SDL::Tutorial::LunarLander man page on Fedora

Man page or keyword search:  
man Server   31170 pages
apropos Keyword Search (all sections)
Output format
Fedora logo
[printable version]

SDL::Tutorial::LunarLaUser(Contributed Perl DocumSDL::Tutorial::LunarLander(3)

NAME
       Lunar Lander - a small tutorial on Perl SDL

INTRODUCTION
       This is a quick introduction to Games, Perl, and	 SDL (Simple
       DirectMedia Layer, a cross-platform multimedia programming library).
       We'll write a small game -- Lunar Lander -- in 100 lines of code, or
       less.

       CREATING A DEMO

       You can see the final version of the demo code by doing:

	  perl -MSDL::Tutorial::LunarLander=lander.pl -e1

       this will create all three files used in the tutorial:

   FIRST VERSION
       We'll start with a text version of the game.

       "What?", you may ask. "I thought it was a SDL tutorial".

       Yes, it is -- thank you for reminding me. But we'll leave the SDL part
       for later. We must build the game logic first!

       One of the traps of game programming is focusing too much on the
       interface.  If we start with a simpler simulation, we can worry with
       the presentation later.

       So, here's the initial code:

	   #!/usr/bin/perl

	   use strict;
	   use warnings;

	   my $height	= 1000; # m
	   my $velocity = 0;	# m/s
	   my $gravity	= 1;	# m/s^2

	   my $t = 0;

	   while ( $height > 0 ) {
	       print "at $t s height = $height m, velocity = $velocity m/s\n";

	       $height	 = $height - $velocity;
	       $velocity = $velocity + $gravity;
	       $t	 = $t + 1;
	   }

	   if ( $velocity > 10 ) {
	       print "CRASH!!!\n";
	   } else {
	       print "You landed on the surface safely! :-D\n";
	   }

       Run the code and you'll see something like this:

	   at 0 s height = 1000 m, velocity = 0 m/s
	   at 1 s height = 1000 m, velocity = 1 m/s
	   at 2 s height = 999 m, velocity = 2 m/s
	   at 3 s height = 997 m, velocity = 3 m/s
	   at 4 s height = 994 m, velocity = 4 m/s
	   at 5 s height = 990 m, velocity = 5 m/s
	   ...
	   at 43 s height = 97 m, velocity = 43 m/s
	   at 44 s height = 54 m, velocity = 44 m/s
	   at 45 s height = 10 m, velocity = 45 m/s

	   CRASH!!!

       "What happened? How do I control the ship???"

   CONTROLLING THE SHIP
       The problem with our first spaceship is that it had no controls!

       So, let's fix this problem, making the spaceship scriptable. (We could
       write some code to handle keyboard and joysticks now, but an scriptable
       spaceship will be easier to start. Remember, focus on the game logic!)

       So, create add this simple script to the end of your file:

	   __DATA__
	   at 41s, accelerate 10 m/s^2 up
	   at 43s, 10 m/s^2
	   at 45s, 10
	   at 47s, 10
	   at 49s, 10

       The script is straightforward: it simply states a time when we will
       push the spaceship up with a given acceleration. It accepts free text:
       any two numbers you type will work.

       We can parse the script using this regular expression:

	   my $script_re = qr/(\d+) \D+ (\d+)/x;

       And we can build a hash of ( time => acceleration ) with:

	   my %up = map { $_ =~ $script_re } <DATA>;

       So the middle section of the program will become:

	   my $script_re = qr/(\d+) \D+ (\d+)/x;
	   my %up = map { $_ =~ $script_re } <DATA>;

	   while ( $height > 0 ) {
	       print "at $t s height = $height m, velocity = $velocity m/s\n";

	       if ( $up{$t} ) {
		   my $a = $up{$t};
		   print "(accellerating $a m/s^2)\n";
		   $velocity = $velocity - $a;
	       }

	       $height	 = $height - $velocity;
	       $velocity = $velocity + $gravity;
	       $t	 = $t + 1;
	   }

       That's it!

