draw function added
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parent
6b2517604e
commit
808fd83e6e
2 changed files with 88 additions and 38 deletions
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@ -1,7 +1,11 @@
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<<<<<<< HEAD
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#pragma once
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=======
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>>>>>>> 8e3d2ca (add game structure)
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=======
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#pragma once
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>>>>>>> 08f4a9f (draw function added)
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#include <stdbool.h>
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#define MAX_UNITS 100
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@ -76,6 +80,7 @@ typedef struct Map {
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int mapWidth;
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int mapHeight;
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<<<<<<< HEAD
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int tileData[MAP_SIZE][MAP_SIZE]; // 2D array for map tile indices
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=======
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@ -84,6 +89,9 @@ typedef struct Map {
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=======
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int tileData[MAP_SIZE][MAP_SIZE]; // Assuming 2D array for resource coordinates
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>>>>>>> 0125c62 (update gamestructure)
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=======
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int tileData[MAP_SIZE][MAP_SIZE]; // 2D array for map tile indices
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>>>>>>> 08f4a9f (draw function added)
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int playerStartingPositions[MAX_PLAYERS][2]; // [x, y] coordinates for each player
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int resourceLocations[MAX_RESOURCES][2]; // [x, y] coordinates for each resource
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} Map;
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72
src/main.c
72
src/main.c
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@ -1,25 +1,68 @@
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#include <SDL2/SDL.h>
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#include <stdbool.h>
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#include "data.h"
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const int SCREEN_WIDTH = 800;
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const int SCREEN_HEIGHT = 600;
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int main(int argc, char* argv[]) {
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// Initialize SDL
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SDL_Init(SDL_INIT_VIDEO);
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// Function to draw the game data onto the screen
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void drawGameData(SDL_Renderer *renderer, const GameData *gameData, SDL_Texture *tileTexture, SDL_Texture *unitTexture, SDL_Texture *buildingTexture) {
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// Clear the screen
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_RenderClear(renderer);
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// Create a window
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// Draw the map tiles
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for (int i = 0; i < gameData->currentMap.mapWidth; i++) {
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for (int j = 0; j < gameData->currentMap.mapHeight; j++) {
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int tileIndex = gameData->currentMap.tileData[i][j];
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// Calculate destination rectangle for the tile
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SDL_Rect destRect = {i * TILE_SIZE, j * TILE_SIZE, TILE_SIZE, TILE_SIZE};
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// Render the tile texture
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SDL_RenderCopy(renderer, tileTexture, NULL, &destRect);
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}
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}
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// Draw units
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for (int i = 0; i < MAX_UNITS; i++) {
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// Check if the unit exists (you may have a different condition)
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if (gameData->units[i].unitID != -1) {
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// Calculate destination rectangle for the unit
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SDL_Rect destRect = {gameData->units[i].x, gameData->units[i].y, TILE_SIZE, TILE_SIZE};
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// Render the unit texture
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SDL_RenderCopy(renderer, unitTexture, NULL, &destRect);
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}
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}
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// Draw buildings
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for (int i = 0; i < MAX_BUILDINGS; i++) {
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// Check if the building exists (you may have a different condition)
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if (gameData->buildings[i].buildingID != -1) {
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// Calculate destination rectangle for the building
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SDL_Rect destRect = {gameData->buildings[i].x, gameData->buildings[i].y, TILE_SIZE, TILE_SIZE};
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// Render the building texture
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SDL_RenderCopy(renderer, buildingTexture, NULL, &destRect);
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}
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}
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// Present the rendered frame
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SDL_RenderPresent(renderer);
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}
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int main(int argc, char* argv[]) {
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SDL_Init(SDL_INIT_VIDEO);
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SDL_Window* window = SDL_CreateWindow("RTS Game", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
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SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
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// Create a renderer
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SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
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// Main loop flag
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bool quit = false;
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SDL_Event event;
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bool quit = false;
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SDL_Event event;
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while (!quit) {
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while (!quit) {
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// Event handling
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while (SDL_PollEvent(&event) != 0) {
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if (event.type == SDL_QUIT) {
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@ -43,13 +86,12 @@ while (!quit) {
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// Cap the frame rate
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SDL_Delay(16); // Cap to approximately 60 frames per second
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}
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// Clean up and exit
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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}
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// Clean up and exit
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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// Destroy window and renderer
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SDL_DestroyRenderer(renderer);
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