///////////////////////////////////////////////
//Main Libary
///////////////////////////////////////////////
#include "SDL/SDL.h"
#include "SDL/SDL_image.h"
//////////////////////////////////////////////
//Main Entry
int main(int argc, char *argv[])
{
//Done setup
bool done = false;
//Surface For Screen
SDL_Surface *Screen = NULL;
//Screen Setup
Screen = SDL_SetVideoMode(640,480,32,SDL_SWSURFACE);
SDL_Event event;
//While Done = false
while(!done)
{
//While SDL is continous
SDL_PollEvent(&event)
{
case SDL_QUIT:
return 0;
break;
}
}
}
How do I make my game run on its own without pressing a Key?
#1 Members - Reputation: 143
Posted 02 February 2012 - 06:36 AM
#2 Members - Reputation: 100
Posted 02 February 2012 - 08:07 AM
An alternative is to create a background thread that does the work. This solution requires that you know multi threaded programing
#4 Members - Reputation: 143
Posted 02 February 2012 - 11:44 AM
///////////////////////////////////////////////
//Main Libary
///////////////////////////////////////////////
#include "SDL/SDL.h"
#include "SDL/SDL_image.h"
//////////////////////////////////////////////
//Main Entry
int main(int argc, char *argv[])
{
//Done setup
bool done = false;
//Surface For Screen
SDL_Surface *Screen = NULL;
//Screen Setup
Screen = SDL_SetVideoMode(640,480,32,SDL_SWSURFACE);
SDL_Event event;
int enemyfunction(void *unused)
{
//////////////////////////////////////////////////
//Orange Ghost Knight Logic
/////////////////////////////////////////////////
SDL_Rect OrangeGhostKnightRect;
SDL_Rect StorageRect10;
StorageRect10.x = 400;
StorageRect10.y = 320;
///////////////////////////////////////////////
if(StorageRect10.x == 400)
{
StorageRect10.x += 40;
OrangeGhostKnightRect = StorageRect10;
SDL_BlitSurface(OrangeGhostKnightSurf,NULL,Screen,&OrangeGhostKnightRect);
}
if(StorageRect10.x == 2000)
{
StorageRect10.x -=40;
OrangeGhostKnightRect = StorageRect10;
SDL_BlitSurface(OrangeGhostKnightSurf,NULL,Screen,&OrangeGhostKnightRect);
}
}
//While Done = false
while(!done)
{
//While SDL is continous
SDL_PollEvent(&event)
{
SDL_Thread *EnemyThread;
EnemyThread = SDL_CreateThread(Enemyfunction,NULL);
case SDL_QUIT:
return 0;
break;
}
}
}
And then the orangeghostknight only shows once and then dissappears on the background blitting
#5 Members - Reputation: 3710
Posted 02 February 2012 - 12:44 PM
The voices in my head may not be real, but they have some good ideas!
#6 Members - Reputation: 143
Posted 02 February 2012 - 12:47 PM
///////////////////////////////////////////////
//Main Libary
///////////////////////////////////////////////
#include "SDL/SDL.h"
#include "SDL/SDL_image.h"
//////////////////////////////////////////////
//Main Entry
int main(int argc, char *argv[])
{
//Done setup
bool done = false;
//Surface For Screen
SDL_Surface *Screen = NULL;
//Screen Setup
Screen = SDL_SetVideoMode(640,480,32,SDL_SWSURFACE);
SDL_Event event;
int enemyfunction(void *unused)
{
//////////////////////////////////////////////////
//Orange Ghost Knight Logic
/////////////////////////////////////////////////
SDL_Rect OrangeGhostKnightRect;
SDL_Rect StorageRect10;
StorageRect10.x = 400;
StorageRect10.y = 320;
///////////////////////////////////////////////
if(StorageRect10.x == 400)
{
StorageRect10.x += 40;
OrangeGhostKnightRect = StorageRect10;
SDL_BlitSurface(OrangeGhostKnightSurf,NULL,Screen,&OrangeGhostKnightRect);
}
if(StorageRect10.x == 2000)
{
StorageRect10.x -=40;
OrangeGhostKnightRect = StorageRect10;
SDL_BlitSurface(OrangeGhostKnightSurf,NULL,Screen,&OrangeGhostKnightRect);
}
}
//While Done = false
while(!done)
{
//While SDL is continous
SDL_PollEvent(&event)
{
switch(event.type)
{
SDL_Thread *EnemyThread;
EnemyThread = SDL_CreateThread(Enemyfunction,NULL);
case SDL_QUIT:
return 0;
break;
}
}
}
#7 Members - Reputation: 1245
Posted 02 February 2012 - 01:28 PM
http://wiki.libsdl.o...i/SDL_PollEvent
Actually I'm not sure what SDL_PollEvent does to "event" when there are no events in the queue, but you should definitely check if it returns 1.
#8 Members - Reputation: 1565
Posted 02 February 2012 - 03:14 PM
It's obvious you don't know how to program yet. Learn how to program properly 1st, then try some graphics stuff.
---(Old Blog, still has good info): 2dGameMaking
-----
"No one ever posts on that message board; it's too crowded." - Yoga Berra (sorta)
#10 Members - Reputation: 3710
Posted 02 February 2012 - 04:33 PM
That code is messed up above the real code is alot better I can ashore you
Then post the real code so we can help you instead of posting something different that only sidetracks the discussion.
The voices in my head may not be real, but they have some good ideas!
#11 Moderators - Reputation: 5044
Posted 02 February 2012 - 05:29 PM
#12 Members - Reputation: 143
Posted 02 February 2012 - 06:15 PM
how would I do that?
If you can show some code if possible that would exactly replicate this result in SDL then I can learn from it
on that note been doing that already and the closest I have gotten is having the image come on the screen at the start of the level and then the code doesn't loop even tho I tried a for loop with the drawing and a while loop also with the drawing both of which failed then tried it with updating the screen with SDL_UpdateRect and also SDL_Flip() which if I Remember correctly caused the awesome flicker bug which I hate oh so very much.
so what are the common causes of problems of this nature where most drawing and updating doesn't work constantly even when the image is loaded on the surface?
#13 Members - Reputation: 1565
Posted 02 February 2012 - 09:47 PM
Okay lets simplify this I want my enemy to move and do things on his own
how would I do that?.
If you can show some code if possible that would exactly replicate this result in SDL then I can learn from itotherwise I will be stuck in a endless race of trying to figure it out for myself in which I will fail many times.
on that note been doing that already and the closest I have gotten is having the image come on the screen at the start of the level and then the code doesn't loop even tho I tried a for loop with the drawing and a while loop also with the drawing both of which failed then tried it with updating the screen with SDL_UpdateRect and also SDL_Flip() which if I Remember correctly caused the awesome flicker bug which I hate oh so very much.
so what are the common causes of problems of this nature where most drawing and updating doesn't work constantly even when the image is loaded on the surface?
Undergrowth, I didn't suggest you start from the beginning just for fun. If you did start from scratch, learn C++ programming, how functions, loops, conditionals, etc. are supposed to work, you'd know exactly what you were doing wrong. It will be the best thing for you in the long run, i promise.
---(Old Blog, still has good info): 2dGameMaking
-----
"No one ever posts on that message board; it's too crowded." - Yoga Berra (sorta)






