diff --git a/bin/assets/images/gameover.png b/bin/assets/images/gameover.png new file mode 100644 index 0000000..6cf7930 Binary files /dev/null and b/bin/assets/images/gameover.png differ diff --git a/bin/assets/images/numbers.png b/bin/assets/images/numbers.png new file mode 100644 index 0000000..339f96d Binary files /dev/null and b/bin/assets/images/numbers.png differ diff --git a/bin/assets/images/paused.png b/bin/assets/images/paused.png new file mode 100644 index 0000000..cf1ad4a Binary files /dev/null and b/bin/assets/images/paused.png differ diff --git a/bin/assets/images/skins_button.png b/bin/assets/images/skins_button.png index 02cb30f..5ec1873 100644 Binary files a/bin/assets/images/skins_button.png and b/bin/assets/images/skins_button.png differ diff --git a/bin/assets/images/yourscore.png b/bin/assets/images/yourscore.png new file mode 100644 index 0000000..cc21024 Binary files /dev/null and b/bin/assets/images/yourscore.png differ diff --git a/breakout.c b/breakout.c index 518b1de..6344b35 100644 --- a/breakout.c +++ b/breakout.c @@ -9,16 +9,26 @@ #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 50.0f -#define BALL_AccelerationTime 18000 +#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 #ifndef __nullptr__ #define Nullptr(type) (type *)0 @@ -27,15 +37,15 @@ extern float XScale, YScale; float PADDLE_SmoothFactor = 0.1f; int BLOCK_TextureCount = 24; int BALL_TextureCount = 9; -int GAME_CountdownTextureCount = 4; +int BREAKOUT_CountdownTextureCount = 4; int PADDLE_TextureCount = 9; -int BREAKOUT_BoxWidth, BREAKOUT_BoxHeight; SDL_Texture * BALL_Texture; -SDL_Texture * GAME_CountdownTexture; +SDL_Texture * BREAKOUT_CountdownTexture; SDL_Texture * PADDLE_Texture; SDL_Texture * BLOCK_Texture; +SDL_Texture * BREAKOUT_PausedTexture; SDL_Rect * BALL_SourceRects; -SDL_Rect * GAME_CountdownSourceRects; +SDL_Rect * BREAKOUT_CountdownSourceRects; SDL_Rect * PADDLE_SourceRects; SDL_Rect * BLOCK_SourceRects; Uint8 * PADDLE_MoveLeftKeys, * PADDLE_MoveRightKeys; @@ -44,29 +54,41 @@ bool BALL_IsInit = false; bool PADDLE_IsInit = false; bool BLOCK_IsInit = false; -void BREAKOUT_INITIALIZE(SDL_Renderer * renderer, int width, int height){ +void BREAKOUT_INITIALIZE(SDL_Renderer * renderer){ 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); - GAME_CountdownTexture = IMG_LoadTexture(renderer, BRAEKOUT_CountdownTexturePath); - if (!GAME_CountdownTexture) printf("Coutndown texture failed to load!\n"); - GAME_CountdownTextureCount = 4; - GAME_CountdownSourceRects = (SDL_Rect *)malloc(GAME_CountdownTextureCount * sizeof(SDL_Rect)); - if (!GAME_CountdownSourceRects) printf("FATAL! Memory allocation failed!\n"); - GAME_CountdownSourceRects[0] = (SDL_Rect) {.x = 1, .y = 668, .w = 1000, .h = 732 }; - GAME_CountdownSourceRects[1] = (SDL_Rect) {.x = 1, .y = 1, .w = 242, .h = 665 }; - GAME_CountdownSourceRects[2] = (SDL_Rect) {.x = 245, .y = 1, .w = 443, .h = 665 }; - GAME_CountdownSourceRects[3] = (SDL_Rect) {.x = 690, .y = 1, .w = 443, .h = 665 }; + 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); + } +} + Scenery BREAKOUT_CreateDefault(){ Scenery scenery; @@ -94,30 +116,36 @@ Scenery BREAKOUT_CreateDefault(){ return