// Allegro library #include <allegro5/allegro.h> #include <allegro5/allegro_image.h> //Screen resolution #define SCREEN_W 640 #define SCREEN_H 480 // Game fps #define FPS 60 int main() { al_init(); // Start Allegro ALLEGRO_DISPLAY *screen = NULL; // Main display ALLEGRO_EVENT_QUEUE *event_queue = NULL; // Event queue to maintain events ALLEGRO_TIMER *timer = NULL; // Timer to control game fps // Initializing screen, event queue and timer screen = al_create_display(SCREEN_W, SCREEN_H); event_queue = al_create_event_queue(); timer = al_create_timer(1.0/FPS); // Timer set to tick at 60 frames per second // Register event sources to be handled in the event queue al_register_event_source(event_queue,al_get_display_event_source(screen)); al_register_event_source(event_queue,al_get_timer_event_source(timer)); al_init_image_addon(); // Initialize Allegro image addon al_start_timer(timer); // Start timer // ALLEGRO BITMAP 'image' to hold the image ALLEGRO_BITMAP *image = NULL; // Load bitmap image = al_load_bitmap("Pacman_Sprite.png"); // Convert image background to transparent al_convert_mask_to_alpha(image,al_map_rgb(255, 0, 255)); int x=0; // x coordinate of the image while(1) //Game Loop { ALLEGRO_EVENT event; // ALLEGRO_EVENT to hold events al_wait_for_event(event_queue,&event); // Wait for events to occur // Display handler // Draw if timer counter has incremented and there are no events to handle // and event queue is empty if(event.type == ALLEGRO_EVENT_TIMER && al_is_event_queue_empty(event_queue)) { al_draw_bitmap(image, x, SCREEN_H/2, 0); // Draw image on the backbuffer al_flip_display(); // Display backbuffer on to the main screen al_clear_to_color(al_map_rgb(0, 0, 0)); // Clear display to black } //Event handlers if (event.type == ALLEGRO_EVENT_TIMER) { // Increment x coordinate of the image // When position of the image is more than the screen width, reset x coordinate to 0 if(++x>=SCREEN_W)x=0; }else if(event.type==ALLEGRO_EVENT_DISPLAY_CLOSE) { break; // End game loop on closing display window } }// End of Game Loop al_destroy_display(screen); // Destroy display return 0; }Explanation:
▪ Image Background Transparency
// ALLEGRO BITMAP 'image' to hold the image ALLEGRO_BITMAP *image = NULL; // Load bitmap image = al_load_bitmap("Pacman_Sprite.png"); // Convert image background to transparent al_convert_mask_to_alpha(image,al_map_rgb(255, 0, 255));Image background transparency is achieved with the Allegro routine al_convert_mask_to_alpha(ALLEGRO_BITMAP *bitmap, ALLEGRO_COLOR mask_color) which takes 2 parameters:
■ ALLEGRO_BITMAP structure which holds our image.
■ ALLEGRO_COLOR structure, in our case we gave al_map_rgb(255, 0, 255) which is the rgb value for magenta, which is the background color of our image.
▪ Game FPS■ ALLEGRO_COLOR structure, in our case we gave al_map_rgb(255, 0, 255) which is the rgb value for magenta, which is the background color of our image.
// Game fps #define FPS 60 ALLEGRO_TIMER *timer = NULL; // Timer to control game fps timer = al_create_timer(1.0/FPS); // Timer set to tick at 60 frames per second al_register_event_source(event_queue,al_get_timer_event_source(timer)); al_start_timer(timer); // Start timer
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