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[ChatGPT][SDL2][2D 게임 개발] C 및 SDL 라이브러리를 사용하여 2D 게임에서 스테이지 전환을 구현 SDL2 샘플

by byungwoo733 2023. 1. 11.
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C / SDL 라이브러리를 사용하여 2D 게임에서 스테이지 전환을 구현 SDL2 샘플

// Here is an example of how you could implement stage transitions in a 2D game using C and the SDL library
int currentStage = 1;

void loadStage(int stage) {
    // Clean up resources from previous stage
    SDL_DestroyTexture(texture);

    // Load resources for new stage
    switch (stage) {
        case 1:
            texture = SDL_CreateTextureFromSurface(renderer, SDL_LoadBMP("stage1.bmp"));
            break;
        case 2:
            texture = SDL_CreateTextureFromSurface(renderer, SDL_LoadBMP("stage2.bmp"));
            break;
        // Add more cases for additional stages
    }
}

int main() {
    // Initialize SDL
    SDL_Init(SDL_INIT_VIDEO);

    // Create a window
    SDL_Window* window = SDL_CreateWindow("Stage Transition Example", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 800, 600, 0);

    // Create a renderer
    SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, 0);

    // Load the first stage
    loadStage(currentStage);

    // Main game loop
    while (1) {
        // Handle events
        SDL_Event event;
        if (SDL_PollEvent(&event)) {
            if (event.type == SDL_QUIT) {
                break;
            }
            if (event.type == SDL_KEYDOWN) {
                if (event.key.keysym.sym == SDLK_SPACE) {
                    // Transition to next stage
                    currentStage++;
                    loadStage(currentStage);
                }
            }
        }

        // Clear the window
        SDL_RenderClear(renderer);

        // Draw the current stage
        SDL_RenderCopy(renderer, texture, NULL, NULL);

        // Display the window
        SDL_RenderPresent(renderer);
    }

    // Clean up
    SDL_DestroyTexture(texture);
    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);
    SDL_Quit();

    return 0;
}

예제에서는 로드할 스테이지를 지정하는 정수 매개변수를 사용하는 "loadStage()"라는 함수를 사용합니다. 그런 다음 이전 단계의 리소스를 정리하고 지정된 단계의 새 리소스를 로드합니다. 메인 게임 루프 내에서 사용자가 스페이스 바를 누를 때까지 기다린 다음 현재 단계를 증가시키고 loadStage()를 다시 호출하여 다음 단계를 로드합니다. 여기의 예에서는 스테이지를 로드하기 위해 비트맵을 사용하지만 다른 이미지 형식을 사용하거나 파일이나 네트워크와 같은 다른 소스에서 스테이지를 로드할 수 있습니다. 추가 이벤트 처리, 게임 로직 추가 등과 같은 게임의 특정 요구 사항에 맞게 이 예제를 조정해야 할 수도 있습니다.

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