scenery; } /* BREAKOUT_CreateDefault */ - -int BREAKOUT_RefreshScore(Scenery * scenery){ - (scenery->Score) = (int)round((double)(scenery->Frames) * 0.005f * ((scenery->ball).Speed) + (double)(50 * (scenery->DestroyedBlocks))); - printf("Score: %d\n", (scenery->Score)); - return (scenery->Score); +void BREAKOUT_IncreaseScoreBy(Scenery * scenery, int scoreInc){ + (scenery->Score) += scoreInc; } -// This Function is obsolete! Do not use it! -void BREAKOUT_ChangeSize(int width, int height){ - BREAKOUT_BoxWidth = width; - BREAKOUT_BoxHeight = height; +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); } void BREAKOUT_Update(Scenery * scenery, const Uint8 * keystate){ - if (scenery->IsPaused) { - // Render "Paused" - return; - } - if ((scenery->StartCountdown)-- > 0) { - // Render "Countdown" - return; - } + if (scenery->IsPaused) return; + if ((scenery->StartCountdown)-- > 0) return; (scenery->Frames)++; - BREAKOUT_RefreshScore(scenery); if (scenery->IsGameOver) { BALL_ResetPosition(&(scenery->ball)); PADDLE_ResetPosition(&(scenery->paddle)); @@ -125,12 +153,12 @@ void BREAKOUT_Update(Scenery * scenery, const Uint8 * keystate){ scenery->IsGameOver = false; scenery->Frames = 0; if (--(scenery->Lives) <= 0) - printf("Game over, no lives left!\n"); + GAME_ChangeState(GameOver); else printf("Oh oh, only %d lives left!\n", scenery->Lives); return; } - PADDLE_Update(&(scenery->paddle), keystate); // Update paddle before ball because paddle is not static! + PADDLE_Update(&(scenery->paddle), scenery, keystate); // Update paddle before ball because paddle is not static! BALL_Update(&(scenery->ball), scenery); for (int i = 0; i < (scenery->BlockCount); i++) { BLOCK_Update((scenery->blocks) + i); @@ -143,25 +171,40 @@ void BREAKOUT_Draw(Scenery * scenery, SDL_Renderer * renderer){ } BALL_Draw(renderer, &(scenery->ball)); PADDLE_Draw(renderer, &(scenery->paddle)); - if ((scenery->StartCountdown) > 0) { // ! Render Z-Layer ! - SDL_Rect * rect = GAME_CountdownSourceRects + (((scenery->StartCountdown) - 1) / 60); - SDL_Rect target = *rect; - target.x = ((BREAKOUT_BoxWidth - (rect->w)) / 2); - target.y = ((BREAKOUT_BoxHeight - (rect->h)) / 2); - SDL_RenderCopy(renderer, GAME_CountdownTexture, rect, &target); + SCORE_DrawHUD(renderer, scenery); + BREAKOUT_DrawLivesHUD(renderer, scenery); + if (scenery->IsPaused) { + TEXTURE_RenderCentered(renderer, BREAKOUT_PausedTexture, 0.5f); + } else if ((scenery->StartCountdown) > 0) { // ! Render Z-Layer ! + 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"); - SDL_DestroyTexture(GAME_CountdownTexture); + SDL_DestroyTexture(BREAKOUT_CountdownTexture); + SDL_DestroyTexture(BREAKOUT_PausedTexture); free(PADDLE_MoveLeftKeys); free(PADDLE_MoveRightKeys); free(BALL_SourceRects); free(PADDLE_SourceRects); free(BLOCK_SourceRects); - free(GAME_CountdownSourceRects); + free(BREAKOUT_CountdownSourceRects); BALL_Deinitialize(); PADDLE_Deinitialize(); BLOCK_Deinitialize(); @@ -202,27 +245,33 @@ void BALL_Initialize(SDL_Renderer * renderer){ } /* BALL_Initialize */ Ball BALL_CreateDefault(){ - double rotation = (double)(rand() % 360); - return (Ball) { - .Location = (Vector) {.x = BREAKOUT_BoxWidth / 2 - 15, .y = BREAKOUT_BoxHeight - 132 }, - .Momentum = (Vector) {.x = 0.0f, .y = 15.0f }, - .TargetRect = (SDL_Rect) {.x = BREAKOUT_BoxWidth / 2 - 15, .y = BREAKOUT_BoxHeight - 130, .w = 30, .h = 30 }, + .Location = (Vector) {.x = (width / 2) - 15, .y = height - 132 }, + .Momentum = (Vector) {.x = 0.0f, .y = BALL_MinSpeed }, + .TargetRect = (SDL_Rect) {.x = width / 2 - 15, .y = height - 130, .w = 30, .h = 30 }, .Size = 15.0f, - .Rotation = rotation, - .RotationValue = 5, + .Rotation = 0, + .RotationValue = 9, .TextureIndex = 0, .Speed = 15.0f }; // Objekt für die Eigenschaften des Balls } void BALL_ResetPosition(Ball * obj){ - (obj->Location).x = BREAKOUT_BoxWidth / 2 - 15; - (obj->Location).y = BREAKOUT_BoxHeight - 130; + (obj->Location).x = width / 2 - 15; + (obj->Location).y = height - 130; RECT_SetTargetPos(&(obj->TargetRect), &(obj->Location)); (obj->Momentum) = VECTOR_GetScaledDirectionalUnitVector(0.0f, (obj->Speed)); } +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); @@ -308,7 +357,7 @@ SDL_Point BALL_GetCenter(Ball * obj){ 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 > BREAKOUT_BoxWidth - (2 * (obj->Size))) + if ((obj->Location).x < 0.0f || (obj->Location).x > width - (2 * (obj->Size))) (obj->Momentum).x = -(obj->Momentum).x; } @@ -317,7 +366,7 @@ void BALL_MoveAwayFromBoundaries(Ball * obj){ ((obj->Location).y)++; while (((obj->Location).x) < 0) ((obj->Location).x)++; - while ((((obj->Location).x) + ((obj->Size) * 2)) > BREAKOUT_BoxWidth) + while ((((obj->Location).x) + ((obj->Size) * 2)) > width) ((obj->Location).x)--; } @@ -328,7 +377,7 @@ bool BALL_CollideWithPaddle(Ball * obj, Paddle * paddle){ 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 + // Following assumes that the paddle position was udated before the ball was updated 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); @@ -367,16 +416,19 @@ void BALL_Update(Ball * obj, Scenery * scenery){ oldLocation = obj->Location; if (BALL_CollideWithRect(obj, &(blocks[i].TargetRect))) { BLOCK_DealDamage(blocks + i, 1); - if (blocks[i].HP <= 0) + if (blocks[i].HP <= 0) { (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 > BREAKOUT_BoxHeight) // Collide with box boundaries + if ((obj->Location).y > height) { // Collide with box boundaries scenery->IsGameOver = true; - else BALL_CollideWithBorders(obj); + printf("Ball called game_over!\n"); + } else BALL_CollideWithBorders(obj); RECT_SetTargetPos(&(obj->TargetRect), &(obj->Location)); } /* BALL_Update */ @@ -416,10 +468,8 @@ void PADDLE_Initialize(SDL_Renderer * renderer){ } /* 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 }, + .TargetRect = (SDL_Rect) {.x = (width - PADDLE_MaxSize) / 2, .y = height - 100, .w = PADDLE_MaxSize, .h = 30 }, .TextureIndex = 0, .Speed = 10, .SteeringAngle = 40.0f, @@ -428,8 +478,16 @@ Paddle PADDLE_CreateDefault(){ } void PADDLE_ResetPosition(Paddle * obj){ - (obj->TargetRect).x = (BREAKOUT_BoxWidth - ((obj->TargetRect).w)) / 2; - (obj->TargetRect).y = BREAKOUT_BoxHeight - 100; + (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); } void PADDLE_Draw(SDL_Renderer * renderer, Paddle * obj){ @@ -467,7 +525,15 @@ void PADDLE_MoveSmooth(Paddle * obj){ (obj->TargetRect).x = paddleXMid - (int)roundf((float)(paddleXMid - mouseX) * PADDLE_SmoothFactor) - halfPaddle; } -void PADDLE_Update(Paddle * obj, const Uint8 * keystate){ +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; switch (obj->Mode) { @@ -488,7 +554,7 @@ void PADDLE_Update(Paddle * obj, const Uint8 * keystate){ printf("Unknown Paddle Control Mode: %d!