The code for Blocky Man so far is so much cleaner than any game code I have ever written. It didn't take long for me to get the Tilemap drawing routine in there:
// Draw Tile mapvoid DrawMap(){ SDL_Rect rect_bg; rect_bg.x = 0; rect_bg.y = 0; SDL_BlitSurface(bg, NULL, screen, &rect_bg); int map_x = map.getScroll() / 32; for(int i = 0; i < 15; i++) { for(int c = map_x; c < map_x + 21; c++) { SDL_Rect rect; rect.x = c * 32 - map.getScroll(); rect.y = i * 32; switch(map.getTile(c, i)) { case 0: break; case 1: SDL_BlitSurface(grass, NULL, screen, &rect); break; case 2: SDL_BlitSurface(brick, NULL, screen, &rect); break; } } } }
Believe it or not, for me, that it incredibly clean.
I completed an early player class, which has no animation:
At first, it was incredibly buggy, but I've ironed out most of the bugs now. I'm still testing it though, so I can't be certain if it is completely bug free.
The method I'm using for jumping is rather simple. It is something I mentioned awhile ago in these forums. That is, taking into account some of the other posts in that topic. I think it is a good read if you're interested in how to do jumping.
So yeah, I still need to test out this class, but I plan to start working on enemies soon.