breakout/breakout.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 "breakout.h"
#include "vector.h"
#include "gamestate.h"
#include "gameover.h"
#include "main.h"
extern float XScale, YScale;
extern int width, height;
#define BALL_TexturePath "assets/images/ball.png"
#define PADDLE_TexturePath "assets/images/paddle.png"
#define BLOCK_TexturePath "assets/images/spritesheet.png"
#define BRAEKOUT_CountdownTexturePath "assets/images/text.png"
#define BRAEKOUT_PausedTexturePath "assets/images/paused.png"
#define BALL_MinSpeed 8.0f
#define BALL_MaxSpeed 25.0f
#define BALL_AccelerationTime 10000
#define PADDLE_MaxSize 300
#define PADDLE_MinSize 50
#define PADDLE_AccelerationTime 18000
#define BREAKOUT_LiveHUDSize 35
#define BREAKOUT_LiveHUDMargin 8
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#ifndef __nullptr__
#define Nullptr(type) (type *)0
#endif // __nullptr__
float PADDLE_SmoothFactor = 0.1f;
int BLOCK_TextureCount = 24;
int BALL_TextureCount = 9;
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int BREAKOUT_CountdownTextureCount = 4;
int PADDLE_TextureCount = 9;
SDL_Texture * BALL_Texture;
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SDL_Texture * BREAKOUT_CountdownTexture;
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SDL_Texture * PADDLE_Texture;
SDL_Texture * BLOCK_Texture;
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SDL_Texture * BREAKOUT_PausedTexture;
SDL_Rect * BALL_SourceRects;
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SDL_Rect * BREAKOUT_CountdownSourceRects;
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SDL_Rect * PADDLE_SourceRects;
SDL_Rect * BLOCK_SourceRects;
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Uint8 * PADDLE_MoveLeftKeys, * PADDLE_MoveRightKeys;
bool BREAKOUT_IsInit = false;
bool BALL_IsInit = false;
bool PADDLE_IsInit = false;
bool BLOCK_IsInit = false;
void BREAKOUT_INITIALIZE(SDL_Renderer * renderer){
if (!BREAKOUT_IsInit) {
printf("Initializing Game...\n");
srand(time(NULL));
BALL_Initialize(renderer);
PADDLE_Initialize(renderer);
BLOCK_Initialize(renderer);
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BREAKOUT_CountdownTexture = IMG_LoadTexture(renderer, BRAEKOUT_CountdownTexturePath);
if (!BREAKOUT_CountdownTexture) printf("Countdown texture failed to load!\n");
BREAKOUT_PausedTexture = IMG_LoadTexture(renderer, BRAEKOUT_PausedTexturePath);
if (!BREAKOUT_PausedTexture) printf("Paused texture failed to load!\n");
BREAKOUT_CountdownTextureCount = 4;
BREAKOUT_CountdownSourceRects = (SDL_Rect *)malloc(BREAKOUT_CountdownTextureCount * sizeof(SDL_Rect));
if (!BREAKOUT_CountdownSourceRects) printf("FATAL! Memory allocation failed!\n");
BREAKOUT_CountdownSourceRects[0] = (SDL_Rect) {.x = 1, .y = 668, .w = 1000, .h = 732 };
BREAKOUT_CountdownSourceRects[1] = (SDL_Rect) {.x = 1, .y = 1, .w = 242, .h = 665 };
BREAKOUT_CountdownSourceRects[2] = (SDL_Rect) {.x = 245, .y = 1, .w = 443, .h = 665 };
BREAKOUT_CountdownSourceRects[3] = (SDL_Rect) {.x = 690, .y = 1, .w = 443, .h = 665 };
printf("Game initialized!\n");
BREAKOUT_IsInit = true;
} else printf("Game is already initialized!\n");
} /* BREAKOUT_INITIALIZE */
void BREAKOUT_TogglePause(Scenery * scenery){
(scenery->IsPaused) = !(scenery->IsPaused);
printf("Game was %s!\n", ( (scenery->IsPaused) ? "paused" : "unpaused"));
}
void BREAKOUT_KeyPressed(Scenery * scenery, SDL_KeyboardEvent * b){
if ((b->keysym).scancode == SDL_SCANCODE_ESCAPE) {
printf("Escape was pressed ingame! Toggle Pause...\n");
BREAKOUT_TogglePause(scenery);
}
}
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Scenery BREAKOUT_CreateDefault(){
Scenery scenery;
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scenery.StartCountdown = 240;
scenery.IsGameOver = false;
scenery.BlockCount = 135;
