breakout/breakout.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"
#ifndef __nullptr__
#define Nullptr(type) (type *)0
#endif // __nullptr__
int BLOCK_TextureCount = 24;
int BREAKOUT_BoxWidth, BREAKOUT_BoxHeight;
SDL_Texture * BALL_Texture;
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SDL_Texture * PADDLE_Texture;
SDL_Texture * BLOCK_Texture;
SDL_Rect * BALL_SourceRects;
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SDL_Rect * PADDLE_SourceRects;
SDL_Rect * BLOCK_SourceRects;
Ball ball;
Paddle paddle;
Block * blocks;
int BlockCount = 25; // Move to scenery
Uint8 * PADDLE_MoveLeftKeys, * PADDLE_MoveRightKeys;
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double BALL_Speed = 15.0f;
int PADDLE_Speed = 10;
bool BREAKOUT_IsInit = false;
bool BALL_IsInit = false;
bool PADDLE_IsInit = false;
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bool BLOCK_IsInit = false;
void BREAKOUT_INITIALIZE(SDL_Renderer * renderer, int width, int height){
if (!BREAKOUT_IsInit) {
printf("Initializing Game...\n");
srand(time(NULL));
BREAKOUT_BoxWidth = width;
BREAKOUT_BoxHeight = height;
BALL_Initialize(renderer);
PADDLE_Initialize(renderer);
BLOCK_Initialize(renderer);
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ball = BALL_CreateDefault();
paddle = PADDLE_CreateDefault();
blocks = malloc(BlockCount * sizeof(Block));
int index;
for (int y = 0; y < 5; y++) {
index = 5 * y;
for (int x = 0; x < 5; x++) {
blocks[x + index] = BLOCK_CreateDefault();
blocks[x + index].TargetRect.x = 200 * x;
blocks[x + index].TargetRect.y = 100 * y;
}
}
printf("Game initialized!\n");
BREAKOUT_IsInit = true;
} else printf("Game is already initialized!\n");
} /* BREAKOUT_INITIALIZE */
void BREAKOUT_ChangeSize(int width, int height){
BREAKOUT_BoxWidth = width;
BREAKOUT_BoxHeight = height;
}
void BREAKOUT_Update(Uint8 * keystate){
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PADDLE_Update(&paddle, keystate); // Update paddle before ball because paddle is not static!
BALL_Update(&ball, &paddle);
for (size_t i = 0; i < BlockCount; i++) {
BLOCK_Update(blocks + i);
}
}
void BREAKOUT_Draw(SDL_Renderer * renderer){
for (size_t i = 0; i < BlockCount; i++) {
BLOCK_Draw(renderer, blocks + i);
}
BALL_Draw(renderer, &ball);
PADDLE_Draw(renderer, &paddle);
}
void BREAKOUT_DEINITIALIZE(){
if (BREAKOUT_IsInit) {
printf("De-initializing Game...\n");
for (size_t i = 0; i < BlockCount; i++) {
BLOCK_DestroyObject(blocks + i);
}
free(blocks);
free(PADDLE_MoveLeftKeys);
free(PADDLE_MoveRightKeys);
free(BALL_SourceRects);
free(PADDLE_SourceRects);
free(BLOCK_SourceRects);
BALL_Deinitialize();
PADDLE_Deinitialize();
BLOCK_Deinitialize();
printf("Game de-initialized!\n");
BREAKOUT_IsInit = false;
} else printf("Game is already de-initialized!\n");
}
void BALL_Initialize(SDL_Renderer * renderer){
if (!BALL_IsInit) {
printf("Initializing Ball...\n");
BALL_Texture = IMG_LoadTexture(renderer, "assets/images/ball.png");
if (!BALL_Texture) printf("Ball texture failed to load!\n");
BALL_SourceRects = (SDL_Rect *)malloc(1 * sizeof(SDL_Rect));
if (!BALL_SourceRects) printf("FATAL! Memory allocation failed!\n");
BALL_SourceRects[0] = (SDL_Rect) {.x = 0, .y = 0, .w = 512, .h = 512 };
printf("Ball initialized!\n");
BALL_IsInit = true;
} else printf("Ball is already initialized!\n");
}
Ball BALL_CreateDefault(){
double rotation = (double)(rand() % 360);
return (Ball) {
.Location = (Vector) {.x = BREAKOUT_BoxWidth / 2 + 300, .y = BREAKOUT_BoxHeight / 2 },
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.Momentum = (Vector) {.x = 0.0f, .y = BALL_Speed },
.TargetRect = (SDL_Rect) {.x = 0, .y = 0, .w = 50, .h = 50 },
.Size = 25.0f,
.Rotation = rotation,
.RotationValue = 2,
.TextureIndex = 0
}; // Objekt für die Eigenschaften des Balls
}
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){
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SDL_Point ballCenter = BALL_GetCenter(obj);
// THIS IS CURRENTLY A RECTANGLE COLLIDE
if (((obj->TargetRect).x) + ((obj->TargetRect).w) < (rect->x)) {
return false;
}
if (((obj->TargetRect).x) > (rect->x) + (rect->w)) {
return false;
}
if (((obj->TargetRect).y) + ((obj->TargetRect).w) < (rect->y)) {
return false;
}
if (((obj->TargetRect).y) > (rect->y) + (rect->h)) {
return false;
}
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// Folgender Algorithmus ist gefickt, wenn der Ballmittelpunkt im rechteck liegt!
