Added timers to the game

This commit is contained in:
2025-01-06 09:21:35 -07:00
parent 52097b3861
commit 41a208846a
4 changed files with 100 additions and 15 deletions
+29 -11
View File
@@ -8,6 +8,7 @@ const SCREEN_HEIGHT = 480;
const log = sdl.SDL_Log;
const GameText = @import("./text.zig").GameText;
const RGBAColor = @import("./utils/rgb_color.zig").RGBAColor;
const Timer = @import("./utils/timer.zig").Timer;
var window: *sdl.struct_SDL_Window = undefined;
// var screen_surface: *sdl.struct_SDL_Surface = undefined;
@@ -41,6 +42,8 @@ pub fn main() !void {
var quit = false;
var shifted = false;
var start_time: u32 = 0;
var timer = Timer{};
while (!quit) {
var event: sdl.SDL_Event = undefined;
while (sdl.SDL_PollEvent(&event) != 0) {
@@ -58,17 +61,14 @@ pub fn main() !void {
},
sdl.SDL_KEYDOWN => {
switch (event.key.keysym.sym) {
sdl.SDLK_r => {
game_state.r = if (shifted) game_state.r - 5 else game_state.r + 5;
sdl.SDLK_RETURN => {
start_time = sdl.SDL_GetTicks();
},
sdl.SDLK_g => {
game_state.g = if (shifted) game_state.g - 5 else game_state.g + 5;
sdl.SDLK_s => {
if (timer.status == .started) timer.stop() else timer.start();
},
sdl.SDLK_b => {
game_state.b = if (shifted) game_state.b - 5 else game_state.b + 5;
},
sdl.SDLK_LSHIFT => {
shifted = true;
sdl.SDLK_p => {
if (timer.status == .paused) timer.unpause() else timer.pause();
},
// sdl.SDLK_UP => {
// img_pos.y = img_pos.y - 5;
@@ -93,8 +93,26 @@ pub fn main() !void {
_ = sdl.SDL_RenderClear(renderer);
_ = sdl.SDL_RenderCopy(renderer, bg_texture, null, null);
game_state.update_tick();
var text = try GameText.loadFromRenderedText("Test 123", RGBAColor.whiteSmoke().tosdl());
try text.render(&game_state);
var text = try GameText.loadFromRenderedText("Press S to start / stop", RGBAColor.whiteSmoke().tosdl());
try text.render(
&game_state,
.{ .x = @intCast(game_state.SCREEN_WIDTH - text.w), .y = 2 },
);
text = try GameText.loadFromRenderedText("Press P to pause / unpause", RGBAColor.whiteSmoke().tosdl());
try text.render(
&game_state,
.{ .x = @intCast(game_state.SCREEN_WIDTH - text.w), .y = 24 },
);
var buf: [8]u8 = undefined;
const timer_ms = timer.getTicks();
// const timer_base = std.math.log10(timer_ms) + 3;
const time_str: []const u8 = try std.fmt.bufPrint(&buf, "{d}ms", .{timer_ms});
var time_text = try GameText.loadFromRenderedText(time_str, RGBAColor.whiteSmoke().tosdl());
try time_text.render(
&game_state,
.{ .x = @intCast(game_state.SCREEN_WIDTH - time_text.w), .y = 64 },
);
// Render red rect
// const fill_rect: sdl.struct_SDL_Rect = sdl.SDL_Rect{ .x = SCREEN_WIDTH / 4, .y = SCREEN_HEIGHT / 4, .w = SCREEN_WIDTH / 2 + img_pos.x, .h = SCREEN_HEIGHT / 2 + img_pos.y };