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scenery.ball = BALL_CreateDefault();
scenery.paddle = PADDLE_CreateDefault();
scenery.blocks = malloc(scenery.BlockCount * sizeof(Block));
scenery.Frames = 0;
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scenery.Score = 0;
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if (!(scenery.blocks)) printf("FATAL! Memory allocation failed!\n");
scenery.IsPaused = false;
scenery.Lives = 3;
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scenery.DestroyedBlocks = 0;
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int index;
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for (int y = 0; y < 9; y++) {
index = 15 * y;
for (int x = 0; x < 15; x++) {
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scenery.blocks[x + index] = BLOCK_CreateDefault();
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scenery.blocks[x + index].TargetRect = (SDL_Rect) {.x = ((128 * x) + 2), .y = ((64 * y) + 1), .w = 124, .h = 62 };
scenery.blocks[x + index].TextureIndex = y + x;
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}
}
return scenery;
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} /* BREAKOUT_CreateDefault */
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void BREAKOUT_IncreaseScoreBy(Scenery * scenery, int scoreInc){
(scenery->Score) += scoreInc;
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}
void TEXTURE_RenderCenteredSpriteSheet(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Rect * srcRect, float Scale){
SDL_Rect target;
target.w = (int)roundf(((float)(srcRect->w)) * Scale);
target.h = (int)roundf(((float)(srcRect->h)) * Scale);
target.x = ((width - (target.w)) / 2);
target.y = ((height - (target.h)) / 2);
SDL_RenderCopy(renderer, texture, srcRect, &target);
}
void TEXTURE_RenderCentered(SDL_Renderer * renderer, SDL_Texture * texture, float Scale){
int w, h;
SDL_Rect target;
SDL_QueryTexture(texture, NULL, NULL, &w, &h);
target.w = (int)roundf(((float)w) * Scale);
target.h = (int)roundf(((float)h) * Scale);
target.x = ((width - (target.w)) / 2);
target.y = ((height - (target.h)) / 2);
SDL_RenderCopy(renderer, texture, NULL, &target);
}
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void BREAKOUT_Update(Scenery * scenery, const Uint8 * keystate){
if (scenery->IsPaused) return;
if ((scenery->StartCountdown)-- > 0) return;
(scenery->Frames)++;
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if (scenery->IsGameOver) {
BALL_ResetPosition(&(scenery->ball));
PADDLE_ResetPosition(&(scenery->paddle));
scenery->StartCountdown = 240;
scenery->IsGameOver = false;
if (--(scenery->Lives) <= 0)
GAME_ChangeState(GameOver);
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else
printf("Oh oh, only %d lives left!\n", scenery->Lives);
return;
}
PADDLE_Update(&(scenery->paddle), scenery, keystate); // Update paddle before ball because paddle is not static!
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BALL_Update(&(scenery->ball), scenery);
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for (int i = 0; i < (scenery->BlockCount); i++) {
BLOCK_Update((scenery->blocks) + i);
}
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} /* BREAKOUT_Update */
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void BREAKOUT_Draw(Scenery * scenery, SDL_Renderer * renderer){
for (int i = 0; i < (scenery->BlockCount); i++) {
BLOCK_Draw(renderer, &((scenery->blocks)[i]));
}
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BALL_Draw(renderer, &(scenery->ball));
PADDLE_Draw(renderer, &(scenery->paddle));
SCORE_DrawHUD(renderer, scenery);
BREAKOUT_DrawLivesHUD(renderer, scenery);
if (scenery->IsPaused) {
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TEXTURE_RenderCentered(renderer, BREAKOUT_PausedTexture, 0.5f);
} else if ((scenery->StartCountdown) > 0) { // ! Render Z-Layer !
