In this section, we will examine a program that allows you to move a 20-pixel ball up, down, left, right, left up, right up, left down and right down in a map that is 4 times the size of the main window area and is created using different images in a texture, according to values read from a file, by moving it with the arrow keys in the up, down, left, right, left up, right up, left down and right down directions, transferring the main window-sized part of the map to the main window depending on the coordinates of the ball, and allows you to move around the map, and the ball cannot move in the squares drawn in dark colors.
When the program runs, the following operations are performed in addition to the basic operations:
struct objects { float x; float y; float width; float height; float vel_x; float vel_y; } ball;
#include <stdio.h>
#include <stdlib.h>
#include <SDL3/SDL.h>
#include <SDL3_image/SDL_image.h>
#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_ball = NULL; // Texture variable
SDL_Texture *texture_tile = NULL; // Texture variable
SDL_Renderer *renderer = NULL; // Renderer variable
unsigned int last_frame_time; // Last frame time
int move_size; // Movement size
SDL_FRect camera; // Camera
int map_width; // Map width
int map_height; // Map height
int tiles[192]; // Tiles array
int tile_width; // Tile width
int tile_height; // Tile height
int total_tiles; // Total number of tiles
int tile_active; // Active tile
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
bool get_set_tiles(int mode);
bool intersect_wall(void);
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();
// Main loop
while (is_running) {
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;
}
// Load image to texture
void load_img(void)
{
// Loading image to texture
texture_ball = IMG_LoadTexture(renderer, "ball.png");
if(texture_ball == NULL) {
SDL_Log("IMG_LoadTexture error: %s\n", SDL_GetError());
}
// Loading tile image to texture
texture_tile = IMG_LoadTexture(renderer, "tiles.png");
if(texture_tile == NULL) {
SDL_Log("IMG_LoadTexture error: %s\n", SDL_GetError());
}
}
// Initialization function that runs only once at the beginning of the program
void init_vars(void)
{
last_frame_time = 0;
move_size = 300;
camera.x = 0.00;
camera.y = 0.00;
camera.w = WINDOW_WIDTH;
camera.h = WINDOW_HEIGHT;
map_width = 1280;
map_height = 960;
tile_width = 80;
tile_height = 80;
total_tiles = 192;
tile_active = -1;
ball.x = 0;
ball.y = 0;
ball.width = 20;
ball.height = 20;
ball.vel_x = 0;
ball.vel_y = 0;
// Load tile map
if(!get_set_tiles(1)) {
SDL_Log("Failed to load tile set!\n");
}
}
// 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;
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_1: tiles[tile_active] = 0; break;
case SDLK_2: tiles[tile_active] = 1; break;
case SDLK_3: tiles[tile_active] = 2; break;
case SDLK_4: tiles[tile_active] = 3; 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;
}
}
break;
case SDL_EVENT_MOUSE_MOTION:
tile_active = (((int)(event.motion.y+camera.y)/80) * 16) + ((int)(event.motion.x+camera.x)/80);
break;
}
}
}
// Updates objects in the main window
void update_screen(void)
{
// Get the difference between the active time and the previous time of loop in seconds
float time_delta = (SDL_GetTicks() - last_frame_time) / 1000.0;
// Assign the active time to use in the next iteration of the loop
last_frame_time = SDL_GetTicks();
// Calculate moving size
// Multiplication of ball.vel_x and the loop repeat time (delta time) assigned to move_x variable.
float move_x = ball.vel_x * time_delta;
// 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 map width
// ball.x gets its previous value.
if((ball.x<0) || (ball.x + ball.width > map_width) || intersect_wall()) {
ball.x -= move_x;
}
// Multiplication of ball.vel_y and the loop repeat time (delta time), assigned to move_y variable.
float move_y = ball.vel_y * time_delta;
// 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 map height
// ball.y gets its previous value.
if((ball.y < 0) || (ball.y + ball.height > map_height) || intersect_wall()) {
ball.y -= move_y;
}
// Center camera on ball
camera.x = (ball.x + ball.width/2) - WINDOW_WIDTH/2;
camera.y = (ball.y + ball.height/2) - WINDOW_HEIGHT/2;
// Protect camera limits
if(camera.x < 0) {
camera.x = 0;
}
if(camera.y < 0) {
camera.y = 0;
}
if(camera.x > map_width - camera.w) {
camera.x = map_width - camera.w;
}
if(camera.y > map_height - camera.h) {
camera.y = map_height - camera.h;
}
char cdizi[100];
sprintf(cdizi, "ball.x: %.2f ball.y: %.2f camera x: %.2f y: %.2f diff x: %.2f y: %.2f",
ball.x, ball.y, camera.x, camera.y, ball.x-camera.x, ball.y-camera.y);
SDL_SetWindowTitle(window, cdizi);
}
// 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.