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// BUG: Ball glitches through blocks after being pushed by another collision
if ((ballCenter.x) < (rect->x) || (ballCenter.x) > (rect->x) + (rect->w)) {
(obj->Momentum).x = -(obj->Momentum).x;
}
if ((ballCenter.y) < (rect->y) || (ballCenter.y) > (rect->y) + (rect->h)) {
(obj->Momentum).y = -(obj->Momentum).y;
}
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){
int paddleHalfLen = ((paddle->TargetRect).w / 2.0f);
double offset = (((obj->TargetRect).x) + (obj->Size)) - ((paddle->TargetRect).x + paddleHalfLen);
offset *= 60.0f;
offset /= (double)(paddleHalfLen);
printf("Offset = %.2f\n", offset);
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(obj->Momentum) = getDirectionalUnitVector(offset);
}
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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}
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void BALL_Update(Ball * obj, Paddle * paddle){
Vector oldMomentum = obj->Momentum;
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Vector oldLocation = obj->Location;
SDL_Point ballCenter = BALL_GetCenter(obj);
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(obj->Rotation) += (obj->RotationValue); // No effect on physics
(obj->Location) = vectorAdd((obj->Location), oldMomentum);
if (BALL_CollideWithRect(obj, &(paddle->TargetRect))) {
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(obj->Location) = oldLocation; // Maybe remove this
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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// BUG/GLITCH: Make sure that the postition of the ball is not shifted into the borders of the game!
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while (RECT_Collide(&(obj->TargetRect), &(paddle->TargetRect))) { // Move away from rect in small steps
(obj->Location) = vectorAdd((obj->Location), (obj->Momentum));
RECT_SetTargetPos(&(obj->TargetRect), &(obj->Location));
}
(obj->Momentum) = vectorScaleTo((obj->Momentum), BALL_Speed);
}
for (size_t i = 0; i < BlockCount; i++) {
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if (blocks[i].HP <= 0) continue;
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oldMomentum = obj->Momentum;
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if (BALL_CollideWithRect(obj, &(blocks[i].TargetRect))) {
BLOCK_DealDamage(blocks + i, 1);
(obj->Location) = vectorSub((obj->Location), oldMomentum); // Maybe remove this
(obj->Location) = vectorAdd((obj->Location), (obj->Momentum));
}
}
if ((obj->Location).y > BREAKOUT_BoxHeight)
(obj->Location) = (Vector) {.x = BREAKOUT_BoxWidth / 2 + 300, .y = BREAKOUT_BoxHeight / 2 }; // Dead
if ((obj->Location).y < 0.0f)
(obj->Momentum).y = -(obj->Momentum).y;
if ((obj->Location).x < 0.0f || (obj->Location).x > BREAKOUT_BoxWidth - (2 * (obj->Size)))
(obj->Momentum).x = -(obj->Momentum).x;
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RECT_SetTargetPos(&(obj->TargetRect), &(obj->Location));
} /* BALL_Update */
void BALL_DestroyObject(Ball * obj){
}
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");
PADDLE_Texture = IMG_LoadTexture(renderer, "assets/images/paddle.png");
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");
PADDLE_SourceRects[0] = (SDL_Rect) {.x = 0, .y = 0, .w = 512, .h = 512 };
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(){
int defaultpaddlewidth = 300;
return (Paddle) {
.TargetRect = (SDL_Rect) {.x = (BREAKOUT_BoxWidth - defaultpaddlewidth) / 2, .y = BREAKOUT_BoxHeight - 100, .w = defaultpaddlewidth, .h = 30 },
.TextureIndex = 0
}; // Objekt für die Eigenschaften des Balls
}
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));
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDL_RenderDrawRect(renderer, &(obj->TargetRect));
}
bool KeyPressed(Uint8 * keystate, Uint8 * keyArray){
for (int i = 0; i < (*keyArray); i++) {
if (keystate[keyArray[(i + 1)]]) return true;
}
return false;
}
void constrain(int * variable, int min, int max){
if (*variable > max)
*variable = max;
else if (*variable < min)
*variable = min;
}
void PADDLE_Update(Paddle * obj, Uint8 * keystate){
bool leftKeyPressed = KeyPressed(keystate, PADDLE_MoveLeftKeys), rightKeyPressed = KeyPressed(keystate, PADDLE_MoveRightKeys);
if (leftKeyPressed && (!rightKeyPressed)) {
((obj->TargetRect).x) -= PADDLE_Speed;
} else if ((!leftKeyPressed) && rightKeyPressed) {
((obj->TargetRect).x) += PADDLE_Speed;
}
constrain(&((obj->TargetRect).x), 0, (BREAKOUT_BoxWidth - ((obj->TargetRect).w)));
}
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void PADDLE_DestroyObject(Paddle * obj){
}
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");
BLOCK_Texture = IMG_LoadTexture(renderer, "assets/images/blocks_debug.png");
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");
for (int i = 0; i < BLOCK_TextureCount; i++) {
// TODO: All textures!
BLOCK_SourceRects[i] = (SDL_Rect) {.x = 0, .y = 500 * i * 0, .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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int defaultpaddlewidth = 300;
return (Block) {
.TargetRect = (SDL_Rect) {.x = (BREAKOUT_BoxWidth - defaultpaddlewidth) / 2, .y = BREAKOUT_BoxHeight - 100, .w = 150, .h = 75 },
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.TextureIndex = (rand() % BLOCK_TextureCount),
.HP = 1
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}; // Objekt für die Eigenschaften des Balls
}
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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}
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");
}