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TEXTURE_RenderCenteredSpriteSheet(renderer, BREAKOUT_CountdownTexture, (BREAKOUT_CountdownSourceRects + (((scenery->StartCountdown) - 1) / 60)), 1.0f);
}
}
void BREAKOUT_DrawLivesHUD(SDL_Renderer * renderer, Scenery * scenery){
SDL_Rect tmpRect;
tmpRect.y = BREAKOUT_LiveHUDMargin;
tmpRect.w = BREAKOUT_LiveHUDSize;
tmpRect.h = BREAKOUT_LiveHUDSize;
tmpRect.x = width - BREAKOUT_LiveHUDMargin;
for (int i = 0; i < (scenery->Lives); i++) {
tmpRect.x -= (BREAKOUT_LiveHUDSize + BREAKOUT_LiveHUDMargin);
BALL_DrawTexture(renderer, &tmpRect, (scenery->ball).TextureIndex);
}
}
void BREAKOUT_DEINITIALIZE(){
if (BREAKOUT_IsInit) {
printf("De-initializing Game...\n");
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SDL_DestroyTexture(BREAKOUT_CountdownTexture);
SDL_DestroyTexture(BREAKOUT_PausedTexture);
free(PADDLE_MoveLeftKeys);
free(PADDLE_MoveRightKeys);
free(BALL_SourceRects);
free(PADDLE_SourceRects);
free(BLOCK_SourceRects);
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free(BREAKOUT_CountdownSourceRects);
BALL_Deinitialize();
PADDLE_Deinitialize();
BLOCK_Deinitialize();
printf("Game de-initialized!\n");
BREAKOUT_IsInit = false;
} else printf("Game is already de-initialized!\n");
}
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void BREAKOUT_DestroyObject(Scenery * scenery){
for (size_t i = 0; i < (scenery->BlockCount); i++) {
BLOCK_DestroyObject((scenery->blocks) + i);
}
BALL_DestroyObject(&(scenery->ball));
PADDLE_DestroyObject(&(scenery->paddle));
free((scenery->blocks));
}
void BALL_Initialize(SDL_Renderer * renderer){
if (!BALL_IsInit) {
printf("Initializing Ball...\n");
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BALL_Texture = IMG_LoadTexture(renderer, BALL_TexturePath);
if (!BALL_Texture) printf("Ball texture failed to load!\n");
BALL_TextureCount = 9;
BALL_SourceRects = (SDL_Rect *)malloc(BALL_TextureCount * sizeof(SDL_Rect));
if (!BALL_SourceRects) printf("FATAL! Memory allocation failed!\n");
BALL_SourceRects[0] = (SDL_Rect) {.x = 1029, .y = 1029, .w = 512, .h = 512 };
BALL_SourceRects[1] = (SDL_Rect) {.x = 1, .y = 1, .w = 512, .h = 512 };
BALL_SourceRects[2] = (SDL_Rect) {.x = 1, .y = 515, .w = 512, .h = 512 };
BALL_SourceRects[3] = (SDL_Rect) {.x = 1, .y = 1029, .w = 512, .h = 512 };
BALL_SourceRects[4] = (SDL_Rect) {.x = 515, .y = 1, .w = 512, .h = 512 };
BALL_SourceRects[5] = (SDL_Rect) {.x = 1029, .y = 1, .w = 512, .h = 512 };
BALL_SourceRects[6] = (SDL_Rect) {.x = 515, .y = 515, .w = 512, .h = 512 };
BALL_SourceRects[7] = (SDL_Rect) {.x = 515, .y = 1029, .w = 512, .h = 512 };
BALL_SourceRects[8] = (SDL_Rect) {.x = 1029, .y = 515, .w = 512, .h = 512 };
printf("Ball initialized!\n");
BALL_IsInit = true;
} else printf("Ball is already initialized!\n");
} /* BALL_Initialize */
Ball BALL_CreateDefault(){
return (Ball) {
.Location = (Vector) {.x = (width / 2) - 15, .y = height - 131 },
.Momentum = (Vector) {.x = 0.0f, .y = BALL_MinSpeed },
.TargetRect = (SDL_Rect) {.x = width / 2 - 15, .y = height - 130, .w = 30, .h = 30 },
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.Size = 15.0f,
.Rotation = 0,
.RotationValue = 9,
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.TextureIndex = 0,
.Speed = 15.0f
}; // Objekt für die Eigenschaften des Balls
}
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void BALL_ResetPosition(Ball * obj){
(obj->Location).x = width / 2 - (obj->Size);
(obj->Location).y = height - 101 - (2 * (obj->Size));
