#include <SDL2/SDL.h>
#include <iostream>
#include <vector>
#include <cstdlib>
#include <ctime>
#ifdef __EMSCRIPTEN__
#include <emscripten.h>
#endif
const int TILE_SIZE = 32;
const int WIDTH = 15; // 15 * 32 = 480 px
const int HEIGHT = 11; // 11 * 32 = 352 px
const int UI_HEIGHT = 120;
struct Player {
int x, y;
bool alive;
};
enum EnemyType { VERTICAL, HORIZONTAL };
struct Enemy {
int x, y;
int dx, dy; // Kierunek ruchu (-1, 0, 1)
EnemyType type;
bool alive;
int moveTimer;
};
struct Bomb {
int x, y;
int timer; // Czas do wybuchu w klatkach
bool active;
};
struct Flame {
int x, y;
int timer;
};
// Globalny stan gry (potrzebny dla pętli Emscriptena)
struct GameState {
Player p;
std::vector<std::string> mapa;
std::vector<Bomb> bombs;
std::vector<Flame> flames;
std::vector<Enemy> enemies;
SDL_Renderer* renderer;
SDL_Rect btnUp, btnLeft, btnDown, btnRight, btnBomb, btnQuit;
bool running;
};
GameState* globalGame = nullptr;
void initGame(Player &p, std::vector<std::string> &mapa, std::vector<Enemy> &enemies) {
p.x = 1;
p.y = 1;
p.alive = true;
mapa = {
"###############",
"#...B...B...B.#",
"#.#.B.#.B.#.B.#",
"#BBB...BBB...B#",
"#.#.B.#.B.#.B.#",
"#...B...B...B.#",
"#.#.B.#.B.#.B.#",
"#BBB...BBB...B#",
"#.#.B.#.B.#.B.#",
"#...B...B...B.#",
"###############"
};
enemies.clear();
enemies.push_back({13, 1, 0, 1, VERTICAL, true, 0});
enemies.push_back({1, 9, 1, 0, HORIZONTAL, true, 0});
enemies.push_back({13, 9, 0, -1, VERTICAL, true, 0});
}
void placeBomb(const Player &p, std::vector<Bomb> &bombs) {
if (bombs.size() < 3) {
bombs.push_back({p.x, p.y, 90, true}); // ~1.5 sekundy
}
}
void triggerExplosion(Bomb &b, std::vector<std::string> &mapa, std::vector<Flame> &flames) {
b.active = false;
flames.push_back({b.x, b.y, 20});
int dx[] = {0, 0, -1, 1};
int dy[] = {-1, 1, 0, 0};
for (int i = 0; i < 4; i++) {
int nx = b.x + dx[i];
int ny = b.y + dy[i];
if (nx >= 0 && nx < WIDTH && ny >= 0 && ny < HEIGHT) {
if (mapa[ny][nx] == '#') continue;
flames.push_back({nx, ny, 20});
if (mapa[ny][nx] == 'B') {
mapa[ny][nx] = '.';
}
}
}
}
// --- GŁÓWNA FUNKCJA KLATKI (WYWOŁYWANA W KAŻDYM CYKLU PRZEGLĄDARKI) ---
void main_loop_iteration() {
GameState &g = *globalGame;
if (!g.running) return;
SDL_Event e;
while (SDL_PollEvent(&e) != 0) {
if (e.type == SDL_QUIT) {
g.running = false;
}
else if (e.type == SDL_KEYDOWN && g.p.alive) {
int nx = g.p.x, ny = g.p.y;
switch (e.key.keysym.sym) {
case SDLK_w: case SDLK_UP: ny--; break;
case SDLK_s: case SDLK_DOWN: ny++; break;
case SDLK_a: case SDLK_LEFT: nx--; break;
case SDLK_d: case SDLK_RIGHT: nx++; break;
case SDLK_SPACE: placeBomb(g.p, g.bombs); break;
case SDLK_q: case SDLK_ESCAPE: g.running = false; break;
}
if (nx >= 0 && nx < WIDTH && ny >= 0 && ny < HEIGHT && g.mapa[ny][nx] == '.') {