const SDL_Rect a = { camera.x, camera.y, camera.w, camera.h }; // SDL_FRect camera = { 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT };
// Drawing main window rectangles
for(int i=0; i<total_tiles; i++) {
const SDL_Rect b = { (i%16)*80, (i/16)*80, 80, 80 };
const SDL_FRect frect_src = { (float) tiles[i]*80, (float) 0, (float) 80, (float) 80 };
if(SDL_HasRectIntersection(&a, &b)) {
const SDL_FRect frect_dst = { (float) b.x - camera.x, (float) b.y - camera.y, (float) 80, (float) 80 };
SDL_RenderTexture(renderer, texture_tile, &frect_src, &frect_dst);
if(i==tile_active) {
SDL_SetRenderDrawColor(renderer, 255, 120, 0, 255);
SDL_RenderRect(renderer, &frect_dst);
}
}
}
SDL_FRect rect_dst = { WINDOW_WIDTH-(WINDOW_WIDTH/4) - 30, 30, WINDOW_WIDTH/4, WINDOW_HEIGHT/4 };
// Drawing view window rectangles
for(int i=0; i<total_tiles; i++) {
const SDL_FRect frect_src = { (float) tiles[i]*80, (float) 0, (float) 80, (float) 80 };
const SDL_FRect frect_dst = { (float) rect_dst.x + ((i%16)*10), (float) rect_dst.y + ((i/16)*10), (float) 10, (float) 10 };
SDL_RenderTexture(renderer, texture_tile, &frect_src, &frect_dst);
}
SDL_SetRenderDrawColor(renderer, 180, 180, 180, 255);
SDL_RenderRect(renderer, &rect_dst);
// View window camera rectangle
float rate = map_width/(WINDOW_WIDTH/4);
rect_dst.x = 450 + (camera.x/rate);
rect_dst.y = 30 + (camera.y/rate);
rect_dst.w = WINDOW_WIDTH/rate;
rect_dst.h = WINDOW_HEIGHT/rate;
SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);
SDL_RenderRect(renderer, &rect_dst);
// View window camera ball
rect_dst.x = 450 + (ball.x/rate);
rect_dst.y = 30 + (ball.y/rate);
rect_dst.w = 3;
rect_dst.h = 3;
SDL_RenderFillRect(renderer, &rect_dst);
rect_dst.x = ball.x-camera.x;
rect_dst.y = ball.y-camera.y;
rect_dst.w = 20;
rect_dst.h = 20;
SDL_RenderTexture(renderer, texture_ball, 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
}
// Destroy Renderer and SDL window, exit from SDL3
void destroy_window(void)
{
get_set_tiles(2);
SDL_DestroyTexture(texture_ball);
SDL_DestroyTexture(texture_tile);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
}
bool get_set_tiles(int mode)
{
int rows = 12;
int cols = 16;
int id1, id2, id3;
const char *filename = "tile.bin";
// Memory allocation for 2D array
int **array = (int **) malloc(rows * sizeof(int *));
for (id1=0; id1<rows; id1++) {
array[id1] = (int *) malloc(cols * sizeof(int));
}
FILE *file = fopen(filename, mode==1 ? "rb" : "wb");
if(file == NULL) {
SDL_Log("Failed to open tile set file!\n");
for (id1=0; id1<rows; id1++) {
free(array[id1]);
}
free(array);
return false;
}
for (id1=0; id1<rows; id1++) {
for (id2=0; id2<cols; id2++) {
if(mode==1) {
if(fread(&array[id1][id2], sizeof(int), 1, file) != 1) {
SDL_Log("Failed to read tile set!\n");
fclose(file);
for (id3=0; id3<rows; id3++) {
free(array[id3]);
}
free(array);
return false;
}
// Initialize the tiles
tiles[(id1*cols)+id2] = array[id1][id2];
}
else {
// Set tiles
array[id1][id2] = tiles[(id1*cols)+id2];
if(fwrite(&array[id1][id2], sizeof(int), 1, file) != 1) {
SDL_Log("Failed to write tile set!\n");
fclose(file);
for (id3=0; id3<rows; id3++) {
free(array[id3]);
}
free(array);
return false;
}
}
}
}
fclose(file);
// Free allocated memory
for (int id1= 0; id1<rows; id1++) {
free(array[id1]);
}
free(array);
return true;
}
bool intersect_wall(void)
{
const SDL_Rect a = { ball.x, ball.y, ball.width, ball.height };
// Check all tiles
for(int i = 0; i < total_tiles; i++) {
// If the tile is a wall type
if(tiles[i]==3) {
// If the ball touches the wall tile
const SDL_Rect b = { (i%16)*80, (i/16)*80, 80, 80 };
if(SDL_HasRectIntersection(&a, &b)) {
return true;
}
}
}
return false;
}