Renderproblem behoben, Input verarbeitung, Positionsupdate
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60
Capter1/ax_funktions.hpp
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60
Capter1/ax_funktions.hpp
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//Funktionsdeklaration ax_funktions.hpp
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#pragma once
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#include <iostream>
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namespace ax{
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void print_number(int x)
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{
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std::cout << "Die Zahl ist: " << x << std::endl;
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std::cout << "Das doppelte der Zahl ist: " << x*2 << std::endl;
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}
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void print_char(char x)
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{
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std::cout << x;
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}
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int sqrt(int x){
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return x*x;
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}
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char shift(char x){
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return x-1;
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}
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//allgmeine Funktion Deklaration ohne Argumente oder returns für einen unbekannten Datentyp
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template<typename T> std::string type_name();
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//Spezialisierte Implementation von type_name() für einen entsprechenden Datentyp vgl. mit überladung
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template<> std::string type_name<int>() {return "Integer";}
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template<> std::string type_name<char>(){return "Char";}
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template<> std::string type_name<float>(){return "Float";}
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template<> std::string type_name<double>(){return "Double";}
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template<> std::string type_name<bool>(){return "Bool";}
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template<typename T>
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void ausgebene(T a){
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std::cout << a << " ist vom Type " << type_name<T>()<< std::endl ;
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}
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//CallByRefference
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int fn_CtUp (int &a){
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a = ++a;
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return 1;
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}
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int clamp_int(int v, int lo, int hi) {
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if (v < lo) return lo;
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if (v > hi) return hi;
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return v;
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}
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}
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BIN
Capter1/ax_game
BIN
Capter1/ax_game
Binary file not shown.
@@ -61,6 +61,16 @@ void ax_game::Input(){
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break;
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}
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}
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//Tastatur auslesen
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const Uint8 *state = SDL_GetKeyboardState(NULL);
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if(state[SDL_SCANCODE_ESCAPE]) ax_IsRunning = false;
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if(state[SDL_SCANCODE_S]) ax_ball_one.vely += 10;
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if(state[SDL_SCANCODE_W]) ax_ball_one.vely -= 10;
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if(state[SDL_SCANCODE_D]) ax_ball_one.velx += 10;
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if(state[SDL_SCANCODE_A]) ax_ball_one.velx -= 10;
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}
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void ax_game::Update(){
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@@ -73,13 +83,14 @@ void ax_game::Update(){
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ax_TickCounter = SDL_GetTicks();
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// Update Ball
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ax_ball_one.Update();
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ax_ball_one.Update(DeltaTime);
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}
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void ax_game::Output(){
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SDL_SetRenderDrawColor(ax_Renderer,0,0,255,255);
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SDL_RenderClear(ax_Renderer);
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SDL_SetRenderDrawColor(ax_Renderer,0,0,255,255); // BG Color
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SDL_RenderClear(ax_Renderer); //Puffer leeren
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ax_ball_one.Draw(ax_Renderer);
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SDL_RenderPresent(ax_Renderer);
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BIN
Capter1/ball
BIN
Capter1/ball
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@@ -1,13 +1,6 @@
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#include "ball.hpp"
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#include <algorithm>
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#include <ranges>
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#include <iostream>
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#include "ax_funktions.hpp"
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inline int clamp_int(int v, int lo, int hi) {
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if (v < lo) return lo;
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if (v > hi) return hi;
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return v;
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}
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ball::ball()
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@@ -18,8 +11,8 @@ ball::ball()
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g_dir = -1;
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b_dir = 1;
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x = 50;
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y = 50;
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velx = 200;
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vely = 200;
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rect = {20,20,20,20};
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color = {255,0,0,255};
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@@ -30,28 +23,30 @@ ball::~ball()
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}
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int ball::GetXPos(){
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return x;
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return rect.x;
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}
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int ball::GetYPos(){
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return y;
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return rect.y;
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}
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void ball::Draw(SDL_Renderer* renderer){
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rect.x;
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rect.y;
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SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, color.a);
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SDL_RenderFillRect(renderer, &rect);
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}
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void ball::Update(){
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void ball::Update(float f_DeltaTime){
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color.r += r_dir;
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color.g += g_dir;
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color.b += b_dir;
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//=================ColorCycle======================
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// Clamp values between 1 and 254
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color.g = clamp_int(color.g, 1, 254);
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color.b = clamp_int(color.b, 1, 254);
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color.r = clamp_int(color.r, 1, 254);
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color.g = ax::clamp_int(color.g, 1, 254);
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color.b = ax::clamp_int(color.b, 1, 254);
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color.r = ax::clamp_int(color.r, 1, 254);
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// Transition logic
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if (r_dir != 0 && (color.r == 254 || color.r == 1)) {
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@@ -71,7 +66,12 @@ void ball::Update(){
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}
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//=================Movement======================
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x+=10.0;
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y+=10.0;
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//Update Position
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rect.x +=velx * f_DeltaTime;
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rect.y +=vely * f_DeltaTime;
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//Kollisioinstest Fenster 1024x768
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if(rect.x > (1024 -20) || rect.x < 0) velx *= -0.5;
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if(rect.y > (768 - 20) || rect.y < 0) vely *= -0.5;
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//std::cout << velx <<"|"<< vely <<std::endl;
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}
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@@ -1,4 +1,5 @@
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#include "SDL2/SDL.h"
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#include <iostream>
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class ball
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{
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@@ -8,17 +9,16 @@ private:
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int b_dir;
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public:
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SDL_Rect rect;
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float x;
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float y;
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SDL_Color color;
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float velx;
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float vely;
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SDL_Color color;
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public:
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ball();
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~ball();
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int GetXPos();
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int GetYPos();
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void Update();
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void Update(float f_DeltaTime);
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void Draw(SDL_Renderer* renderer);
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};
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BIN
Capter1/main
BIN
Capter1/main
Binary file not shown.
@@ -16,6 +16,7 @@ int main(int argc, char** argv)
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ax_game AXGAME;
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bool success = AXGAME.Init();
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if(success){
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AXGAME.RunLoop();
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std::cout<< i++ << std::endl;
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