       Try to run the program, and the ship should land safely:

	   ./lunar.pl autopilot.txt
	   at 0 s height = 1000 m, velocity = 0 m/s
	   at 1 s height = 1000 m, velocity = 1 m/s
	   at 2 s height = 999 m, velocity = 2 m/s
	   at 3 s height = 997 m, velocity = 3 m/s
	   at 4 s height = 994 m, velocity = 4 m/s
	   at 5 s height = 990 m, velocity = 5 m/s
	   ...
	   at 54 s height = 19 m, velocity = 4 m/s
	   at 55 s height = 15 m, velocity = 5 m/s
	   at 56 s height = 10 m, velocity = 6 m/s
	   at 57 s height = 4 m, velocity = 7 m/s

	   You landed on the surface safely! :-D

       Cool, but...

   HOW ABOUT THE GRAPHICS?
       Okay, okay... now that we have a working prototype, we can work on the
       graphics. But, first of all, we'll need...

       THE GRAPHICS

       Yes, the graphics.

       We won't use anything fancy here, just two images: a large one, for the
       background, and a smaller one for the spaceship.

       Create the images using the Gimp, or use the images provided by this
       tutorial; Save these images in a subdirectory called "images":
       (""images/background.jpg"" and ""images/ship.png"").

   USING SDL
       First step: use the required libraries:

	   use SDL; #needed to get all constants
	   use SDL::App;
	   use SDL::Surface;
	   use SDL::Rect;

       Second step: initialize "SDL::App":

	   my $app = SDL::App->new(
	       -title  => "Lunar Lander",
	       -width  => 800,
	       -height => 600,
	       -depth  => 32,
	   );

       Third step: load the images and create the necessary "rectangles":

	   my $background = SDL::Surface->new( -name => 'images/background.jpg', );
	   my $ship	  = SDL::Surface->new( -name => 'images/ship.png', );

	   my $background_rect = SDL::Rect->new(
	       -height => $background->height(),
	       -width  => $background->width(),
	   );

	   my $ship_rect = SDL::Rect->new(
	       -height => $ship->height(),
	       -width  => $ship->width(),
	   );

       Fourth step: create a sub to draw the spaceship and background:

	   sub draw {
	       my ( $x, $y ) = @_; # spaceship position

	       # fix $y for screen resolution
	       $y = 450 * ( 1000 - $y ) / 1000;

	       # background
	       $background->blit( $background_rect, $app, $background_rect );

	       # ship
	       my $ship_dest_rect = SDL::Rect->new(
		   -height => $ship->height(),
		   -width  => $ship->width(),
		   -x	   => $x,
		   -y	   => $y,
	       );

	       $ship->blit( $ship_rect, $app, $ship_dest_rect );

	       $app->update($background_rect);
	   }

       Note that this sub first combines all the bitmaps, using a blit ("Block
       Image Transfer") operation -- which is quite fast, but does not update
       the display.

       The combined image is displayed in the last line. This process of
       combining first, and displaying later, avoids that annoying fading
       between cycles ("flickering").

       Finally, add the following lines to the end of the main loop, so that
       we call the "draw()" function with the correct spaceship coordinates:

	   while ( $height > 0 ) {

	       # ...

	       draw( 100, $height );
	       $app->delay(10);
	   }

       That's it!

       Run the program and watch the spaceship landing safely on the surface
       of the moon.

COPYRIGHT & LICENSE
       Copyright 2009 Nelson Ferraz, all rights reserved.

       This program is free software; you can redistribute it and/or modify it
       under the same terms as Perl itself.

perl v5.14.1			  2011-07-18	 SDL::Tutorial::LunarLander(3)
[top]

List of man pages available for Fedora

Copyright (c) for man pages and the logo by the respective OS vendor.

For those who want to learn more, the polarhome community provides shell access and support.

[legal] [privacy] [GNU] [policy] [cookies] [netiquette] [sponsors] [FAQ]
Tweet
Polarhome, production since 1999.
Member of Polarhome portal.
Based on Fawad Halim's script.
....................................................................
Vote for polarhome
Free Shell Accounts :: the biggest list on the net