Basic Movement works. No Collisions yet!
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f136e07b43
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BIN
bin/assets/images/paddle.png
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BIN
bin/assets/images/paddle.png
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After Width: | Height: | Size: 59 KiB |
95
breakout.c
95
breakout.c
@ -18,6 +18,10 @@ int BREAKOUT_BoxWidth, BREAKOUT_BoxHeight;
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SDL_Texture * BALL_Texture;
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SDL_Texture * BALL_Texture;
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SDL_Rect * BALL_SourceRects;
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SDL_Rect * BALL_SourceRects;
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Ball ball;
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Ball ball;
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Paddle paddle;
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SDL_Texture * PADDLE_Texture;
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SDL_Rect * PADDLE_SourceRects;
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Uint8 * PADDLE_MoveLeftKeys, * PADDLE_MoveRightKeys;
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void BREAKOUT_INITIALIZE(SDL_Renderer * renderer, int width, int height){
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void BREAKOUT_INITIALIZE(SDL_Renderer * renderer, int width, int height){
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printf("Initializing Game...\n");
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printf("Initializing Game...\n");
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@ -25,15 +29,18 @@ void BREAKOUT_INITIALIZE(SDL_Renderer * renderer, int width, int height){
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BREAKOUT_BoxWidth = width;
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BREAKOUT_BoxWidth = width;
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BREAKOUT_BoxHeight = height;
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BREAKOUT_BoxHeight = height;
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BALL_Initialize(renderer);
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BALL_Initialize(renderer);
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PADDLE_Initialize(renderer);
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printf("Game initialized!\n");
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printf("Game initialized!\n");
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}
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}
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void BREAKOUT_Update(Uint8 * keystate){
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void BREAKOUT_Update(Uint8 * keystate){
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BALL_Update(&ball);
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BALL_Update(&ball);
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PADDLE_Update(&paddle, keystate);
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}
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}
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void BREAKOUT_Draw(SDL_Renderer * renderer){
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void BREAKOUT_Draw(SDL_Renderer * renderer){
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BALL_Draw(renderer, &ball);
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BALL_Draw(renderer, &ball);
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PADDLE_Draw(renderer, &paddle);
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}
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}
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void BREAKOUT_DEINITIALIZE(){
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void BREAKOUT_DEINITIALIZE(){
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@ -47,8 +54,10 @@ void BALL_Initialize(SDL_Renderer * renderer){
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BALL_Texture = IMG_LoadTexture(renderer, "assets/images/ball.png");
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BALL_Texture = IMG_LoadTexture(renderer, "assets/images/ball.png");
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if (!BALL_Texture) printf("Ball texture failed to load!\n");
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if (!BALL_Texture) printf("Ball texture failed to load!\n");
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BALL_SourceRects = (SDL_Rect *)malloc(1 * sizeof(SDL_Rect));
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BALL_SourceRects = (SDL_Rect *)malloc(1 * sizeof(SDL_Rect));
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if (!BALL_SourceRects) printf("FATAL! Memory allocation failed!\n");
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BALL_SourceRects[0] = (SDL_Rect) {.x = 0, .y = 0, .w = 512, .h = 512 };
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BALL_SourceRects[0] = (SDL_Rect) {.x = 0, .y = 0, .w = 512, .h = 512 };
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ball = BALL_CreateDefault();
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ball = BALL_CreateDefault();
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paddle = PADDLE_CreateDefault();
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printf("Ball initialized!\n");
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printf("Ball initialized!\n");
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}
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}
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@ -58,8 +67,8 @@ Ball BALL_CreateDefault(){
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return (Ball) {
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return (Ball) {
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.Location = (Vector) {.x = BREAKOUT_BoxWidth / 2, .y = BREAKOUT_BoxHeight / 2 },
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.Location = (Vector) {.x = BREAKOUT_BoxWidth / 2, .y = BREAKOUT_BoxHeight / 2 },
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.Momentum = (Vector) {.x = 0.0f, .y = 6.0f },
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.Momentum = (Vector) {.x = 0.0f, .y = 6.0f },
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.TargetRect = (SDL_Rect) {.x = BREAKOUT_BoxWidth / 2, .y = BREAKOUT_BoxHeight / 2, .w = 50, .h = 50 },
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.TargetRect = (SDL_Rect) {.x = 0, .y = 0, .w = 50, .h = 50 },
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.Size = 50.0f,
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.Size = 25.0f,
