main_menu as default start screen added and now you can click to change gamestate
This commit is contained in:
parent
76f54de298
commit
04d0cfb994
8
main.c
8
main.c
@ -47,12 +47,12 @@ SDL_Window * window;
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SDL_Renderer * renderer;
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SDL_Renderer * renderer;
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SDL_Event event;
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SDL_Event event;
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bool running = true, fullscreen = false;
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bool running = true, fullscreen = false;
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GameState gameState = Game;
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GameState gameState = MainMenu;
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Scenery scenery;
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Scenery scenery;
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int main(int argc, char * args[]){
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int main(int argc, char * args[]){
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printf("Spielbereiche\n\t- 1: Hauptmen"ue "\n\t- 2: Spiel\n\t- 3: Level Select\n\t- 4: Settings\n\t- 5: Highscores\n");
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//printf("Spielbereiche\n\t- 1: Hauptmen"ue "\n\t- 2: Spiel\n\t- 3: Level Select\n\t- 4: Settings\n\t- 5: Highscores\n");
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GAME_ChangeState(readIntFromIO("W"ae "hle einen Spielbereich aus, den du testen m"oe "chtest:", "Fehlerhafte Eingabe!\n", "%d ist kein g"ue "ltiger Spielbereich!\n", 1, 5));
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//GAME_ChangeState(readIntFromIO("W"ae "hle einen Spielbereich aus, den du testen m"oe "chtest:", "Fehlerhafte Eingabe!\n", "%d ist kein g"ue "ltiger Spielbereich!\n", 1, 5));
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INITIALIZE();
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INITIALIZE();
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while (running) { // Gameloop
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while (running) { // Gameloop
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HandleSDLEvents();
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HandleSDLEvents();
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@ -64,6 +64,7 @@ int main(int argc, char * args[]){
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break;
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break;
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case MainMenu:
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case MainMenu:
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// Startmenu_Update(keystate);
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// Startmenu_Update(keystate);
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Startmenu_Draw(renderer);
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Startmenu_Draw(renderer);
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break;
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break;
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case Highscores:
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case Highscores:
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@ -111,6 +112,7 @@ void HandleSDLEvents(){
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break;
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break;
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case SDL_MOUSEBUTTONDOWN:
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case SDL_MOUSEBUTTONDOWN:
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mousePress(event.button);
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mousePress(event.button);
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button_clicked(event.button);
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break;
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break;
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case SDL_WINDOWEVENT:
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case SDL_WINDOWEVENT:
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windowChanged(event.window);
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windowChanged(event.window);
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16
startmenu.c
16
startmenu.c
@ -2,6 +2,8 @@
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#include <stdlib.h>
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#include <stdlib.h>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_image.h>
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#include <SDL2/SDL_image.h>
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#include "gamestate.h"
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SDL_Texture* TITLE_Texture;
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SDL_Texture* TITLE_Texture;
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SDL_Texture* PLAYBUTTON_Texture;
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SDL_Texture* PLAYBUTTON_Texture;
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@ -56,18 +58,18 @@ void Startmenu_Draw (SDL_Renderer* renderer) {
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SDL_RenderCopy(renderer, QUITBUTTON_Texture, NULL, &QUITBUTTON_Rect);
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SDL_RenderCopy(renderer, QUITBUTTON_Texture, NULL, &QUITBUTTON_Rect);
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}
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}
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int button_clicked(SDL_MouseButtonEvent b) {
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void button_clicked(SDL_MouseButtonEvent b) {
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if(clickInRect(b, PLAYBUTTON_Rect) == 1) {
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if(clickInRect(b, &PLAYBUTTON_Rect) == 1) {
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GAME_ChangeState(Game);
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GAME_ChangeState(Game);
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} else if (clickInRect(b, SKINSBUTTON_Rect) == 1) {
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} else if (clickInRect(b, &SKINSBUTTON_Rect) == 1) {
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GAME_ChangeState(SkinSelect);
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GAME_ChangeState(SkinSelect);
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} else if (clickInRect(b, LEVELBUTTON_Rect) == 1) {
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} else if (clickInRect(b, &LEVELBUTTON_Rect) == 1) {
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GAME_ChangeState(LevelSelect);
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GAME_ChangeState(LevelSelect);
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} else if (clickInRect(b, SETTINGSBUTTON_Rect) == 1) {
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} else if (clickInRect(b, &SETTINGSBUTTON_Rect) == 1) {
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GAME_ChangeState(Settings);
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GAME_ChangeState(Settings);
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} else if (clickInRect(b, HIGHSCORESBUTTON_Rect) == 1) {
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} else if (clickInRect(b, &HIGHSCORESBUTTON_Rect) == 1) {
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GAME_ChangeState(Highscores);
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GAME_ChangeState(Highscores);
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} else if (clickInRect(b, QUITBUTTON_Rect) == 1) {
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} else if (clickInRect(b, &QUITBUTTON_Rect) == 1) {
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GAME_Escape();
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GAME_Escape();
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}
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}
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}
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}
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@ -12,4 +12,8 @@ void Load_Textures (SDL_Renderer* renderer);
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void Startmenu_Draw (SDL_Renderer* renderer);
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void Startmenu_Draw (SDL_Renderer* renderer);
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void button_clicked(SDL_MouseButtonEvent b);
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int clickInRect(SDL_MouseButtonEvent b, SDL_Rect* area_rect);
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#endif
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#endif
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