I am self learning SDL, OpenGL etc with C++. Tutorials online have helped me create a box that move around the screen and a ledge that the box can not pass through...
I haven't been successful in finding a tutorial that explains and shows you how to make the box jump or hop around. Ideally i want my box to move along and jump up onto the ledge similar to old school mario.
I'm not sure if this can be done with SDL?
I'm guessing something needs to be added to make the box return to ground level after the up is pressed...
I have experimented with the up
/down
keys and tried to make the box return to the ground after its pressed but it didn't work.
I've tried setting the box to the ground but then the up key doesn't work.
I've also tried once up has been pressed and the box has moved to make the box go down by the same distance...
I kind of get how it needs to be implemented (i think), i just dont know enough C++ to write it or if it can even be done.
Currently i can move left or right and up, but he stays floating in the air :(
Here is my code:
#include "SDL.h"
#include "SDL_image.h"
#include <string>
const int SCREEN_WIDTH = 480;
const int SCREEN_HEIGHT = 480;
const int SCREEN_BPP = 32;
const int FRAMES_PER_SECOND = 20;
const int SQUARE_WIDTH = 20;
const int SQUARE_HEIGHT = 20;
SDL_Surface *square = NULL;
SDL_Surface *screen = NULL;
SDL_Event event;
SDL_Rect wall;
class Square{
private:
SDL_Rect box;
int xVel, yVel;
public:
Square();
void handle_input();
void move();
void show();};
class Timer{
private:
int startTicks;
int pausedTicks;
bool paused;
bool started;
public:
Timer();
void start();
void stop();
void pause();
void unpause();
int get_ticks();
bool is_started();
bool is_paused();};
SDL_Surface *load_image( std::string filename ){
SDL_Surface* loadedImage = NULL;
SDL_Surface* optimizedImage = NULL;
loadedImage = IMG_Load( filename.c_str() );
if( loadedImage != NULL )
{
optimizedImage = SDL_DisplayFormat( loadedImage );
SDL_FreeSurface( loadedImage );
if( optimizedImage != NULL )
{
SDL_SetColorKey( optimizedImage, SDL_SRCCOLORKEY, SDL_MapRGB( optimizedImage->format, 237, 145, 33 ) );//optimizedImage->format, 0, 0xFF, 0xFF
}
}
return optimizedImage;}
void apply_surface( int x, int y, SDL_Surface* source, SDL_Surface* destination, SDL_Rect* clip = NULL ){
SDL_Rect offset;
offset.x = x;
offset.y = y;
SDL_BlitSurface( source, clip, destination, &offset );}
bool check_collision( SDL_Rect A, SDL_Rect B ){
int leftA, leftB;
int rightA, rightB;
int topA, topB;
int bottomA, bottomB;
leftA = A.x;
rightA = A.x + A.w;
topA = A.y;
bottomA = A.y + A.h;
leftB = B.x;
rightB = B.x + B.w;
topB = B.y;
bottomB = B.y + B.h;
if( bottomA <= topB ){return false;}
if( topA >= bottomB ){return false;}
if( rightA <= leftB ){return false;}
if( leftA >= rightB ){return false;}
return true;}
bool init(){
if( SDL_Init( SDL_INIT_EVERYTHING ) == -1 ){return false;}
screen = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_SWSURFACE );
if( screen == NULL ){return false;}
SDL_WM_SetCaption( "Move the Square", NULL );
return true;}
bool load_files(){
square = load_image( "square.bmp" );
if( square == NULL ){return false;}
return true;}
void clean_up(){
SDL_FreeSurface( square );
SDL_Quit();}
Square::Square(){
box.x = 50;
box.y = 360;
box.w = SQUARE_WIDTH;
box.h = SQUARE_HEIGHT;
xVel = 0;
yVel = 0;}
void Square::handle_input(){
if( event.type == SDL_KEYDOWN ){
switch( event.key.keysym.sym ){
case SDLK_UP: yVel -= SQUARE_HEIGHT / 2; break;
//case SDLK_DOWN: yVel += SQUARE_HEIGHT / 2; break;