g.p.x = nx;
g.p.y = ny;
}
}
else if (e.type == SDL_MOUSEBUTTONDOWN && g.p.alive) {
int mx = e.button.x;
int my = e.button.y;
int nx = g.p.x, ny = g.p.y;
if (mx >= g.btnUp.x && mx <= g.btnUp.x + g.btnUp.w && my >= g.btnUp.y && my <= g.btnUp.y + g.btnUp.h) ny--;
else if (mx >= g.btnDown.x && mx <= g.btnDown.x + g.btnDown.w && my >= g.btnDown.y && my <= g.btnDown.y + g.btnDown.h) ny++;
else if (mx >= g.btnLeft.x && mx <= g.btnLeft.x + g.btnLeft.w && my >= g.btnLeft.y && my <= g.btnLeft.y + g.btnLeft.h) nx--;
else if (mx >= g.btnRight.x && mx <= g.btnRight.x + g.btnRight.w && my >= g.btnRight.y && my <= g.btnRight.y + g.btnRight.h) nx++;
else if (mx >= g.btnBomb.x && mx <= g.btnBomb.x + g.btnBomb.w && my >= g.btnBomb.y && my <= g.btnBomb.y + g.btnBomb.h) {
placeBomb(g.p, g.bombs);
} else if (mx >= g.btnQuit.x && mx <= g.btnQuit.x + g.btnQuit.w && my >= g.btnQuit.y && my <= g.btnQuit.y + g.btnQuit.h) {
g.running = false;
}
if (nx >= 0 && nx < WIDTH && ny >= 0 && ny < HEIGHT && g.mapa[ny][nx] == '.') {
g.p.x = nx;
g.p.y = ny;
}
}
}
// --- RUCH BOTÓW ---
for (auto &en : g.enemies) {
if (!en.alive) continue;
en.moveTimer++;
if (en.moveTimer >= 25) {
en.moveTimer = 0;
int targetX = en.x + en.dx;
int targetY = en.y + en.dy;
if (targetX >= 0 && targetX < WIDTH && targetY >= 0 && targetY < HEIGHT && g.mapa[targetY][targetX] == '.') {
en.x = targetX;
en.y = targetY;
} else {
en.dx = -en.dx;
en.dy = -en.dy;
}
}
if (en.x == g.p.x && en.y == g.p.y) {
g.p.alive = false;
}
}
// --- LOGIKA BOMB I PŁOMIENI ---
for (size_t i = 0; i < g.bombs.size();) {
g.bombs[i].timer--;
if (g.bombs[i].timer <= 0) {
triggerExplosion(g.bombs[i], g.mapa, g.flames);
g.bombs.erase(g.bombs.begin() + i);
} else {
i++;
}
}
for (size_t i = 0; i < g.flames.size();) {
g.flames[i].timer--;
if (g.flames[i].x == g.p.x && g.flames[i].y == g.p.y) {
g.p.alive = false;
}
for (auto &en : g.enemies) {
if (en.alive && g.flames[i].x == en.x && g.flames[i].y == en.y) {
en.alive = false;
}
}
if (g.flames[i].timer <= 0) {
g.flames.erase(g.flames.begin() + i);
} else {
i++;
}
}
// --- RENDEROWANIE ---
SDL_SetRenderDrawColor(g.renderer, 20, 20, 20, 255);
SDL_RenderClear(g.renderer);
for (int y = 0; y < HEIGHT; y++) {
for (int x = 0; x < WIDTH; x++) {
SDL_Rect rect = { x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE };
char tile = g.mapa[y][x];
if (tile == '#') {
SDL_SetRenderDrawColor(g.renderer, 80, 80, 80, 255); // Twarda ściana
} else if (tile == 'B') {
SDL_SetRenderDrawColor(g.renderer, 160, 82, 45, 255); // Skrzynka
} else {
SDL_SetRenderDrawColor(g.renderer, 30, 30, 30, 255); // Podłoga
}
SDL_RenderFillRect(g.renderer, &rect);
}
}
// Żółto-zielone bomby
SDL_SetRenderDrawColor(g.renderer, 180, 255, 0, 255);
