Renderproblem behoben, Input verarbeitung, Positionsupdate

This commit is contained in:
2025-10-22 19:57:08 +02:00
parent 0335a726c9
commit dd3d405ce6
8 changed files with 98 additions and 26 deletions

60
Capter1/ax_funktions.hpp Normal file
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@@ -0,0 +1,60 @@
//Funktionsdeklaration ax_funktions.hpp
#pragma once
#include <iostream>
namespace ax{
void print_number(int x)
{
std::cout << "Die Zahl ist: " << x << std::endl;
std::cout << "Das doppelte der Zahl ist: " << x*2 << std::endl;
}
void print_char(char x)
{
std::cout << x;
}
int sqrt(int x){
return x*x;
}
char shift(char x){
return x-1;
}
//allgmeine Funktion Deklaration ohne Argumente oder returns für einen unbekannten Datentyp
template<typename T> std::string type_name();
//Spezialisierte Implementation von type_name() für einen entsprechenden Datentyp vgl. mit überladung
template<> std::string type_name<int>() {return "Integer";}
template<> std::string type_name<char>(){return "Char";}
template<> std::string type_name<float>(){return "Float";}
template<> std::string type_name<double>(){return "Double";}
template<> std::string type_name<bool>(){return "Bool";}
template<typename T>
void ausgebene(T a){
std::cout << a << " ist vom Type " << type_name<T>()<< std::endl ;
}
//CallByRefference
int fn_CtUp (int &a){
a = ++a;
return 1;
}
int clamp_int(int v, int lo, int hi) {
if (v < lo) return lo;
if (v > hi) return hi;
return v;
}
}

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@@ -61,6 +61,16 @@ void ax_game::Input(){
break;
}
}
//Tastatur auslesen
const Uint8 *state = SDL_GetKeyboardState(NULL);
if(state[SDL_SCANCODE_ESCAPE]) ax_IsRunning = false;
if(state[SDL_SCANCODE_S]) ax_ball_one.vely += 10;
if(state[SDL_SCANCODE_W]) ax_ball_one.vely -= 10;
if(state[SDL_SCANCODE_D]) ax_ball_one.velx += 10;
if(state[SDL_SCANCODE_A]) ax_ball_one.velx -= 10;
}
void ax_game::Update(){
@@ -73,13 +83,14 @@ void ax_game::Update(){
ax_TickCounter = SDL_GetTicks();
// Update Ball
ax_ball_one.Update();
ax_ball_one.Update(DeltaTime);
}
void ax_game::Output(){
SDL_SetRenderDrawColor(ax_Renderer,0,0,255,255);
SDL_RenderClear(ax_Renderer);
SDL_SetRenderDrawColor(ax_Renderer,0,0,255,255); // BG Color
SDL_RenderClear(ax_Renderer); //Puffer leeren
ax_ball_one.Draw(ax_Renderer);
SDL_RenderPresent(ax_Renderer);

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@@ -1,13 +1,6 @@
#include "ball.hpp"
#include <algorithm>
#include <ranges>
#include <iostream>
#include "ax_funktions.hpp"
inline int clamp_int(int v, int lo, int hi) {
if (v < lo) return lo;
if (v > hi) return hi;
return v;
}
ball::ball()
@@ -18,8 +11,8 @@ ball::ball()
g_dir = -1;
b_dir = 1;
x = 50;
y = 50;
velx = 200;
vely = 200;
rect = {20,20,20,20};
color = {255,0,0,255};
@@ -30,28 +23,30 @@ ball::~ball()
}
int ball::GetXPos(){
return x;
return rect.x;
}
int ball::GetYPos(){
return y;
return rect.y;
}
void ball::Draw(SDL_Renderer* renderer){
rect.x;
rect.y;
SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, color.a);
SDL_RenderFillRect(renderer, &rect);
}
void ball::Update(){
void ball::Update(float f_DeltaTime){
color.r += r_dir;
color.g += g_dir;
color.b += b_dir;
//=================ColorCycle======================
// Clamp values between 1 and 254
color.g = clamp_int(color.g, 1, 254);
color.b = clamp_int(color.b, 1, 254);
color.r = clamp_int(color.r, 1, 254);
color.g = ax::clamp_int(color.g, 1, 254);
color.b = ax::clamp_int(color.b, 1, 254);
color.r = ax::clamp_int(color.r, 1, 254);
// Transition logic
if (r_dir != 0 && (color.r == 254 || color.r == 1)) {
@@ -71,7 +66,12 @@ void ball::Update(){
}
//=================Movement======================
x+=10.0;
y+=10.0;
//Update Position
rect.x +=velx * f_DeltaTime;
rect.y +=vely * f_DeltaTime;
//Kollisioinstest Fenster 1024x768
if(rect.x > (1024 -20) || rect.x < 0) velx *= -0.5;
if(rect.y > (768 - 20) || rect.y < 0) vely *= -0.5;
//std::cout << velx <<"|"<< vely <<std::endl;
}

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@@ -1,4 +1,5 @@
#include "SDL2/SDL.h"
#include <iostream>
class ball
{
@@ -8,17 +9,16 @@ private:
int b_dir;
public:
SDL_Rect rect;
float x;
float y;
SDL_Color color;
float velx;
float vely;
SDL_Color color;
public:
ball();
~ball();
int GetXPos();
int GetYPos();
void Update();
void Update(float f_DeltaTime);
void Draw(SDL_Renderer* renderer);
};

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@@ -16,6 +16,7 @@ int main(int argc, char** argv)
ax_game AXGAME;
bool success = AXGAME.Init();
if(success){
AXGAME.RunLoop();
std::cout<< i++ << std::endl;