samples / image.c¶
This short sample demonstrate how to use images in Cage
#include "cage.h"
Create¶
We use the game state create() function to load the image resource and return it as the state user data pointer.
static void* create_sample(void)
{
return create_image("res/cage.png");
}
Update¶
For each frame, the update state function will draw the image using the image size as clipping boundaries. We explicitly eliminate the unused parameter warning using the UNUSED macro.
static void update_sample(void* data, float elapsed_ms)
{
struct rectangle clip = { 0, 0, 144, 76 };
draw_image(data, 4, 5, &clip, 0);
UNUSED(elapsed_ms);
}
Destroy¶
A create_image() call allocates the image and its internal resources. To properly clean up our state we need to use destroy_image() in the destroy state function.
static void destroy_sample(void* data)
{
destroy_image(data);
}
Finally, the main¶
Finally, the game’s main function delegates the execution to Cage’s game_loop() function together with the 3 state functions we wrote.
int main(void)
{
return game_loop(create_sample, update_sample, destroy_sample);
}