for (const auto& b : g.bombs) {
SDL_Rect bRect = { b.x * TILE_SIZE + 4, b.y * TILE_SIZE + 4, TILE_SIZE - 8, TILE_SIZE - 8 };
SDL_RenderFillRect(g.renderer, &bRect);
}
// Płomienie
SDL_SetRenderDrawColor(g.renderer, 255, 140, 0, 255);
for (const auto& f : g.flames) {
SDL_Rect fRect = { f.x * TILE_SIZE, f.y * TILE_SIZE, TILE_SIZE, TILE_SIZE };
SDL_RenderFillRect(g.renderer, &fRect);
}
// Boty
for (const auto& en : g.enemies) {
if (en.alive) {
SDL_Rect enRect = { en.x * TILE_SIZE + 4, en.y * TILE_SIZE + 4, TILE_SIZE - 8, TILE_SIZE - 8 };
if (en.type == VERTICAL) {
SDL_SetRenderDrawColor(g.renderer, 50, 205, 50, 255); // Zielony
} else {
SDL_SetRenderDrawColor(g.renderer, 186, 85, 211, 255); // Fioletowy
}
SDL_RenderFillRect(g.renderer, &enRect);
}
}
// Gracz
if (g.p.alive) {
SDL_Rect playerRect = { g.p.x * TILE_SIZE + 2, g.p.y * TILE_SIZE + 2, TILE_SIZE - 4, TILE_SIZE - 4 };
SDL_SetRenderDrawColor(g.renderer, 0, 150, 255, 255);
SDL_RenderFillRect(g.renderer, &playerRect);
}
// Panel dotykowy UI
SDL_Rect uiPanel = { 0, HEIGHT * TILE_SIZE, WIDTH * TILE_SIZE, UI_HEIGHT };
SDL_SetRenderDrawColor(g.renderer, 40, 40, 40, 255);
SDL_RenderFillRect(g.renderer, &uiPanel);
SDL_SetRenderDrawColor(g.renderer, 90, 90, 110, 255);
SDL_RenderFillRect(g.renderer, &g.btnUp);
SDL_RenderFillRect(g.renderer, &g.btnLeft);
SDL_RenderFillRect(g.renderer, &g.btnDown);
SDL_RenderFillRect(g.renderer, &g.btnRight);
SDL_SetRenderDrawColor(g.renderer, 220, 40, 40, 255);
SDL_RenderFillRect(g.renderer, &g.btnBomb);
SDL_SetRenderDrawColor(g.renderer, 100, 100, 100, 255);
SDL_RenderFillRect(g.renderer, &g.btnQuit);
SDL_RenderPresent(g.renderer);
}
int main(int argc, char* argv[]) {
if (SDL_Init(SDL_INIT_VIDEO) < 0) return 1;
GameState game;
globalGame = &game;
SDL_Window* window = SDL_CreateWindow("Bomberman WebAssembly",
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
WIDTH * TILE_SIZE, (HEIGHT * TILE_SIZE) + UI_HEIGHT,
SDL_WINDOW_SHOWN);
game.renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
srand(time(0));
initGame(game.p, game.mapa, game.enemies);
game.running = true;
// Pozycje przycisków w panelu dolnym
game.btnUp = { 80, 360, 50, 40 };
game.btnLeft = { 25, 405, 50, 40 };
game.btnDown = { 80, 405, 50, 40 };
game.btnRight = { 135, 405, 50, 40 };
game.btnBomb = { 320, 375, 70, 70 };
game.btnQuit = { 425, 385, 45, 45 };
#ifdef __EMSCRIPTEN__
// Emscripten obsługuje pętlę przez callback przeglądarki
emscripten_set_main_loop(main_loop_iteration, 0, 1);
#else
// Klasyczna pętla lokalna na komputer
while (game.running) {
main_loop_iteration();
SDL_Delay(16);
}
#endif
SDL_DestroyRenderer(game.renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
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