游戏类
class Sprite {
public:
Sprite(int x, int y, int w, int h, const char* imagePath);
~Sprite();
void render(SDL_Renderer* renderer);
void move(int x, int y);
private:
SDL_Texture* texture_;
SDL_Rect rect_;
};
物理引擎类
class PhysicsEngine {
public:
PhysicsEngine();
~PhysicsEngine();
void applyForce(Sprite* sprite, float x, float y);
void update(Sprite* sprite, float deltaTime);
};
游戏对象类
class GameObject {
public:
virtual void update(float deltaTime) = 0;
virtual void render(SDL_Renderer* renderer) = 0;
};
游戏函数
游戏初始化
bool init() {
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
return false;
}
window_ = SDL_CreateWindow("Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, screenWidth_, screenHeight_, SDL_WINDOW_SHOWN);
renderer_ = SDL_CreateRenderer(window_, -1, SDL_RENDERER_ACCELERATED);
return true;
}
游戏主循环
void run() {
bool quit = false;
SDL_Event event;
while (!quit) {
float deltaTime = getDeltaTime();
while (SDL_PollEvent(&event) != 0) {
if (event.type == SDL_QUIT) {
quit = true;
}
}
update(deltaTime);
render();
}
}
游戏更新
void update(float deltaTime) {
for (auto& gameObject : gameObjects_) {
gameObject->update(deltaTime);
}
}
游戏渲染
void render() {
SDL_SetRenderDrawColor(renderer_, 0xFF, 0xFF, 0xFF, 0xFF);
SDL_RenderClear(renderer_);
for (auto& gameObject : gameObjects_) {
gameObject->render(renderer_);
}
SDL_RenderPresent(renderer_);
}