Untitled

 avatar
unknown
c_cpp
a year ago
7.3 kB
8
Indexable
#include <SDL2/SDL.h>
#include <stdbool.h>
#include <SDL2/SDL_image.h>

// Screen dimensions
const int SCREEN_WIDTH = 1200;
const int SCREEN_HEIGHT = 600;

// Player dimensions
const int PLAYER_WIDTH = 50;
const int PLAYER_HEIGHT = 100;

// Player 1 initial position
int player1_x = 100;
int player1_y = SCREEN_HEIGHT - PLAYER_HEIGHT;
int player1_velocity_y = 0;
int player1_remaining_jumps = 2;

// Player 2 initial position
int player2_x = 650;
int player2_y = SCREEN_HEIGHT - PLAYER_HEIGHT;
int player2_velocity_y = 0;
int player2_remaining_jumps = 2;

// Jumping variables
bool player1_jumping = false;
bool player2_jumping = false;
const int JUMP_HEIGHT = 10000;

// Player speeds
const int PLAYER_SPEED = 1;

// Background image
SDL_Texture *backgroundTexture = NULL;

// Initialize SDL and create a window
bool init(SDL_Window **window, SDL_Renderer **renderer)
{
    if (SDL_Init(SDL_INIT_VIDEO) < 0)
    {
        printf("SDL could not initialize! SDL_Error: %s\n", SDL_GetError());
        return false;
    }

    *window = SDL_CreateWindow("Two Players", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
    if (*window == NULL)
    {
        printf("Window could not be created! SDL_Error: %s\n", SDL_GetError());
        return false;
    }

    *renderer = SDL_CreateRenderer(*window, -1, SDL_RENDERER_ACCELERATED);
    if (*renderer == NULL)
    {
        printf("Renderer could not be created! SDL_Error: %s\n", SDL_GetError());
        return false;
    }

    return true;
}

// Load background image
bool loadBackground(SDL_Renderer *renderer)
{
    SDL_Surface *backgroundSurface = IMG_Load("background.jpg");
    if (backgroundSurface == NULL)
    {
        printf("Unable to load background image! SDL_Image Error: %s\n", IMG_GetError());
        return false;
    }

    backgroundTexture = SDL_CreateTextureFromSurface(renderer, backgroundSurface);
    if (backgroundTexture == NULL)
    {
        printf("Unable to create texture from background image! SDL Error: %s\n", SDL_GetError());
        return false;
    }

    SDL_FreeSurface(backgroundSurface);
    return true;
}

// Draw the players and background on the screen
void draw(SDL_Renderer *renderer)
{
    // Clear the screen
    // SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
    SDL_RenderClear(renderer);

    // Draw the background
    SDL_RenderCopy(renderer, backgroundTexture, NULL, NULL);

    // Draw Player 1 (red rectangle)
    SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);
    SDL_Rect player1Rect = {player1_x, player1_y, PLAYER_WIDTH, PLAYER_HEIGHT};
    SDL_RenderFillRect(renderer, &player1Rect);

    // Draw Player 2 (blue rectangle)
    SDL_SetRenderDrawColor(renderer, 0, 0, 255, 255);
    SDL_Rect player2Rect = {player2_x, player2_y, PLAYER_WIDTH, PLAYER_HEIGHT};
    SDL_RenderFillRect(renderer, &player2Rect);

    // Update the screen
    SDL_RenderPresent(renderer);
}

bool checkCollision(int x1, int y1, int x2, int y2, int width, int height)
{
    return (x1 < x2 + width &&
            x1 + PLAYER_WIDTH > x2 &&
            y1 < y2 + height &&
            y1 + PLAYER_HEIGHT > y2);
}

int main(int argc, char *argv[])
{
    SDL_Window *window = NULL;
    SDL_Renderer *renderer = NULL;

    if (!init(&window, &renderer))
    {
        return 1;
    }

    if (!loadBackground(renderer))
    {
        return 1;
    }

    bool quit = false;
    SDL_Event e;

    while (!quit)
    {
        while (SDL_PollEvent(&e) != 0)
        {
            if (e.type == SDL_QUIT)
            {
                quit = true;
            }

            if (e.type == SDL_KEYDOWN)
            {
                // Player 1 jump
                if (e.key.keysym.sym == SDLK_SPACE)
                {
                    if (player1_remaining_jumps > 0)
                    {
                        player1_jumping = true;
                        player1_velocity_y = -20;
                        player1_remaining_jumps--;
                    }
                }

                // Player 2 jump
                if (e.key.keysym.sym == SDLK_UP)
                {
                    if (player2_remaining_jumps > 0)
                    {
                        player2_jumping = true;
                        player2_velocity_y = -20;
                        player2_remaining_jumps--;
                    }
                }
            }
        }

        if (player1_jumping)
        {
            player1_y += player1_velocity_y;
            player1_velocity_y += 1;
            if (player1_y >= SCREEN_HEIGHT - PLAYER_HEIGHT)
            {
                player1_y = SCREEN_HEIGHT - PLAYER_HEIGHT;
                player1_jumping = false;
                player1_remaining_jumps = 2;
            }
        }

        if (player2_jumping)
        {
            player2_y += player2_velocity_y;
            player2_velocity_y += 1;
            if (player2_y >= SCREEN_HEIGHT - PLAYER_HEIGHT)
            {
                player2_y = SCREEN_HEIGHT - PLAYER_HEIGHT;
                player2_jumping = false;
                player2_remaining_jumps = 2;
            }
        }

        while (SDL_PollEvent(&e) != 0)
        {
            if (e.type == SDL_QUIT)
            {
                quit = true;
            }
        }

        const Uint8 *currentKeyStates = SDL_GetKeyboardState(NULL);

        if (checkCollision(player1_x, player1_y, player2_x, player2_y, PLAYER_WIDTH, PLAYER_HEIGHT))
        {
            if (player1_x < player2_x)
            {
                player1_x--;
                player2_x++;
            }
            else
            {
                player1_x++;
                player2_x--;
            }
        }
        else
        {
            // Player 1 movement
            if (currentKeyStates[SDL_SCANCODE_A])
            {
                player1_x -= PLAYER_SPEED;
            }
            if (currentKeyStates[SDL_SCANCODE_D])
            {
                player1_x += PLAYER_SPEED;
            }

            // Player 2 movement
            if (currentKeyStates[SDL_SCANCODE_LEFT])
            {
                player2_x -= PLAYER_SPEED;
            }
            if (currentKeyStates[SDL_SCANCODE_RIGHT])
            {
                player2_x += PLAYER_SPEED;
            }

            // Keep players within the screen boundaries
            if (player1_x < 0)
            {
                player1_x = 0;
            }
            if (player1_x > SCREEN_WIDTH - PLAYER_WIDTH)
            {
                player1_x = SCREEN_WIDTH - PLAYER_WIDTH;
            }

            if (player2_x < 0)
            {
                player2_x = 0;
            }
            if (player2_x > SCREEN_WIDTH - PLAYER_WIDTH)
            {
                player2_x = SCREEN_WIDTH - PLAYER_WIDTH;
            }
        }

        draw(renderer);
    }

    // Cleanup and exit
    SDL_DestroyTexture(backgroundTexture);
    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);
    SDL_Quit();

    return 0;
}
Editor is loading...