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.Rotation = rotation,
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.Rotation = rotation,
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.RotationValue = 2,
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.RotationValue = 2,
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.TextureIndex = 0
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.TextureIndex = 0
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@ -67,17 +76,21 @@ Ball BALL_CreateDefault(){
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}
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}
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void BALL_Draw(SDL_Renderer * renderer, Ball * obj){
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void BALL_Draw(SDL_Renderer * renderer, Ball * obj){
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printf("Ball drawn at (%d|%d)!\n", (obj->TargetRect).x, (obj->TargetRect).x);
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// printf("Ball drawn at (%d|%d)!\n", (obj->TargetRect).x, (obj->TargetRect).x);
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SDL_RenderCopyEx(renderer, BALL_Texture, BALL_SourceRects + (obj->TextureIndex), &(obj->TargetRect), obj->Rotation, NULL, SDL_FLIP_NONE);
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SDL_RenderCopyEx(renderer, BALL_Texture, BALL_SourceRects + (obj->TextureIndex), &(obj->TargetRect), obj->Rotation, NULL, SDL_FLIP_NONE);
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}
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}
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void BALL_Update(Ball * obj){
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void BALL_Update(Ball * obj){
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obj->Location = vectorAdd(obj->Location, obj->Momentum);
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(obj->Location) = vectorAdd((obj->Location), ( obj->Momentum));
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(obj->TargetRect).x = (int)round((obj->Location).x);
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(obj->TargetRect).x = (int)round((obj->Location).x);
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(obj->TargetRect).y = (int)round((obj->Location).y);
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(obj->TargetRect).y = (int)round((obj->Location).y);
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obj->Rotation += obj->RotationValue;
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(obj->Rotation) += (obj->RotationValue);
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if ((obj->Location).y > BREAKOUT_BoxHeight)
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if ((obj->Location).y > BREAKOUT_BoxHeight + (obj->Size))
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obj->Location = (Vector) {.x = BREAKOUT_BoxWidth / 2, .y = BREAKOUT_BoxHeight / 2 };
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(obj->Location) = (Vector) {.x = BREAKOUT_BoxWidth / 2, .y = BREAKOUT_BoxHeight / 2 }; // Dead
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if ((obj->Location).y < (obj->Size))
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(obj->Momentum).y = -(obj->Momentum).y;
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if ((obj->Location).x < (obj->Size) || (obj->Location).x > BREAKOUT_BoxWidth - (obj->Size))
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(obj->Momentum).x = -(obj->Momentum).x;
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}
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}
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void BALL_DestroyObject(Ball * obj){
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void BALL_DestroyObject(Ball * obj){
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}
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}
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@ -86,3 +99,71 @@ void BALL_Deinitialize(){
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printf("Ball de-initialized!\n");
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printf("Ball de-initialized!\n");
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}
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}
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void PADDLE_Initialize(SDL_Renderer * renderer){
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printf("Initializing Paddle...\n");
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PADDLE_Texture = IMG_LoadTexture(renderer, "assets/images/paddle.png");
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if (!PADDLE_Texture) printf("Paddle texture failed to load!\n");
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PADDLE_SourceRects = (SDL_Rect *)malloc(1 * sizeof(SDL_Rect));
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if (!PADDLE_SourceRects) printf("FATAL! Memory allocation failed!\n");
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PADDLE_SourceRects[0] = (SDL_Rect) {.x = 0, .y = 0, .w = 512, .h = 512 };
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PADDLE_MoveLeftKeys = (Uint8 *)malloc(2 * sizeof(Uint8));
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if (!PADDLE_MoveLeftKeys) printf("FATAL! Memory allocation failed!\n");
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PADDLE_MoveRightKeys = (Uint8 *)malloc(2 * sizeof(Uint8));
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if (!PADDLE_MoveRightKeys) printf("FATAL! Memory allocation failed!\n");
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PADDLE_MoveLeftKeys[0] = 2; // Erster wert gibt größe des arrays an
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PADDLE_MoveLeftKeys[1] = SDL_SCANCODE_LEFT;
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PADDLE_MoveLeftKeys[2] = SDL_SCANCODE_A;
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PADDLE_MoveRightKeys[0] = 2;
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PADDLE_MoveRightKeys[1] = SDL_SCANCODE_RIGHT;
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PADDLE_MoveRightKeys[2] = SDL_SCANCODE_D;
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ball = BALL_CreateDefault();
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printf("Paddle initialized!\n");
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}
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Paddle PADDLE_CreateDefault(){
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int defaultpaddlewidth = 300;
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return (Paddle) {
