• 使用SDL打造游戏世界之入门篇 6



    本例中的源代码如下:

    #include <stdio.h>
    #include <stdlib.h>
    #include "SDL.h"

    void Slock(SDL_Surface *screen)
    {
    if ( SDL_MUSTLOCK(screen) )
    {
    if ( SDL_LockSurface(screen) < 0 )
    {
    return;
    }
    }
    }
    void Sulock(SDL_Surface *screen)
    {
    if ( SDL_MUSTLOCK(screen) )
    {
    SDL_UnlockSurface(screen);
    }
    }
    void DrawPixel(SDL_Surface *screen, int x, int y,
    Uint8 R, Uint8 G, Uint8 B)
    {
    Uint32 color = SDL_MapRGB(screen->format, R, G, B);
    switch (screen->format->BytesPerPixel)
    {
    case 1: // Assuming 8-bpp
    {
    Uint8 *bufp;
    bufp = (Uint8 *)screen->pixels + y*screen->pitch + x;
    *bufp = color;
    }
    break;
    case 2: // Probably 15-bpp or 16-bpp
    {
    Uint16 *bufp;
    bufp = (Uint16 *)screen->pixels + y*screen->pitch/2 + x;
    *bufp = color;
    }
    break;
    case 3: // Slow 24-bpp mode, usually not used
    {
    Uint8 *bufp;
    bufp = (Uint8 *)screen->pixels + y*screen->pitch + x * 3;
    if(SDL_BYTEORDER == SDL_LIL_ENDIAN)
    {
    bufp[0] = color;
    bufp[1] = color >> 8;
    bufp[2] = color >> 16;
    } else {
    bufp[2] = color;
    bufp[1] = color >> 8;
    bufp[0] = color >> 16;
    }
    }
    break;
    case 4: // Probably 32-bpp
    {
    Uint32 *bufp;
    bufp = (Uint32 *)screen->pixels + y*screen->pitch/4 + x;
    *bufp = color;
    }
    break;
    }
    }
    void DrawScene(SDL_Surface *screen)
    {
    Slock(screen);
    for(int x=0;x<640;x++)
    {
    for(int y=0;y<480;y++)
    {
    DrawPixel(screen, x,y,y/2,y/2,x/3);
    }
    }
    Sulock(screen);
    SDL_Flip(screen);
    }

    int main(int argc, char *argv[])
    {
    if ( SDL_Init(SDL_INIT_AUDIO|SDL_INIT_VIDEO) < 0 )
    {
    printf("Unable to init SDL: %s"n", SDL_GetError());
    exit(1);
    }
    atexit(SDL_Quit);
    SDL_Surface *screen;
    screen=SDL_SetVideoMode(640,480,32,SDL_HWSURFACE|SDL_DOUBLEBUF);
    if ( screen == NULL )
    {
    printf("Unable to set 640x480 video: %s"n", SDL_GetError());
    exit(1);
    }
    int done=0;
    while(done == 0)
    {
    SDL_Event event;
    while ( SDL_PollEvent(&event) )
    {
    if ( event.type == SDL_QUIT ) { done = 1; }
    if ( event.type == SDL_KEYDOWN )
    {
    if ( event.key.keysym.sym == SDLK_ESCAPE ) { done = 1; }
    }
    }
    DrawScene(screen);
    }
    return 0;
    }

    程序运行结果如下:

    使用SDL打造游戏世界之入门篇(图十)
    更多文章 更多内容请看游戏开发网络游戏攻略Solaris基础知识入门专题,或进入讨论组讨论。
  • 相关阅读:
    ssh认证
    Nginx中proxy_pass 后有无/的区别
    Nginx中$http_host、$host、$proxy_host的区别
    Nginx读书笔记----HTTP proxy module
    ngx_http_core_module模块提供的变量
    Nginx读书笔记三----资源分配
    http_code 413 Request Entity Too Large
    nginx读书笔记二----nginx配置
    firewall-cmd命令
    GCC编译器原理(一)03------GCC 工具:gprof、ld、libbfd、libiberty 和libopcodes
  • 原文地址:https://www.cnblogs.com/Henrya2/p/1420868.html
Copyright © 2020-2023  润新知