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RECT_SetTargetPos(&(obj->TargetRect), &(obj->Location));
(obj->Momentum) = VECTOR_GetScaledDirectionalUnitVector(0.0f, (obj->Speed));
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}
void BALL_DrawTexture(SDL_Renderer * renderer, SDL_Rect * dstRect, int index){
if (index > BALL_TextureCount || index < 0) {
printf("Ball with unkown texture index %d aus [0,...,%d]\n", index, (BALL_TextureCount - 1));
return;
}
SDL_RenderCopy(renderer, BALL_Texture, BALL_SourceRects + index, dstRect);
}
void BALL_Draw(SDL_Renderer * renderer, Ball * obj){
// printf("Ball drawn at (%d|%d)!\n", (obj->TargetRect).x, (obj->TargetRect).x);
SDL_RenderCopyEx(renderer, BALL_Texture, BALL_SourceRects + (obj->TextureIndex), &(obj->TargetRect), obj->Rotation, NULL, SDL_FLIP_NONE);
}
bool BALL_CollideWithRect(Ball * obj, SDL_Rect * rect){
if (!RECT_Collide(&(obj->TargetRect), rect)) return false;
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// Already returned with false if square ball hitbox didnt collide with rect
SDL_Point ballCenter = BALL_GetCenter(obj);
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Vector center = (Vector) {.x = ballCenter.x, .y = ballCenter.y };
Vector corner;
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bool left, right, top, bottom, yMid = false, xMid = false;
left = (ballCenter.x) < (rect->x);
right = (ballCenter.x) > (rect->x) + (rect->w);
top = (ballCenter.y) < (rect->y);
bottom = (ballCenter.y) > (rect->y) + (rect->h);
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yMid = !(top || bottom);
xMid = !(left || right);
if (yMid) // Hit left or right
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(obj->Momentum).x = -(obj->Momentum).x;
if (xMid) // Hit bottom or top
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(obj->Momentum).y = -(obj->Momentum).y;
if (xMid || yMid) return true;
// double oldAngle = fmod((double)(VECTOR_GetRotation(obj->Momentum)), 360.0f);
if (left) {
corner.x = (rect->x);
} else if (right) {
corner.x = ((rect->x) + (rect->w));
} // Other case will not appear since returned above
if (top) {
corner.y = (rect->y);
} else if (bottom) {
corner.y = ((rect->y) + (rect->h));
}
// printf("Hit corner at %.0f|%.0f!\n", corner.x, corner.y);
// printf("Ball center at %.0f|%.0f!\n", center.x, center.y);
// TODO: Reflection at lot
Vector cornerToMid = VECTOR_GetVectorFromTo(corner, center);
if (VECTOR_GetMagnitude(cornerToMid) > (obj->Size)) return false;
double lot = VECTOR_GetRotation(cornerToMid);
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double inRotation = fmod(VECTOR_GetRotation(obj->Momentum) + 180.0f, 360.0f);
double outAngle = fmod(lot + (0.5 * (lot - inRotation)), 360.0f);
printf("In: %.2f | Lot: %.2f | Out: %.2f\n", inRotation, lot, outAngle);
(obj->Momentum) = VECTOR_GetScaledDirectionalUnitVector(outAngle, (obj->Speed));
// printf("New Magnitude = %.2f\n", VECTOR_GetMagnitude((obj->Momentum)));
return true;
} /* BALL_CollideWithRect */
bool RECT_Collide(SDL_Rect * rect1, SDL_Rect * rect2){
if ((rect1->x) + (rect1->w) < (rect2->x)) {
return false;
}
if ((rect1->x) > (rect2->x) + (rect2->w)) {
return false;
}
if ((rect1->y) + (rect1->w) < (rect2->y)) {
return false;
}
if ((rect1->y) > (rect2->y) + (rect2->h)) {
return false;
}
return true;
}
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void BALL_SteerMomentum(Ball * obj, Paddle * paddle){
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double paddleHalfLen = ((double)((paddle->TargetRect).w) / 2.0f);
