diff --git a/.gitignore b/.gitignore index 33adfb7..05c7d92 100644 --- a/.gitignore +++ b/.gitignore @@ -8,6 +8,7 @@ sdl2-config *.exclude *.o +highscoretest.c *.psd *.exe !bhi.exe diff --git a/breakout.c b/breakout.c index d540612..8538063 100644 --- a/breakout.c +++ b/breakout.c @@ -22,6 +22,8 @@ Paddle paddle; SDL_Texture * PADDLE_Texture; SDL_Rect * PADDLE_SourceRects; Uint8 * PADDLE_MoveLeftKeys, * PADDLE_MoveRightKeys; +double BALL_Speed = 10.0f; +int PADDLE_Speed = 10; void BREAKOUT_INITIALIZE(SDL_Renderer * renderer, int width, int height){ printf("Initializing Game...\n"); @@ -34,7 +36,7 @@ void BREAKOUT_INITIALIZE(SDL_Renderer * renderer, int width, int height){ } void BREAKOUT_Update(Uint8 * keystate){ - BALL_Update(&ball); + BALL_Update(&ball, &paddle); PADDLE_Update(&paddle, keystate); } @@ -80,18 +82,69 @@ void BALL_Draw(SDL_Renderer * renderer, Ball * obj){ SDL_RenderCopyEx(renderer, BALL_Texture, BALL_SourceRects + (obj->TextureIndex), &(obj->TargetRect), obj->Rotation, NULL, SDL_FLIP_NONE); } -void BALL_Update(Ball * obj){ - (obj->Location) = vectorAdd((obj->Location), ( obj->Momentum)); +bool BALL_CollideWithRect(Ball * obj, SDL_Rect * rect){ + SDL_Point ballCenter = (SDL_Point) {.x = ((obj->TargetRect).x) + (obj->Size), .y = ((obj->TargetRect).y) + (obj->Size) }; + + // 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; + } + // Folgender Algorithmus ist gefickt, wenn der Ballmittelpunkt + 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; +} + +void BALL_Update(Ball * obj, Paddle * paddle){ + Vector lastMomentum = (obj->Momentum); + Vector lastLocation = (obj->Location); + + (obj->Rotation) += (obj->RotationValue); + (obj->Location) = vectorAdd((obj->Location), lastMomentum); + + if (BALL_CollideWithRect(obj, &(paddle->TargetRect))) { + (obj->Location) = vectorSub((obj->Location), lastMomentum); // Maybe remove this + (obj->Location) = vectorAdd((obj->Location), (obj->Momentum)); // Maybe remove this + } + + if ((obj->Location).y > BREAKOUT_BoxHeight) + (obj->Location) = (Vector) {.x = BREAKOUT_BoxWidth / 2, .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; (obj->TargetRect).x = (int)round((obj->Location).x); (obj->TargetRect).y = (int)round((obj->Location).y); - (obj->Rotation) += (obj->RotationValue); - if ((obj->Location).y > BREAKOUT_BoxHeight + (obj->Size)) - (obj->Location) = (Vector) {.x = BREAKOUT_BoxWidth / 2, .y = BREAKOUT_BoxHeight / 2 }; // Dead - if ((obj->Location).y < (obj->Size)) - (obj->Momentum).y = -(obj->Momentum).y; - if ((obj->Location).x < (obj->Size) || (obj->Location).x > BREAKOUT_BoxWidth - (obj->Size)) - (obj->Momentum).x = -(obj->Momentum).x; -} +} /* BALL_Update */ void BALL_DestroyObject(Ball * obj){ } void BALL_Deinitialize(){ @@ -154,9 +207,9 @@ void PADDLE_Update(Paddle * obj, Uint8 * keystate){ bool leftKeyPressed = KeyPressed(keystate, PADDLE_MoveLeftKeys), rightKeyPressed = KeyPressed(keystate, PADDLE_MoveRightKeys); if (leftKeyPressed && (!rightKeyPressed)) { - ((obj->TargetRect).x) -= 5; + ((obj->TargetRect).x) -= PADDLE_Speed; } else if ((!leftKeyPressed) && rightKeyPressed) { - ((obj->TargetRect).x) += 5; + ((obj->TargetRect).x) += PADDLE_Speed; } constrain(&((obj->TargetRect).x), 0, (BREAKOUT_BoxWidth - ((obj->TargetRect).w))); } diff --git a/breakout.h b/breakout.h index 49a26cd..de54281 100644 --- a/breakout.h +++ b/breakout.h @@ -37,18 +37,19 @@ void BREAKOUT_DEINITIALIZE(); void BALL_Initialize(SDL_Renderer * renderer); Ball BALL_CreateDefault(); void BALL_Draw(SDL_Renderer * renderer, Ball * obj); -void BALL_Update(Ball * obj); +bool BALL_CollideWithRect(Ball * obj, SDL_Rect * rect2); +bool RECT_Collide(SDL_Rect * rect1, SDL_Rect * rect2); +void BALL_Update(Ball * obj, Paddle * paddle); void BALL_DestroyObject(Ball * obj); void BALL_Deinitialize(); void PADDLE_Initialize(SDL_Renderer * renderer); Paddle PADDLE_CreateDefault(); void PADDLE_Draw(SDL_Renderer * renderer, Paddle * obj); -bool KeyPressed(Uint8 * keystate, Uint8 * keyArray); +bool KeyPressed(Uint8 * keystate, Uint8 * keyArray); void constrain(int * variable, int min, int max); void PADDLE_Update(Paddle * obj, Uint8 * keystate); void PADDLE_DestroyObject(Paddle * obj); void PADDLE_Deinitialize(); - // End Prototypes #endif // __breakout_h__