jumping-in-d/gameobjjumping.d

84 lines
1.9 KiB
D

/* Copyright 2015, Michele Santullo
* This file is part of "Jumping in D".
*
* "Jumping in D" is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* "Jumping in D" is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with "Jumping in D". If not, see <http://www.gnu.org/licenses/>.
*/
module gameobjjumping;
public import gameobj;
import derelict.sdl2.sdl;
import texture;
import std.stdio;
class GameObjJumping : GameObj {
//Don't disable this(), it's disable automatically when you define a
//custorm constructor.
//@disable this();
//Take the pointer to the renderer and set initial values
this (SDL_Renderer* parRenderer) {
m_renderer = parRenderer;
m_wants_to_quit = false;
}
~this() {
writeln("Destroying GameObj");
}
void prepare() {
string texture_name = "bcruiser_normal.bpg";
writeln("Loading texture %s", texture_name);
m_texture = Texture(texture_name, m_renderer);
}
void destroy() {
}
//This is the function that is called at every frame
void exec() {
SDL_RenderClear(m_renderer);
m_texture.draw();
SDL_RenderPresent(m_renderer);
m_wants_to_quit = do_events();
}
bool wants_to_quit() const {
return m_wants_to_quit;
}
private:
Texture m_texture;
SDL_Renderer* m_renderer;
bool m_wants_to_quit;
}
private bool do_events() {
SDL_Event eve;
while (SDL_PollEvent(&eve)) {
switch (eve.type) {
case SDL_KEYDOWN:
break;
case SDL_KEYUP:
break;
case SDL_QUIT:
return true;
default:
break;
}
}
return false;
}