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double offset = (((obj->TargetRect).x) + (obj->Size)) - ((paddle->TargetRect).x + paddleHalfLen);
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offset /= paddleHalfLen;
offset *= (paddle->SteeringAngle);
DOUBLE_Constrain(&offset, -(paddle->SteeringAngle), (paddle->SteeringAngle));
(obj->Momentum) = VECTOR_GetDirectionalUnitVector(offset);
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}
void RECT_SetTargetPos(SDL_Rect * rect, Vector * Location){
rect->x = (int)round(Location->x);
rect->y = (int)round(Location->y);
}
SDL_Point BALL_GetCenter(Ball * obj){
return (SDL_Point) {.x = ((obj->TargetRect).x) + (obj->Size), .y = ((obj->TargetRect).y) + (obj->Size) };
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}
void BALL_CollideWithBorders(Ball * obj){
if ((obj->Location).y < 0.0f)
(obj->Momentum).y = -(obj->Momentum).y;
if ((obj->Location).x < 0.0f || (obj->Location).x > width - (2 * (obj->Size)))
(obj->Momentum).x = -(obj->Momentum).x;
}
void BALL_MoveAwayFromBoundaries(Ball * obj){
while (((obj->Location).y) < 0)
((obj->Location).y)++;
while (((obj->Location).x) < 0)
((obj->Location).x)++;
while ((((obj->Location).x) + ((obj->Size) * 2)) > width)
((obj->Location).x)--;
}
bool BALL_CollideWithPaddle(Ball * obj, Paddle * paddle){
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if (RECT_Collide(&(obj->TargetRect), &(paddle->TargetRect))) {
SDL_Point ballCenter = BALL_GetCenter(obj);
if (ballCenter.y > (paddle->TargetRect).y) // if the ball hits the paddle from the sides (or the bottom (?))
BALL_CollideWithRect(obj, &(paddle->TargetRect));
else
BALL_SteerMomentum(obj, paddle); // Sets it to unit vector!
// Following assumes that the paddle position was udated before the ball was updated
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while (RECT_Collide(&(obj->TargetRect), &(paddle->TargetRect))) { // Move away from rect in small steps
(obj->Location) = VECTOR_Add((obj->Location), (obj->Momentum));
BALL_MoveAwayFromBoundaries(obj);
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RECT_SetTargetPos(&(obj->TargetRect), &(obj->Location));
}
(obj->Momentum) = VECTOR_ChangeScaleTo((obj->Momentum), (obj->Speed));
return true;
}
return false;
} /* BALL_CollideWithPaddle */
void BALL_AdaptSpeedGradient(Ball * obj, int FrameCount){
if (FrameCount > BALL_AccelerationTime)
obj->Speed = BALL_MaxSpeed;
else
obj->Speed = BALL_MinSpeed + (((double)FrameCount / (double)BALL_AccelerationTime) * (BALL_MaxSpeed - BALL_MinSpeed));
}
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void BALL_Update(Ball * obj, Scenery * scenery){
BALL_AdaptSpeedGradient(obj, (scenery->Frames));
(obj->Momentum) = VECTOR_ChangeScaleTo((obj->Momentum), (obj->Speed));
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Block * blocks = (scenery->blocks);
Paddle * paddle = &(scenery->paddle);
int BlockCount = scenery->BlockCount;
Vector oldMomentum = obj->Momentum;
Vector oldLocation = obj->Location;
(obj->Rotation) += (obj->RotationValue); // No effect on physics
(obj->Location) = VECTOR_Add((obj->Location), oldMomentum);
RECT_SetTargetPos(&(obj->TargetRect), &(obj->Location));
if (!BALL_CollideWithPaddle(obj, paddle)) // Collide with Paddle
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for (int i = 0; i < BlockCount; i++) { // Check Collide with each block
if (blocks[i].HP <= 0) continue;
oldMomentum = obj->Momentum;
oldLocation = obj->Location;
if (BALL_CollideWithRect(obj, &(blocks[i].TargetRect))) {
