Struktur angepasst

main
Jonathan Hager 3 years ago
parent ce2abb9ccd
commit 2b1fda8e86
Signed by: JonathanHager
GPG Key ID: 34881E488569708C

@ -1,8 +1,11 @@
spiel: main.o spiel: main.o sprite.o
gcc -o spiel main.o -lraylib -lGL -lm -lpthread -ldl -lrt -lX11 gcc -o spiel main.o sprite.o -lraylib -lGL -lm -lpthread -ldl -lrt -lX11
main.o: main.c main.o: main.c
gcc -c main.c -lraylib -lGL -lm -lpthread -ldl -lrt -lX11 gcc -c main.c -lraylib -lGL -lm -lpthread -ldl -lrt -lX11
sprite.o: sprite.c
gcc -c sprite.c -lraylib -lGL -lm -lpthread -ldl -lrt -lX11
clean: clean:
rm *.o rm *.o spiel

@ -10,7 +10,7 @@ int main(){
InitWindow(800, 450, "basic window"); InitWindow(800, 450, "basic window");
Texture2D texture; Texture2D texture;
struct Sprite sprites[100]; Sprite sprites[100];
int destX = 0; int destX = 0;
int destY = 0; int destY = 0;
@ -22,14 +22,14 @@ int main(){
texture = LoadTexture("amulet.png"); texture = LoadTexture("amulet.png");
int j = 0; int j = 0;
struct Sprite cursor = {&texture, 450, 225}; Sprite cursor = {&texture, 450, 225};
Camera2D camera = { 0 }; Camera2D camera = { 0 };
camera.target = (Vector2){400, 225}; camera.target = (Vector2){400, 225};
camera.rotation = 0.0f; camera.rotation = 0.0f;
camera.zoom = 1.0f; camera.zoom = 1.0f;
addSprite(sprites, &j, &texture, cursor.x + camera.target.x, cursor.y + camera.target.y); SpriteAdd(sprites, &j, &texture, cursor.x + camera.target.x, cursor.y + camera.target.y);
@ -43,7 +43,7 @@ int main(){
BeginMode2D(camera); BeginMode2D(camera);
int i; int i;
int length = sizeof(sprites)/sizeof(sprites[0]); //int length = sizeof(sprites)/sizeof(sprites[0]);
for(i=0; i < j; i++){ for(i=0; i < j; i++){
DrawTexture(*sprites[i].texture, sprites[i].x, sprites[i].y, WHITE); DrawTexture(*sprites[i].texture, sprites[i].x, sprites[i].y, WHITE);
} }
@ -57,7 +57,7 @@ int main(){
/* /*
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)){ if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)){
printf("Klick\n"); printf("Klick\n");
addSprite(sprites, &j, &texture, cursor.x + camera.target.x, cursor.y + camera.target.y); SpriteAdd(sprites, &j, &texture, cursor.x + camera.target.x, cursor.y + camera.target.y);
} }
*/ */

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main.o

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spiel

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@ -0,0 +1,14 @@
#include "sprite.h"
#include "raylib.h"
void SpriteAdd(struct Sprite *cursors, int *j, Texture2D *texture, int x, int y){
if(*j < 100){
(cursors + *j) -> texture = texture;
(cursors + *j) -> x = x;
(cursors + *j) -> y = y;
(*j)++;
}
else{
printf("Voll\n");
}
}

@ -1,17 +1,13 @@
struct Sprite{ #ifndef SPRITE_H_
#define SPRITE_H_
#include "raylib.h"
typedef struct Sprite {
Texture2D *texture; Texture2D *texture;
float x; float x;
float y; float y;
} Sprite; } Sprite;
void addSprite(struct Sprite *cursors, int *j, Texture2D *texture, int x, int y){ void SpriteAdd(struct Sprite *cursors, int *j, Texture2D *texture, int x, int y);
if(*j < 100){
(cursors + *j) -> texture = texture; #endif
(cursors + *j) -> x = x;
(cursors + *j) -> y = y;
(*j)++;
}
else{
printf("Voll\n");
}
}

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