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.TargetRect = (SDL_Rect) {.x = (BREAKOUT_BoxWidth - defaultpaddlewidth) / 2, .y = BREAKOUT_BoxHeight - 100, .w = defaultpaddlewidth, .h = 30 },
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.TextureIndex = 0
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}; // Objekt für die Eigenschaften des Balls
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}
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void PADDLE_Draw(SDL_Renderer * renderer, Paddle * obj){
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// 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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}
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bool KeyPressed(Uint8 * keystate, Uint8 * keyArray){
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for (int i = 0; i < (*keyArray); i++) {
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if (keystate[keyArray[(i + 1)]]) return true;
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}
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return false;
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}
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void constrain(int * variable, int min, int max){
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if (*variable > max)
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*variable = max;
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else if (*variable < min)
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*variable = min;
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}
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void PADDLE_Update(Paddle * obj, Uint8 * keystate){
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bool leftKeyPressed = KeyPressed(keystate, PADDLE_MoveLeftKeys), rightKeyPressed = KeyPressed(keystate, PADDLE_MoveRightKeys);
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if (leftKeyPressed && (!rightKeyPressed)) {
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((obj->TargetRect).x) -= 5;
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} else if ((!leftKeyPressed) && rightKeyPressed) {
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((obj->TargetRect).x) += 5;
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}
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constrain(&((obj->TargetRect).x), 0, (BREAKOUT_BoxWidth - ((obj->TargetRect).w)));
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}
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void PADDLE_DestroyObject(Paddle * obj){
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}
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void PADDLE_Deinitialize(){
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printf("De-initializing Ball...\n");
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printf("Ball de-initialized!\n");
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}
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18
breakout.h
18
breakout.h
@ -1,5 +1,11 @@
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#ifndef __breakout_h__
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#ifndef __breakout_h__
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#define __breakout_h__
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#define __breakout_h__
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdbool.h>
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#include <math.h>
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#include <time.h>
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#include <SDL2/SDL.h>
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#include "vector.h"
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#include "vector.h"
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@ -12,9 +18,8 @@ typedef struct ballStruct {
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} Ball; // Objekt für die Eigenschaften des Balls
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} Ball; // Objekt für die Eigenschaften des Balls
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typedef struct paddleStruct {
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typedef struct paddleStruct {
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double XLocation; // Notice: Locked Y-Coordinate
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SDL_Rect TargetRect;
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SDL_Rect TargetRect;
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int XSize, TextureIndex;
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int TextureIndex;
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} Paddle; // Objekt für die Eigenschaften des Paddles
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} Paddle; // Objekt für die Eigenschaften des Paddles
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typedef struct blockStruct {
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typedef struct blockStruct {
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@ -35,6 +40,15 @@ void BALL_Draw(SDL_Renderer * renderer, Ball * obj);
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void BALL_Update(Ball * obj);
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void BALL_Update(Ball * obj);
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void BALL_DestroyObject(Ball * obj);
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void BALL_DestroyObject(Ball * obj);
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void BALL_Deinitialize();
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void BALL_Deinitialize();
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void PADDLE_Initialize(SDL_Renderer * renderer);
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Paddle PADDLE_CreateDefault();
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void PADDLE_Draw(SDL_Renderer * renderer, Paddle * obj);
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bool KeyPressed(Uint8 * keystate, Uint8 * keyArray);
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void constrain(int * variable, int min, int max);
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void PADDLE_Update(Paddle * obj, Uint8 * keystate);
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void PADDLE_DestroyObject(Paddle * obj);
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void PADDLE_Deinitialize();
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// End Prototypes
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// End Prototypes
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#endif // __breakout_h__
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#endif // __breakout_h__
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