breakout/gameover.c

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C
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#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <stdbool.h>
#include <math.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_ttf.h>
#include "gameover.h"
#include "gamestate.h"
#include "main.h"
#define GAMEOVER_TexturePath "assets/images/gameover.png"
#define GAMEOVER_NumbersTexturePath "assets/images/numbers.png"
#define GAMEOVER_ScoreTexturePath "assets/images/yourscore.png"
#define GAMEOVER_HUDScale 16.0f
#define GAMEOVER_Scale 4.0f
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <stdbool.h>
#include <math.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_ttf.h>
#include "breakout.h"
#include "vector.h"
#include "background.h"
int GAMEOVER_HUDMargin = 5;
SDL_Texture * GAMEOVER_Texture;
SDL_Texture * GAMEOVER_Numbers;
SDL_Texture * GAMEOVER_ScoreTexture;
SDL_Rect * GAMEOVER_NumberRects;
SDL_Rect GAMEOVER_TargetRect;
SDL_Rect GAMEOVER_ScoreTargetRect;
SDL_Rect GAMEOVER_HUDScoreTargetRect;
int * GAMEOVER_Digits;
bool GAMEOVER_IsInit = false;
void GAMEOVER_Initialize(SDL_Renderer * renderer){
if (!GAMEOVER_IsInit) {
printf("Initializing Gameover...\n");
GAMEOVER_Texture = IMG_LoadTexture(renderer, GAMEOVER_TexturePath);
if (!GAMEOVER_Texture) printf("Gameover Texture couldn't be loaded!\n");
GAMEOVER_Numbers = IMG_LoadTexture(renderer, GAMEOVER_NumbersTexturePath);
if (!GAMEOVER_Numbers) printf("Gameover Numbers couldn't be loaded!\n");
GAMEOVER_ScoreTexture = IMG_LoadTexture(renderer, GAMEOVER_ScoreTexturePath);
if (!GAMEOVER_ScoreTexture) printf("Gameover Score Texture couldn't be loaded!\n");
int w, h;
SDL_QueryTexture(GAMEOVER_Texture, NULL, NULL, &w, &h);
w /= 2;
h /= 2;
GAMEOVER_TargetRect.x = ((1920 - w) / 2);
GAMEOVER_TargetRect.y = 50;
GAMEOVER_TargetRect.w = w;
GAMEOVER_TargetRect.h = h;
GAMEOVER_NumberRects = calloc(10, sizeof(SDL_Rect));
if (!GAMEOVER_NumberRects) printf("FATAL: Memory Allocation Failed!\n");
GAMEOVER_NumberRects[0] = (SDL_Rect) {.x = 446, .y = 668, .w = 442, .h = 665 };
GAMEOVER_NumberRects[1] = (SDL_Rect) {.x = 1299, .y = 1335, .w = 242, .h = 665 };
GAMEOVER_NumberRects[2] = (SDL_Rect) {.x = 1, .y = 1, .w = 443, .h = 665 };
GAMEOVER_NumberRects[3] = (SDL_Rect) {.x = 1, .y = 668, .w = 443, .h = 665 };
GAMEOVER_NumberRects[4] = (SDL_Rect) {.x = 1, .y = 1335, .w = 443, .h = 665 };
GAMEOVER_NumberRects[5] = (SDL_Rect) {.x = 446, .y = 1, .w = 443, .h = 665 };
GAMEOVER_NumberRects[6] = (SDL_Rect) {.x = 891, .y = 1, .w = 443, .h = 665 };
GAMEOVER_NumberRects[7] = (SDL_Rect) {.x = 890, .y = 1335, .w = 407, .h = 665 };
GAMEOVER_NumberRects[8] = (SDL_Rect) {.x = 446, .y = 1335, .w = 442, .h = 665 };
GAMEOVER_NumberRects[9] = (SDL_Rect) {.x = 890, .y = 668, .w = 442, .h = 665 };
GAMEOVER_ScoreTargetRect.y = 450;
GAMEOVER_ScoreTargetRect.h = 183;
GAMEOVER_ScoreTargetRect.w = 1000;
