + ball.width > WINDOW_WIDTH)) {
	   ball.x -= move_x;
    }

    // ball.vel_y assigned to move_y variable.
    float move_y = ball.vel_y;

    // Ball y coordinate increased by move_y
    ball.y += move_y;
    // If ball.yx is lower than 0 or, sum of ball.y and ball.height is greater than windows height
    // ball.y gets its previous value.
    if((ball.y<0) || (ball.y + ball.height > WINDOW_HEIGHT)) {
       ball.y -= move_y;
    }
}

// Render function used to draw game objects in the main window
void draw_screen(void)
{
    SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); // Set the color used for drawing operations.
    SDL_RenderClear(renderer); // Clear the current rendering target with the drawing color.

    SDL_FRect rect_dst = { ball.x, ball.y, 20, 20 };
    // Load texture content to main window
	SDL_RenderTexture(renderer, texture, NULL, &rect_dst);

    // Loading all objects drawn one by one to the back buffer to the front buffer at once and loading them onto the screen
    // This process prevents each drawn object from being displayed on the screen one by one.
    SDL_RenderPresent(renderer); // Update on screen all operations performed since the previous call

    // The time elapsed since the start of the program in milliseconds
    // It is reset when the 0, 1, 2, 3, PageUp and PageDown keys are pressed.
    unsigned int time_elapsed = SDL_GetTicks()-time_start;

    int milliseconds = time_elapsed;   // The elapsed time in milliseconds
    int seconds = milliseconds / 1000; // The elapsed time in seconds
    milliseconds %= 1000;              // The millisecond part of the counter
    int minutes = seconds / 60;        // The elapsed time in minutes
    seconds %= 60;                     // The second part of the counter
    minutes %= 60;                     // The minute part of the counter

    // Calculating FPS
    // The number of times the while loop repeats is divided by the seconds value of the elapsed time,
    // The number of times the loop repeats in a second (average number of frames) is found.
    float avg_fps = frame_no / (time_elapsed / 1000.f);

    // fpms = 16.66 (miliseconds allocated for 1 frame (one iteration of the while loop))
    // time_start_fps value is reset at the beginning of each iteration of the while loop.
    // The time elapsed since the beginning of the last while loop execution (miliseconds) - time_start_fps = SDL_GetTicks()
    float fpms = (float) 1000 / fps;
    int time_passed_ms = SDL_GetTicks() - time_start_fps;

    if(fps_fixed) {
       if(time_passed_ms < fpms) { // 16.66
          // Wait until the elapsed time reaches 16.66
          SDL_Delay(fpms - time_passed_ms);
       }
    }

    char cdizi[200];
    sprintf(cdizi, "%.2d:%.2d:%.4d - Frame: %d - FPS: %.2f - Fixed FPS: %s - x: %.2f y: %.2f",
                 minutes, seconds, milliseconds, frame_no, avg_fps, fps_fixed ? "On" : "Off",
                 ball.x, ball.y);
    SDL_SetWindowTitle(window, cdizi);

    frame_no++;
}

// Destroy Renderer and SDL window, exit from SDL3
void destroy_window(void)
{
    SDL_DestroyTexture(texture);
    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);
    SDL_Quit();
}