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main.cpp
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#include <SDL.h>
#include "8puzzle/source/puzzle8.h"
#include "maze/MAZE.h"
#include "animations/animations.h"
#include <SDL_ttf.h>
int main(int argc, char **argv)
{
//initialize features of SDL
SDL_Init( SDL_INIT_VIDEO );
TTF_Init();
//controller for gameloop
bool running = true;
//create the window where load drawings
SDL_Window * window = SDL_CreateWindow("AIGames - a try!", 100, 100, 800, 600, 0);
SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
//declaration of the rects for principal screen
SDL_Point corner[12];
SDL_Rect parts[3][4];
//define rects to cut the texture
for(int i=0; i<3; i++)
{
for(int j=0; j<4; j++)
{
corner[i*4+j] = {j*200,i*200};
}
}
//define parts
for(int i=0; i<3; i++)
{
for(int j=0; j<4; j++)
{
parts[i][j] = {j*201,i*201,200,200};
}
}
//load textures from file to render
SDL_Texture * texture;
SDL_Surface * surface;
surface = SDL_LoadBMP("images/principal.bmp");
texture = SDL_CreateTextureFromSurface(renderer,surface);
SDL_FreeSurface(surface);
surface = SDL_LoadBMP("images/menu1.bmp");
SDL_Texture * texMenu1 = SDL_CreateTextureFromSurface(renderer,surface);
SDL_FreeSurface(surface);
surface = SDL_LoadBMP("images/menu2.bmp");
SDL_Texture * texMenu2 = SDL_CreateTextureFromSurface(renderer,surface);
SDL_FreeSurface(surface);
surface = SDL_LoadBMP("images/menu3.bmp");
SDL_Texture * texMenu3 = SDL_CreateTextureFromSurface(renderer,surface);
SDL_FreeSurface(surface);
SDL_Rect menu1,menu2,menu3;
menu1 = parts[0][3];
menu2 = parts[1][3];
menu3 = parts[2][3];
/*
menuAnimation * menu = new menuAnimation(renderer);
menu->run();
delete menu;
*/
while(running)
{
//Reaction to events
SDL_Event event;
while(SDL_PollEvent(&event))
{
switch(event.type)
{
case SDL_QUIT:
{
//quit the game
running = false;
break;
}
case SDL_MOUSEBUTTONDOWN:
{
SDL_Point mouseClick = {event.button.x, event.button.y};
if(event.button.button == SDL_BUTTON_LEFT && SDL_EnclosePoints(&mouseClick, 1, &menu1, nullptr) )
{
PUZZLE15 * puzzle;
puzzle = new PUZZLE15(renderer);
puzzle->Run();
delete puzzle;
}
if(event.button.button == SDL_BUTTON_LEFT && SDL_EnclosePoints(&mouseClick, 1, &menu2, nullptr) )
{
MAZE * maze;
maze = new MAZE(renderer,window);
maze->Run();
delete maze;
}
if(event.button.button == SDL_BUTTON_LEFT && SDL_EnclosePoints(&mouseClick, 1, &menu3, nullptr) )
{
//implement snake
}
}
case SDL_KEYDOWN:
{
if(event.key.keysym.scancode == SDL_SCANCODE_P)
{
PUZZLE15 * puzzle;
puzzle = new PUZZLE15(renderer);
puzzle->Run();
delete puzzle;
}
if(event.key.keysym.scancode == SDL_SCANCODE_S)
{
}
if(event.key.keysym.scancode == SDL_SCANCODE_M)
{
MAZE * maze;
maze = new MAZE(renderer,window);
maze->Run();
delete maze;
}
if(event.key.keysym.scancode == SDL_SCANCODE_A)
{
menuAnimation * menu = new menuAnimation(renderer);
menu->run();
delete menu;
}
break;
}
}
}
//rendering drawings
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDL_RenderClear(renderer);
SDL_Rect cut = {0,0,200,200};
int number;
for(int i=0; i<3; i++)
{
for(int j=0; j<4; j++)
{
number = i*4+j+1;
if(number != 12)
{
cut.x = j*200;
cut.y = i*200;
SDL_RenderCopy(renderer,texture,&cut,&parts[i][j]);
}
}
}
SDL_RenderCopy(renderer,texMenu1,NULL,&menu1);
SDL_RenderCopy(renderer,texMenu2,NULL,&menu2);
SDL_RenderCopy(renderer,texMenu3,NULL,&menu3);
SDL_Delay(10);
SDL_RenderPresent(renderer);
}
SDL_free(renderer);
SDL_free(window);
return 0;
}