-SDL RC 2.5 decides to play with PDL
+Huge World Maps in less then 100 lines
-PDL provides great number crunching capabilities to Perl and SDL provides game-developer quality real-time bitmapping and sound.
-You can use PDL and SDL together to create real-time,
-responsive animations and simulations.
-In this section we will go through the pleasures and pitfalls of working with both powerhouse libraries.-- David Mertnes
+
+Hello folks,
+Recently we have been working on making the Perl syntax sugar for SDL in the form of SDLx. So far we have got the SDLx::Surface and SDLx::Sprite (garu++) done. So the first thing we did was throw together a quick Zelda map walker. As you can see above. The code is at http://gist.github.com/478440. The SDL code that this depends on will be SDL 2.503 soonish . We are in the process of cleaning up some more SDLx and Alien::SDL bugs. After that SDLx::App will be overhauled to make this sort of thing even easier. Finally living up to our goal of 'Simple Games Easy. Complex Games Possible.'
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Creating a SDL Surface piddle
-PDL's core type is a piddle.
-Once a piddle is provided to PDL it can go do a numerous amounts of things.
-Please see the example in 'examples/cookbook/pdl.pl' in github.
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Creating a simple piddle
-First lets get the right modules.
+UPDATE: with some help, and newcomer jtpalmer's help we have added Link
+
-Define the $width, $height and $bytes_per_pixel. Your $bytes_per_pixel is the number of bits (in this case 32) divided by 8 bits per byte. Therefore for our 32 bpp we have 4 Bpp;
+
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my $piddle = zeros( byte, $bytes_per_pixel, $width, $height );
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-Create a normal $piddle with zeros, byte format and the Bpp x width x height dimensions.
+
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my $pointer = $piddle->get_dataref();
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-Here is where we get the acutal data the piddle is pointing to. We will have SDL create a new surface from this function.
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-Using the same dimensions we create the surface using SDL::Surface->new_form(). The $width * $Bpp is the scanline (pitch) of the surface in bytes.
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warn"Made surface of $width, $height and ". $surface->format->BytesPerPixel;
- return( $piddle, $surface );
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-Finally make sure that the surface acutally has the correct dimensions we gave.
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-NOTE:$surface->format->BytesPerPixel must return 1,2,3,4. !!
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-Now you can blit and use the surface as needed; and do PDL operations as required.
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Operating on the Surface safely
-To make sure SDL is in sync with the data. You must call SDL::Video::lock before doing PDL operations on the piddle.
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-If the error message is 'Blit combination not supported' that means that the BPP is incorrect or incosistent with the dimensions. After that a simple update_rect will so your new surface on the screen.
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