Sorted the assets into folders and created Makefile.
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2
Makefile
Normal file
2
Makefile
Normal file
@ -0,0 +1,2 @@
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all:
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gcc -Wall -IC:\SDL2\x32\include *.c -LC:\SDL2\x32\lib -lmingw32 -lSDL2main -lSDL2 -lopengl32 -lSDL2_image -lSDL2_ttf -o Asteroids.exe
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14
asteroids.c
14
asteroids.c
@ -62,9 +62,9 @@ void BULLET_Initialize(SDL_Renderer * renderer, int width, int height){
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}; // Default or null bullet
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BULLET_BoxWidth = width;
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BULLET_BoxHeight = height;
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BULLET_Texture_Ally = IMG_LoadTexture(renderer, "bullet.png");
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BULLET_Texture_Ally = IMG_LoadTexture(renderer, "assets/images/bullet.png");
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if (!BULLET_Texture_Ally) printf("Ally bullet texture cannot be loaded!\n");
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BULLET_Texture_Enemy = IMG_LoadTexture(renderer, "enemyBullet.png");
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BULLET_Texture_Enemy = IMG_LoadTexture(renderer, "assets/images/enemyBullet.png");
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if (!BULLET_Texture_Enemy) printf("Enemy bullet texture cannot be loaded!\n");
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printf("Bullet initialized!\n");
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}
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@ -159,7 +159,7 @@ void ASTEROID_Initialize(SDL_Renderer * renderer, int width, int height){
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printf("Initializing Asteroid...\n");
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ASTEROID_BoxWidth = width;
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ASTEROID_BoxHeight = height;
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ASTEROID_Texture = IMG_LoadTexture(renderer, "asteroid.png");
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ASTEROID_Texture = IMG_LoadTexture(renderer, "assets/images/asteroid.png");
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ASTEROIDULLET = (Asteroid) {
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.Rotation = 0.0f,
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.Size = 0.0f,
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@ -291,7 +291,7 @@ void ENEMY_Initialize(SDL_Renderer * renderer, int width, int height){
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BULLET_Initialize(renderer, width, height);
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ENEMY_BoxWidth = width;
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ENEMY_BoxHeight = height;
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ENEMY_Texture = IMG_LoadTexture(renderer, "enemy.png");
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ENEMY_Texture = IMG_LoadTexture(renderer, "assets/images/enemy.png");
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if (!ENEMY_Texture) printf("Enemy texture cannot be loaded!\n");
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ENEMY_MaxBulletCount = ((BULLET_DecayTime_Ally / ENEMY_ShootIntevale) + 10);
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printf("Enemy initialized!\n");
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@ -380,11 +380,11 @@ void SHIP_Initialize(SDL_Renderer * renderer, int width, int height){
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BULLET_Initialize(renderer, width, height);
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SHIP_BoxWidth = width;
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SHIP_BoxHeight = height;
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SHIP_Texture_Gliding = IMG_LoadTexture(renderer, "ship.png");
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SHIP_Texture_Gliding = IMG_LoadTexture(renderer, "assets/images/ship.png");
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if (!SHIP_Texture_Gliding) printf("Ship texture 1 cannot be loaded!\n");
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SHIP_Texture_Accelerating = IMG_LoadTexture(renderer, "shipAcc.png");
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SHIP_Texture_Accelerating = IMG_LoadTexture(renderer, "assets/images/shipAcc.png");
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if (!SHIP_Texture_Accelerating) printf("Ship texture 2 cannot be loaded!\n");
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SHIP_Texture_Explosion = IMG_LoadTexture(renderer, "shipExpl.png");
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SHIP_Texture_Explosion = IMG_LoadTexture(renderer, "assets/images/shipExpl.png");
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if (!SHIP_Texture_Explosion) printf("Ship texture explosion cannot be loaded!\n");
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SHIP_SourceRect_Explosion = calloc(5, sizeof(SDL_Rect));
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if (!SHIP_SourceRect_Explosion) printf("Memory for SDL_Rect (SHIP) cannot be allocated!\n");
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2
main.c
2
main.c
@ -116,7 +116,7 @@ void INITIALIZE() {
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else printf("IMG was successfully initialized!\n");
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TTF_Init();
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Sans = TTF_OpenFont("bulky.ttf", 12);
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Sans = TTF_OpenFont("assets/fonts/bulky.ttf", 12);
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if (!Sans) printf("Font cannot be initialized!\n");
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else printf("Font was successfully initialized!\n");
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messageColor = (SDL_Color) {.r = 125,.g=255,.b = 125,.a = 255};
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@ -22,7 +22,7 @@ void STARFIELD_Initialize(SDL_Renderer * renderer, int width, int height){
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printf("Initializing starfield...\n");
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STARFIELD_BoxWidth = width;
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STARFIELD_BoxHeight = height;
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STAR_Texture = IMG_LoadTexture(renderer, "star.png");
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STAR_Texture = IMG_LoadTexture(renderer, "assets/images/star.png");
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if (!STAR_Texture)
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printf("Star texture cannot be loaded!\n");
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STAR_SourceRects = malloc(3 * sizeof(SDL_Rect));
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