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JonathanO'Brien

Help Needed With SDL_Rect Arrays

2 posts in this topic

I'm not entirely sure if this code is logical, but I am trying to create an array of randomly generated SDL_Rects. Then I need them applied to the screen, only once, however. (I somehow managed to blit the Rects every frame, before - I think I was calling make_rects() every frame). My time and array declarations are below, along with my main function and make_rects().

[code]

//array of rects
SDL_Rect rects[11];

//randomly generate the rectangle's properties
void make_rects(SDL_Rect)
{
for(int n = 10; n>0; n--)
{
SDL_Rect faller;

faller.y = rand() % 450 + 1;
faller.x = rand() % 560 + 1;
faller.w = rand() % 80 + 1;
faller.h = 30;

rects[n] = faller;
SDL_FillRect(screen, &rects[n], SDL_MapRGB(screen->format, 0x77, 0x77, 0x77));
}
}


int main(int argc, char* args[])
{
bool quit = false;

//seed for random numbers
srand(time(0));

//class objects
Square mySquare;
Timer fps;
Timer image;
Button youLose(170, 120, 320, 240);

//TODO: place in declarations
int bxVel = 7;

if(init() == false)
{
return 1;
}

if(load_files() == false)
{
return 1;
}

//successfully applied surfaces
wall.x = rand() % 640+1;
wall.y = rand() % 460+1;
wall.w = 40;
wall.h = 20;

brick.x = 50;
brick.y = 20;
brick.w = 300;
brick.h = 20;

while(quit == false)
{
fps.start();

while(SDL_PollEvent(&event))
{
mySquare.handle_input();

if(event.type == SDL_QUIT)
{
quit = true;
}
}
mySquare.move();

//apply screen
SDL_FillRect(screen, &brick, SDL_MapRGB(screen->format, 0x77, 0x77, 0x77));

//currently unneccessary image
apply_surface(500, 0, square, screen, NULL);

//call make rects
make_rects(rects[11]);

//make brick move
brick.x += bxVel;
if((brick.x < 0) || (brick.x + brick.w > SCREEN_WIDTH))
{
brick.x -= bxVel;
bxVel *= -1;
}

//show white screen, grey wall
SDL_FillRect(screen, &screen->clip_rect, SDL_MapRGB(screen->format, 0xFF, 0xFF, 0xFF));
SDL_FillRect(screen, &wall, SDL_MapRGB(screen->format, 0x77, 0x77, 0x77));
SDL_FillRect(screen, &brick, SDL_MapRGB(screen->format, 0x77, 0x77, 0x77));

mySquare.show();

if(SDL_Flip(screen) == -1)
{
return 1;
}

if(fps.get_ticks() < 1000 / FRAME_RATE)
{
SDL_Delay((1000 / FRAME_RATE) - fps.get_ticks());
}
}

clean_up();

return 0;
}
[/code]

Thanks in advance.
-1

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Call make_rects once before the start of your loop. Make rects should not contain any drawing code. Then, provide a function draw_rects. Also note that make_rects currently doesn't require any parameters, and that passing rects[11] is an out-of-bounds array access (an array with 11 elements has indices 0..10).

You don't need globals here:
[code]
void make_rects(SDL_Rect *array, int N)
{
for(int i = 0 ; i < N ; ++i)
{
SDL_Rect &faller = array[i];

faller.y = rand() % 450 + 1;
faller.x = rand() % 560 + 1;
faller.w = rand() % 80 + 1;
faller.h = 30;
}
}

void draw_rects(SDL_Surface *screen, SDL_Rect *array, int N)
{
Uint32 pixel = SDL_MapRGB(screen->format, 0x77, 0x77, 0x77);
for(int i = 0 ; i < N ; ++i)
{
SDL_Rect copy = array[i];
SDL_FillRect(screen, &copy, pixel);
}
}
[/code]
Note I make a copy of the rectangle in the draw function because SDL_FillRect will clip the rectangle it is passed in-place, which means it might modify your original array if you are not careful.
1

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