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main.c
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#include <stdio.h>
#include <time.h>
#include <SDL2/SDL.h>
#include "SDL_Error.h"
#include "SDL_Texture.h"
#include "ground_pipes.h"
#include "move_bird.h"
#include "gui.h"
const int SCREEN_WIDTH = 1000;
const int SCREEN_HEIGHT = 600;
const int BIRD_WIDTH = 64;
const int BIRD_HEIGHT = 45;
const int PIPE_WIDTH = 75;
const int FPS = 60;
int point = 0;
SDL_Renderer *renderer = NULL;
SDL_Texture *bird_wup = NULL;
SDL_Texture *bird_wdown = NULL;
SDL_Texture *background = NULL;
SDL_Texture *ground = NULL;
SDL_Window *window = NULL;
SDL_Texture *pipe = NULL;
int background_i;
int angle = -30;
int pipes[6][2] = {
{1000, -1400},
{1200, -300},
{1400, -360},
{1600, -420},
{1800, -480},
{2000, -550}
};
int ground_x = 0;
uint32_t lastTime;
uint32_t currentTime;
uint32_t deltaTime;
int framesSinceStart = 0;
unsigned long delay;
struct timespec time_delay;
int main(int argc, char *argv[])
{
if (SDL_Init(SDL_INIT_VIDEO) != 0)
SDL_ErrorExit("SDL_Init error");
window = SDL_CreateWindow("openFLAP",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
SCREEN_WIDTH,
SCREEN_HEIGHT,
SDL_WINDOW_SHOWN);
if (window == NULL)
SDL_ErrorExit("Could not create window");
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
if (renderer == NULL)
SDL_ErrorExit("Coud not create renderer");
bird_wup = loadTexture("resources/flappy-bird-up.png", renderer);
bird_wdown = loadTexture("resources/flappy-bird-down.png", renderer);
background = loadTexture("resources/background.png", renderer);
ground = loadTexture("resources/ground.png", renderer);
pipe = loadTexture("resources/pipes.png", renderer);
SDL_RenderClear(renderer);
render_background(renderer);
move_world(renderer);
renderTexture(bird_wup, renderer, 0, 0);
SDL_RenderPresent(renderer);
init_gui();
SDL_Event e;
int running = 1;
int x = 150;
int old_y = 0;
int new_y = 0;
SDL_Rect bird;
bird.w = BIRD_WIDTH;
bird.h = BIRD_HEIGHT;
bird.x = x;
bird.y = new_y;
int distance_fdown = 0;
lastTime = SDL_GetTicks();
uint32_t startTime = SDL_GetTicks();
delay = 1000000000/FPS;
time_delay.tv_sec = 0;
time_delay.tv_nsec = delay;
while (running == 1) {
while (SDL_PollEvent(&e)) {
switch (e.type) {
case SDL_QUIT:
printf("got signal to end\n");
running = 0;
break;
case SDL_KEYDOWN:
new_y = old_y - 75;
distance_fdown = 0;
angle = -30;
break;
}
}
if (old_y != new_y) {
SDL_RenderClear(renderer);
running = move_bird_up(old_y, new_y, x, 200, bird_wdown, bird);
old_y = new_y;
bird.y = new_y;
} else if (bird_collided(bird, 550) == 0){
SDL_RenderClear(renderer);
render_background(renderer);
move_world(renderer);
render_gui();
new_y += (60.0 / FPS) * (distance_fdown * 0.35);
bird.y = new_y;
SDL_RenderCopyEx(renderer, bird_wup, NULL, &bird, angle,
NULL, SDL_FLIP_NONE);
SDL_RenderPresent(renderer);
currentTime = SDL_GetTicks();
deltaTime = currentTime - lastTime;
time_delay.tv_nsec -= deltaTime * 1000000;
nanosleep(&time_delay, NULL);
time_delay.tv_nsec = delay;
framesSinceStart++;
old_y = new_y;
if (angle < 90 && distance_fdown != 0) {
angle += 60.0 / FPS *4.5;
distance_fdown += 60.0 / FPS;
} else if (angle == -30){
distance_fdown += 60.0 / FPS;
}
} else {
running = 0;
}
lastTime = SDL_GetTicks();
}
uint32_t endTime = SDL_GetTicks();
float seconds = (endTime - startTime) / 1000.0;
float avg_fps = framesSinceStart / seconds;
printf("score: %d\n", point);
printf("%d frames in %f seconds\n", framesSinceStart, seconds);
printf("avg. FPS: %f\n", avg_fps);
exit(EXIT_SUCCESS);
SDL_DestroyTexture(bird_wdown);
SDL_DestroyTexture(bird_wup);
SDL_DestroyTexture(background);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}