BLOCK_DealDamage(blocks + i, 1);
if (blocks[i].HP <= 0) {
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(scenery->DestroyedBlocks)++;
BREAKOUT_IncreaseScoreBy(scenery, (int)round((((scenery->ball).Speed) * ((scenery->ball).Speed) / 5.0f)));
}
(obj->Location) = VECTOR_Add(oldLocation, (obj->Momentum));
BALL_MoveAwayFromBoundaries(obj);
RECT_SetTargetPos(&(obj->TargetRect), &(obj->Location));
}
}
if ((obj->Location).y > height) { // Collide with box boundaries
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scenery->IsGameOver = true;
printf("Ball called game_over!\n");
} else BALL_CollideWithBorders(obj);
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RECT_SetTargetPos(&(obj->TargetRect), &(obj->Location));
} /* BALL_Update */
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void BALL_DestroyObject(Ball * obj){
}
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void BALL_Deinitialize(){
if (BALL_IsInit) {
printf("De-initializing Ball...\n");
SDL_DestroyTexture(BALL_Texture);
printf("Ball de-initialized!\n");
BALL_IsInit = false;
} else printf("Ball is already de-initialized!\n");
}
void PADDLE_Initialize(SDL_Renderer * renderer){
if (!PADDLE_IsInit) {
printf("Initializing Paddle...\n");
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PADDLE_Texture = IMG_LoadTexture(renderer, PADDLE_TexturePath);
if (!PADDLE_Texture) printf("Paddle texture failed to load!\n");
PADDLE_SourceRects = (SDL_Rect *)malloc(1 * sizeof(SDL_Rect));
if (!PADDLE_SourceRects) printf("FATAL! Memory allocation failed!\n");
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PADDLE_SourceRects[0] = (SDL_Rect) {.x = 0, .y = 0, .w = 1000, .h = 100 };
PADDLE_MoveLeftKeys = (Uint8 *)malloc(2 * sizeof(Uint8));
if (!PADDLE_MoveLeftKeys) printf("FATAL! Memory allocation failed!\n");
PADDLE_MoveRightKeys = (Uint8 *)malloc(2 * sizeof(Uint8));
if (!PADDLE_MoveRightKeys) printf("FATAL! Memory allocation failed!\n");
PADDLE_MoveLeftKeys[0] = 2; // Erster wert gibt größe des arrays an
PADDLE_MoveLeftKeys[1] = SDL_SCANCODE_LEFT;
PADDLE_MoveLeftKeys[2] = SDL_SCANCODE_A;
PADDLE_MoveRightKeys[0] = 2;
PADDLE_MoveRightKeys[1] = SDL_SCANCODE_RIGHT;
PADDLE_MoveRightKeys[2] = SDL_SCANCODE_D;
printf("Paddle initialized!\n");
PADDLE_IsInit = true;
} else printf("Paddle is already initialized!\n");
} /* PADDLE_Initialize */
Paddle PADDLE_CreateDefault(){
return (Paddle) {
.TargetRect = (SDL_Rect) {.x = (width - PADDLE_MaxSize) / 2, .y = height - 100, .w = PADDLE_MaxSize, .h = 30 },
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.TextureIndex = 0,
.Speed = 10,
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.SteeringAngle = 40.0f,
.Mode = MouseControl
}; // Objekt für die Eigenschaften des Balls
}
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void PADDLE_ResetPosition(Paddle * obj){
(obj->TargetRect).x = (width - ((obj->TargetRect).w)) / 2;
(obj->TargetRect).y = height - 100;
}
void PADDLE_DrawTexture(SDL_Renderer * renderer, SDL_Rect * dstRect, int index){
if (index > PADDLE_TextureCount || index < 0) {
printf("Paddle with unkown texture index %d aus [0,...,%d]\n", index, (PADDLE_TextureCount - 1));
return;
}
SDL_RenderCopy(renderer, PADDLE_Texture, PADDLE_SourceRects + index, dstRect);
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}
void PADDLE_Draw(SDL_Renderer * renderer, Paddle * obj){
// printf("Paddle drawn at (%d|%d)!\n", (obj->TargetRect).x, (obj->TargetRect).x);
