Jump to content
  • Advertisement
Sign in to follow this  

My new cApp, but how can I store images???

This topic is 4634 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Ok, so I made a class cApp to handle input, events, initialization, deinitialization, and handling the screen including refreshing it and fliping it. I also made a class cApp_Sprite which can load an image, set a color key, set the x/y coordinates, and draw itself to the screen. For now I use GetVideoSurface() for it since m_Screen is private in cApp. My question: how do you suggest that I store all my cApp_Sprite's in my cApp dynamically? I mean removing them, adding them, etc. Now you can do something like this:
#include <SDL.h>

#include "cApp.h"
#include "cApp_Sprite.h"

#include <ctime>
#include <cstdlib>

int main(int argc, char *argv[])
    cApp theApp;


    theApp.InitWindow(350, 600, SDL_DOUBLEBUF | SDL_HWSURFACE);

    cApp_Sprite sprite1;

    sprite1.SetColorKey(7, 7, 7);
    sprite1.Setxy(76, 54);

        if (theApp.EventOn())
            if (theApp.GetEvent().type == SDL_QUIT)

        theApp.RefreshScreen((rand() % 0xFFFFFFFF) - (rand() % 0xabcdef12));

        if (theApp.GetKeys()[SDLK_ESCAPE])




    return 0;

That code is pretty much self explanatory. But I would like something like this:
theApp.AddImage("box.bmp"); // this is not implamented because I dont know how

How would I go about doing something like this? Dynamically? Here is cApp:
#ifndef C_APP_H
#define C_APP_H

#include <SDL.h>

#include <vector>
#include <string>

#include "cApp_Input.h"
#include "cApp_Event.h"
#include "cApp_Sprite.h"

class cApp: public cApp_Event, public cApp_Input
        std::vector<std::string> m_Errors;

        SDL_Surface *m_Screen;


        bool Init(unsigned int flags);
        bool InitWindow(int w, int h, unsigned int flags);
        bool DeInit();

        void PrintErrors();

        void RefreshScreen(int color = 0x00000000);
        void FlipScreen();

#endif /* C_APP_H */

Thanks to all. P.S. I forgot something: Compiler: MingW IDE: Code::Blocks API: SDL Language: C++

Share this post

Link to post
Share on other sites
Generally.. when you load a image, you have it located in the project directory, the one where your main.cpp is located.

There are some more sophisticated ways to store your files, for example, you could make a .rc, and hold your files internally. (Inside of the exe) Or you could make some sort of packfile system, and compress all your game files into a seperate file.

If you are adding a image for a sprite we sorta need to know what the sprite has in it. If it's a bunch of frames for a sprite then you'll need to clip the render of the sprite to create the illusion of a animation.

In any case, something like 'theApp.AddImage("box.bmp");' sounds a little out of place. I'd have a sprite object, and then a spritelist object that manages them on the screen. Really more of a how complicated you want it to be thing :P

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!