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Game.c
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#include <stdio.h>
#include <SFML/Graphics.h>
#include "Game.h"
#include "Animation.h"
Animation* anim;
static sfEvent event;
void GameLoad()
{
anim = AnimationCreate((sfVector2u) { 96, 125 }, 4);
AnimationSetSpriteSheet(
anim,
"Assets/Images/SpriteSheet.png",
"horizontal",
NULL,
NULL);
AnimationPlay(anim, DEFAULT | LOOPED);
AnimationSetFramerate(anim, 8);
AnimationMove(anim, (sfVector2f) { 256 / 2, 256 / 2 });
}
static void GameEvents(sfRenderWindow* _window)
{
// polling for event
while (sfRenderWindow_pollEvent(_window, &event))
{
switch (event.type)
{
// key pressed
case sfEvtKeyPressed:
switch (event.key.code)
{
case sfKeyEnter:
AnimationStop(anim);
break;
case sfKeySpace:
if (AnimationIsPlaying(anim))
{
AnimationPause(anim);
}
else
{
AnimationPlay(anim, AnimationGetState(anim));
}
break;
// backspace reverse animation
case sfKeyBackspace:
if (AnimationIsPlaying(anim))
{
AnimationStop(anim);
AnimationPlay(anim, REVERSED | LOOPED);
}
else
{
AnimationStop(anim);
AnimationPlay(anim, DEFAULT | LOOPED);
}// arrow keys flip animation
break;
case sfKeyUp:
// add to FLIP_Y state
AnimationSetState(anim, AnimationGetState(anim) | FLIP_Y);
break;
case sfKeyDown:
// remove FLIP_Y state
AnimationSetState(anim, AnimationGetState(anim) & ~FLIP_Y);
break;
case sfKeyRight:
// add to FLIP_X state
AnimationSetState(anim, AnimationGetState(anim) | FLIP_X);
break;
case sfKeyLeft:
// remove FLIP_X state
AnimationSetState(anim, AnimationGetState(anim) & ~FLIP_X);
default:
break;
}
break;
// window closed
case sfEvtClosed:
sfRenderWindow_close(_window);
break;
default:
break;
}
}
}
void GameUpdate(float _dt, sfRenderWindow* _window)
{
GameEvents(_window);
AnimationUpdate(anim, _dt);
}
void GameDraw(sfRenderWindow* _window)
{
AnimationDraw(_window, anim, NULL);
}
void GameDestroy()
{
AnimationDestroy(anim);
}