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SDL_RenderCopy(renderer, PADDLE_Texture, PADDLE_SourceRects + (obj->TextureIndex), &(obj->TargetRect));
}
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bool KeyPressed(const Uint8 * keystate, Uint8 * keyArray){
for (int i = 0; i < (*keyArray); i++) {
if (keystate[keyArray[(i + 1)]]) return true;
}
return false;
}
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void INT_Constrain(int * variable, int min, int max){
if (*variable > max)
*variable = max;
else if (*variable < min)
*variable = min;
}
void DOUBLE_Constrain(double * variable, double min, double max){
if (*variable > max)
*variable = max;
else if (*variable < min)
*variable = min;
}
void PADDLE_MoveSmooth(Paddle * obj){
int mouseX, paddleXMid, halfPaddle = ((obj->TargetRect).w / 2);
SDL_GetMouseState(&mouseX, NULL);
mouseX = (int)roundf((float)mouseX / XScale);
paddleXMid = halfPaddle + (obj->TargetRect.x); // Current State
(obj->TargetRect).x = paddleXMid - (int)roundf((float)(paddleXMid - mouseX) * PADDLE_SmoothFactor) - halfPaddle;
}
void PADDLE_AdaptSpeedGradient(Paddle * obj, int FrameCount){
if (FrameCount > PADDLE_AccelerationTime)
return;
(obj->TargetRect).w = PADDLE_MaxSize - (((double)FrameCount / (double)PADDLE_AccelerationTime) * (PADDLE_MaxSize - PADDLE_MinSize));
}
void PADDLE_Update(Paddle * obj, Scenery * scenery, const Uint8 * keystate){
PADDLE_AdaptSpeedGradient(obj, (scenery->Frames));
bool leftKeyPressed, rightKeyPressed;
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switch (obj->Mode) {
case MouseControl:
PADDLE_MoveSmooth(obj);
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break;
case KeyboardControl:
leftKeyPressed = KeyPressed(keystate, PADDLE_MoveLeftKeys);
rightKeyPressed = KeyPressed(keystate, PADDLE_MoveRightKeys);
if (leftKeyPressed && (!rightKeyPressed)) {
((obj->TargetRect).x) -= (obj->Speed);
} else if ((!leftKeyPressed) && rightKeyPressed) {
((obj->TargetRect).x) += (obj->Speed);
}
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break;
default:
printf("Unknown Paddle Control Mode: %d!\n", obj->Mode);
break;
} /* switch */
INT_Constrain(&((obj->TargetRect).x), 0, (width - ((obj->TargetRect).w)));
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} /* PADDLE_Update */
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void PADDLE_DestroyObject(Paddle * obj){
}
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void PADDLE_Deinitialize(){
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if (PADDLE_IsInit) {
printf("De-initializing Paddle...\n");
SDL_DestroyTexture(PADDLE_Texture);
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printf("Paddle de-initialized!\n");
PADDLE_IsInit = false;
} else printf("Paddle is already de-initialized!\n");
}
void BLOCK_Initialize(SDL_Renderer * renderer){
if (!BLOCK_IsInit) {
printf("Initializing Block...\n");
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BLOCK_Texture = IMG_LoadTexture(renderer, BLOCK_TexturePath);
if (!BLOCK_Texture) printf("Block texture failed to load!\n");
BLOCK_SourceRects = (SDL_Rect *)malloc(BLOCK_TextureCount * sizeof(SDL_Rect));
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if (!BLOCK_SourceRects) printf("FATAL! Memory allocation failed!\n");
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BLOCK_SourceRects[0] = (SDL_Rect) {.x = 2000, .y = 1500, .w = 1000, .h = 500 };
BLOCK_SourceRects[1] = (SDL_Rect) {.x = 2000, .y = 2000, .w = 1000, .h = 500 };
BLOCK_SourceRects[2] = (SDL_Rect) {.x = 2000, .y = 2500, .w = 1000, .h = 500 };