GAMEOVER_HUDScoreTargetRect = (SDL_Rect) {.x = GAMEOVER_HUDMargin, .y = GAMEOVER_HUDMargin, .w = 250, .h = 46 };
GAMEOVER_Digits = malloc(25 * sizeof(int));
printf("Gameover initialized!\n");
GAMEOVER_IsInit = true;
} else
printf("Gameover already initialized!\n");
} /* GAMEOVER_Initialize */
void GAMEOVER_Draw(SDL_Renderer * renderer, Scenery * scenery){
int i, count;
SDL_RenderCopy(renderer, GAMEOVER_Texture, NULL, &GAMEOVER_TargetRect);
GAMEOVER_GetDigits((scenery->Score), &count);
int totalWidth = GAMEOVER_ScoreTargetRect.w;
for (i = (count - 1); i >= 0; i--) {
totalWidth += (int)roundf((float)GAMEOVER_NumberRects[i].w / GAMEOVER_Scale);
}
GAMEOVER_ScoreTargetRect.x = ((1920 - totalWidth) / 2);
SDL_RenderCopy(renderer, GAMEOVER_ScoreTexture, NULL, &GAMEOVER_ScoreTargetRect);
int xOffset = GAMEOVER_ScoreTargetRect.x + GAMEOVER_ScoreTargetRect.w;
SDL_Rect target;
target.y = 450;
for (i = (count - 1); i >= 0; i--) {
target.x = xOffset;
target.h = (int)roundf((float)(GAMEOVER_NumberRects[GAMEOVER_Digits[i]].h) / GAMEOVER_Scale);
target.w = (int)roundf((float)(GAMEOVER_NumberRects[GAMEOVER_Digits[i]].w) / GAMEOVER_Scale);
SDL_RenderCopy(renderer, GAMEOVER_Numbers, (GAMEOVER_NumberRects + GAMEOVER_Digits[i]), &target);
xOffset += target.w;
}
} /* GAMEOVER_Draw */
void GAMEOVER_GetDigits(int input, int * digitCount){
int score = input;
int count = 0;
while (score != 0) {
GAMEOVER_Digits[(count++)] = (score % 10);
score /= 10;
}
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if (count == 0) {
count = 1;
GAMEOVER_Digits[0] = 0;
}
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*digitCount = count;
}
void SCORE_DrawHUD(SDL_Renderer * renderer, Scenery * scenery){
int i, count;
GAMEOVER_GetDigits((scenery->Score), &count);
int totalWidth = GAMEOVER_HUDScoreTargetRect.w;
for (i = (count - 1); i >= 0; i--) {
totalWidth += (int)roundf((float)GAMEOVER_NumberRects[i].w / GAMEOVER_HUDScale);
}
GAMEOVER_HUDScoreTargetRect.x = GAMEOVER_HUDMargin;
SDL_RenderCopy(renderer, GAMEOVER_ScoreTexture, NULL, &GAMEOVER_HUDScoreTargetRect);
int xOffset = GAMEOVER_HUDScoreTargetRect.x + GAMEOVER_HUDScoreTargetRect.w;
SDL_Rect target;
target.y = GAMEOVER_HUDMargin;
for (i = (count - 1); i >= 0; i--) {
target.x = xOffset;
target.h = (int)roundf((float)(GAMEOVER_NumberRects[GAMEOVER_Digits[i]].h) / GAMEOVER_HUDScale);
target.w = (int)roundf((float)(GAMEOVER_NumberRects[GAMEOVER_Digits[i]].w) / GAMEOVER_HUDScale);
SDL_RenderCopy(renderer, GAMEOVER_Numbers, (GAMEOVER_NumberRects + GAMEOVER_Digits[i]), &target);
xOffset += target.w;
}
} /* SCORE_DrawHUD */
void GAMEOVER_Deinitialize(){
if (GAMEOVER_IsInit) {
printf("De-initializing Gameover...\n");
free(GAMEOVER_Digits);
SDL_DestroyTexture(GAMEOVER_Texture);
SDL_DestroyTexture(GAMEOVER_ScoreTexture);
SDL_DestroyTexture(GAMEOVER_Numbers);
printf("Gameover de-initialized!\n");
GAMEOVER_IsInit = false;
} else
printf("Gameover already de-initialized!\n");
}