case SDLK_LEFT: xVel -= SQUARE_WIDTH / 2; break;
case SDLK_RIGHT: xVel += SQUARE_WIDTH / 2; break;}}
else if( event.type == SDL_KEYUP ){
switch( event.key.keysym.sym ){
case SDLK_UP: yVel += SQUARE_HEIGHT / 2; break;
//case SDLK_DOWN: yVel -= SQUARE_HEIGHT / 2; break;
case SDLK_LEFT: xVel += SQUARE_WIDTH / 2; break;
case SDLK_RIGHT: xVel -= SQUARE_WIDTH / 2; break;}}}
void Square::move(){
box.x += xVel;
if( ( box.x < 0 ) || ( box.x + SQUARE_WIDTH > SCREEN_WIDTH ) || ( check_collision( box, wall ) ) ){
box.x -= xVel;}
box.y += yVel;
if( ( box.y < 0 ) || ( box.y + SQUARE_HEIGHT > SCREEN_HEIGHT ) || ( check_collision( box, wall ) ) ){
box.y -= yVel;}}
void Square::show(){
apply_surface( box.x, box.y, square, screen );}
Timer::Timer(){
startTicks = 0;
pausedTicks = 0;
paused = false;
started = false;}
void Timer::start(){
started = true;
paused = false;
startTicks = SDL_GetTicks();}
void Timer::stop(){
started = false;
paused = false;}
void Timer::pause(){
if( ( started == true ) && ( paused == false ) ){
paused = true;
pausedTicks = SDL_GetTicks() - startTicks;}}
void Timer::unpause(){
if( paused == true ){
paused = false;
startTicks = SDL_GetTicks() - pausedTicks;
pausedTicks = 0;}}
int Timer::get_ticks(){
if( started == true ){
if( paused == true ){
return pausedTicks;}
else{return SDL_GetTicks() - startTicks;}
}return 0;}
bool Timer::is_started(){return started;}
bool Timer::is_paused(){return paused;}
int main( int argc, char* args[] ){
bool quit = false;
Square mySquare;
Timer fps;
if( init() == false ){return 1;}
if( load_files() == false ){return 1;}
wall.x = 130;
wall.y = 300;
wall.w = 220;
wall.h = 20;
while( quit == false ){
fps.start();
while( SDL_PollEvent( &event ) ){
mySquare.handle_input();
if( event.type == SDL_QUIT ){
quit = true;}}
mySquare.move();
SDL_FillRect( screen, &screen->clip_rect, SDL_MapRGB( screen->format, 1, 1, 1 ) );
SDL_FillRect( screen, &wall, SDL_MapRGB( screen->format, 237, 145, 33 ) );
mySquare.show();
if( SDL_Flip( screen ) == -1 ){return 1;}
if( fps.get_ticks() < 1000 / FRAMES_PER_SECOND ){
SDL_Delay( ( 1000 / FRAMES_PER_SECOND ) - fps.get_ticks() );}}
clean_up();
return 0;}
You need to apply some very basic physics. There are libraries available, but for a simple case like this, only minimal code is required.
You already have xVel and yVel variables. When UP key is pressed, box "jumps" up, you add value to yVel. Gravity is a constant force that affects velocity of the box. Box accelerates downwards. In practice you apply gravity to velocity in every frame in move() function.
yVel -= GRAVITY; // Zero in space, small value on Moon, big value on Jupiter
box.y += yVel;
Notice that when box hits the floor, you reverse the y-velocity. This is fine, but with gravity applied, gravity will accumulate and box ends up bouncing with ridiculous speed. Box should lose "energy" when it bounces, so velocity might be cut to half for example.
Problem in your code is that you are using integer values. Gravity is a weak force, so to make it look real, it should be small value. With integer values, this value might be impossible to find. (Without toying around with fixed point values, but that's an another topic.)
So consider changing xVel and yVel to floats. Of course, also position of box should use floats.
For really elaborate solutions with way more accurate physics and taking frame rate in to account, check: https://gamedev.stackexchange.com/questions/15708/how-can-i-implement-gravity
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