BLOCK_SourceRects[3] = (SDL_Rect) {.x = 0, .y = 3000, .w = 1000, .h = 500 };
BLOCK_SourceRects[4] = (SDL_Rect) {.x = 1000, .y = 3000, .w = 1000, .h = 500 };
BLOCK_SourceRects[5] = (SDL_Rect) {.x = 2000, .y = 3000, .w = 1000, .h = 500 };
BLOCK_SourceRects[6] = (SDL_Rect) {.x = 0, .y = 3500, .w = 1000, .h = 500 };
BLOCK_SourceRects[7] = (SDL_Rect) {.x = 1000, .y = 3500, .w = 1000, .h = 500 };
BLOCK_SourceRects[8] = (SDL_Rect) {.x = 2000, .y = 3500, .w = 1000, .h = 500 };
BLOCK_SourceRects[9] = (SDL_Rect) {.x = 0, .y = 500, .w = 1000, .h = 500 };
BLOCK_SourceRects[10] = (SDL_Rect) {.x = 2000, .y = 0, .w = 1000, .h = 500 };
BLOCK_SourceRects[11] = (SDL_Rect) {.x = 0, .y = 1000, .w = 1000, .h = 500 };
BLOCK_SourceRects[12] = (SDL_Rect) {.x = 0, .y = 1500, .w = 1000, .h = 500 };
BLOCK_SourceRects[13] = (SDL_Rect) {.x = 1000, .y = 0, .w = 1000, .h = 500 };
BLOCK_SourceRects[14] = (SDL_Rect) {.x = 1000, .y = 500, .w = 1000, .h = 500 };
BLOCK_SourceRects[15] = (SDL_Rect) {.x = 1000, .y = 1000, .w = 1000, .h = 500 };
BLOCK_SourceRects[16] = (SDL_Rect) {.x = 1000, .y = 1500, .w = 1000, .h = 500 };
BLOCK_SourceRects[17] = (SDL_Rect) {.x = 0, .y = 2000, .w = 1000, .h = 500 };
BLOCK_SourceRects[18] = (SDL_Rect) {.x = 1000, .y = 2000, .w = 1000, .h = 500 };
BLOCK_SourceRects[19] = (SDL_Rect) {.x = 0, .y = 2500, .w = 1000, .h = 500 };
BLOCK_SourceRects[20] = (SDL_Rect) {.x = 1000, .y = 2500, .w = 1000, .h = 500 };
BLOCK_SourceRects[21] = (SDL_Rect) {.x = 0, .y = 0, .w = 1000, .h = 500 };
BLOCK_SourceRects[22] = (SDL_Rect) {.x = 2000, .y = 500, .w = 1000, .h = 500 };
BLOCK_SourceRects[23] = (SDL_Rect) {.x = 2000, .y = 1000, .w = 1000, .h = 500 };
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printf("Block initialized!\n");
BLOCK_IsInit = true;
} else printf("Block is already initialized!\n");
} /* PADDLE_Initialize */
Block BLOCK_CreateDefault() {
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return (Block) {
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.TargetRect = (SDL_Rect) {.x = 0, .y = 0, .w = 100, .h = 50 },
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.TextureIndex = (rand() % BLOCK_TextureCount),
.HP = 1
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}; // Objekt für die Eigenschaften des Balls
}
void BLOCK_DrawTexture(SDL_Renderer * renderer, SDL_Rect * dstRect, int index){
if (index > BLOCK_TextureCount || index < 0) {
printf("Block with unkown texture index %d aus [0,...,%d]\n", index, (BLOCK_TextureCount - 1));
return;
}
SDL_RenderCopy(renderer, BLOCK_Texture, BLOCK_SourceRects + index, dstRect);
}
void BLOCK_Draw(SDL_Renderer * renderer, Block * obj){
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if ((obj->HP) > 0) {
// printf("Block drawn at (%d|%d)!\n", (obj->TargetRect).x, (obj->TargetRect).y);
SDL_RenderCopy(renderer, BLOCK_Texture, (BLOCK_SourceRects + (obj->TextureIndex)), &(obj->TargetRect));
}
}
void BLOCK_DealDamage(Block * obj, int dmg){
if (((obj->HP) -= dmg) <= 0) printf("Block was destroyed!\n");
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}
void BLOCK_Update(Block * obj){
// Do nothing currently
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}
void BLOCK_DestroyObject(Block * obj){
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}
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void BLOCK_Deinitialize(){
if (BLOCK_IsInit) {
printf("De-initializing Block...\n");
SDL_DestroyTexture(BLOCK_Texture);
printf("Block de-initialized!\n");
BLOCK_IsInit = false;
} else printf("Block is already de-initialized!\n");
}