\n", obj->Mode); break; } /* switch */ - INT_Constrain(&((obj->TargetRect).x), 0, (BREAKOUT_BoxWidth - ((obj->TargetRect).w))); + INT_Constrain(&((obj->TargetRect).x), 0, (width - ((obj->TargetRect).w))); } /* PADDLE_Update */ void PADDLE_DestroyObject(Paddle * obj){ @@ -547,6 +613,14 @@ Block BLOCK_CreateDefault() { }; // 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){ if ((obj->HP) > 0) { // printf("Block drawn at (%d|%d)!\n", (obj->TargetRect).x, (obj->TargetRect).y); diff --git a/breakout.h b/breakout.h index b8bea2c..bd3eade 100644 --- a/breakout.h +++ b/breakout.h @@ -45,17 +45,22 @@ typedef struct sceneryStruct { // End Structs // Prototypes -void BREAKOUT_INITIALIZE(SDL_Renderer * renderer, int width, int height); +void BREAKOUT_INITIALIZE(SDL_Renderer * renderer); +void BREAKOUT_TogglePause(Scenery * scenery); +void BREAKOUT_KeyPressed(Scenery * scenery, SDL_KeyboardEvent * b); Scenery BREAKOUT_CreateDefault(); -int BREAKOUT_RefreshScore(Scenery * scenery); -void BREAKOUT_ChangeSize(int width, int height); +void BREAKOUT_IncreaseScoreBy(Scenery * scenery, int scoreInc); +void TEXTURE_RenderCenteredSpriteSheet(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Rect * srcRect, float Scale); +void TEXTURE_RenderCentered(SDL_Renderer * renderer, SDL_Texture * texture, float Scale); void BREAKOUT_Update(Scenery * scenery, const Uint8 * keystate); void BREAKOUT_Draw(Scenery * scenery, SDL_Renderer * renderer); +void BREAKOUT_DrawLivesHUD(SDL_Renderer * renderer, Scenery * scenery); void BREAKOUT_DEINITIALIZE(); void BREAKOUT_DestroyObject(Scenery * scenery); void BALL_Initialize(SDL_Renderer * renderer); Ball BALL_CreateDefault(); void BALL_ResetPosition(Ball * obj); +void BALL_DrawTexture(SDL_Renderer * renderer, SDL_Rect * dstRect, int index); void BALL_Draw(SDL_Renderer * renderer, Ball * obj); bool BALL_CollideWithRect(Ball * obj, SDL_Rect * rect); bool RECT_Collide(SDL_Rect * rect1, SDL_Rect * rect2); @@ -72,16 +77,19 @@ void BALL_Deinitialize(); void PADDLE_Initialize(SDL_Renderer * renderer); Paddle PADDLE_CreateDefault(); void PADDLE_ResetPosition(Paddle * obj); +void PADDLE_DrawTexture(SDL_Renderer * renderer, SDL_Rect * dstRect, int index); void PADDLE_Draw(SDL_Renderer * renderer, Paddle * obj); bool KeyPressed(const Uint8 * keystate, Uint8 * keyArray); void INT_Constrain(int * variable, int min, int max); void DOUBLE_Constrain(double * variable, double min, double max); void PADDLE_MoveSmooth(Paddle * obj); -void PADDLE_Update(Paddle * obj, const Uint8 * keystate); +void PADDLE_AdaptSpeedGradient(Paddle * obj, int FrameCount); +void PADDLE_Update(Paddle * obj, Scenery * scenery, const Uint8 * keystate); void PADDLE_DestroyObject(Paddle * obj); void PADDLE_Deinitialize(); void BLOCK_Initialize(SDL_Renderer * renderer); Block BLOCK_CreateDefault() ; +void BLOCK_DrawTexture(SDL_Renderer * renderer, SDL_Rect * dstRect, int index); void BLOCK_Draw(SDL_Renderer * renderer, Block * obj); void BLOCK_DealDamage(Block * obj, int dmg); void BLOCK_Update(Block * obj); diff --git a/gameover.c b/gameover.c new file mode 100644 index 0000000..8ece8c7 --- /dev/null +++ b/gameover.c @@ -0,0 +1,155 @@ +#include +#include +#include +#include +#include +#include +#include +#include + +#include "gameover.h" +#include "gamestate.h" +#include "main.h" + +#define GAMEOVER_TexturePath "assets/images/gameover.png" +#define GAMEOVER_NumbersTexturePath "assets/images/numbers.png" +#define GAMEOVER_ScoreTexturePath "assets/images/yourscore.png" +#define GAMEOVER_HUDScale 16.0f +#define GAMEOVER_Scale 4.0f + +#include +#include +#include +#include +#include +#include +#include +#include + +#include "breakout.h" +#include "vector.h" +#include "background.h" + +int GAMEOVER_HUDMargin = 5; +SDL_Texture * GAMEOVER_Texture; +SDL_Texture * GAMEOVER_Numbers; +SDL_Texture * GAMEOVER_ScoreTexture; +SDL_Rect * GAMEOVER_NumberRects; +SDL_Rect GAMEOVER_TargetRect; +SDL_Rect GAMEOVER_ScoreTargetRect; +SDL_Rect GAMEOVER_HUDScoreTargetRect; +int * GAMEOVER_Digits; +bool GAMEOVER_IsInit = false; + +void GAMEOVER_Initialize(SDL_Renderer * renderer){ + if (!GAMEOVER_IsInit) { + printf("Initializing Gameover...\n"); + GAMEOVER_Texture = IMG_LoadTexture(renderer, GAMEOVER_TexturePath); + if (!GAMEOVER_Texture) printf("Gameover Texture couldn't be loaded!\n"); + GAMEOVER_Numbers = IMG_LoadTexture(renderer, GAMEOVER_NumbersTexturePath); + if (!GAMEOVER_Numbers) printf("Gameover Numbers couldn't be loaded!\n"); + GAMEOVER_ScoreTexture = IMG_LoadTexture(renderer, GAMEOVER_ScoreTexturePath); + if (!GAMEOVER_ScoreTexture) printf("Gameover Score Texture couldn't be loaded!\n"); + int w, h; + SDL_QueryTexture(GAMEOVER_Texture, NULL, NULL, &w, &h); + w /= 2; + h /= 2; + GAMEOVER_TargetRect.x = ((1920 - w) / 2); + GAMEOVER_TargetRect.y = 50; + GAMEOVER_TargetRect.w = w; + GAMEOVER_TargetRect.h = h; + GAMEOVER_NumberRects = calloc(10, sizeof(SDL_Rect)); + if (!GAMEOVER_NumberRects) printf("FATAL: Memory Allocation Failed!\n"); + GAMEOVER_NumberRects[0] = (SDL_Rect) {.x = 446, .y = 668, .w = 442, .h = 665 }; + GAMEOVER_NumberRects[1] = (SDL_Rect) {.x = 1299, .y = 1335, .w = 242, .h = 665 }; + GAMEOVER_NumberRects[2] = (SDL_Rect) {.x = 1, .y = 1, .w = 443, .h = 665 }; + GAMEOVER_NumberRects[3] = (SDL_Rect) {.x = 1, .y = 668, .w = 443, .h = 665 }; + GAMEOVER_NumberRects[4] = (SDL_Rect) {.x = 1, .y = 1335, .w = 443, .h = 665 }; + GAMEOVER_NumberRects[5] = (SDL_Rect) {.x = 446, .y = 1, .w = 443, .h = 665 }; + GAMEOVER_NumberRects[6] = (SDL_Rect) {.x = 891, .y = 1, .w = 443, .h = 665 }; + GAMEOVER_NumberRects[7] = (SDL_Rect) {.x = 890, .y = 1335, .w = 407, .h = 665 }; + GAMEOVER_NumberRects[8] = (SDL_Rect) {.x = 446, .y = 1335, .w = 442, .h = 665 }; + GAMEOVER_NumberRects[9] = (SDL_Rect) {.x = 890, .y = 668, .w = 442, .h = 665 }; + GAMEOVER_ScoreTargetRect.y = 450; + GAMEOVER_ScoreTargetRect.h = 183; + GAMEOVER_ScoreTargetRect.w = 1000; + GAMEOVER_HUDScoreTargetRect = (SDL_Rect) {.x = GAMEOVER_HUDMargin, .y = GAMEOVER_HUDMargin, .w = 250, .h = 46 }; + GAMEOVER_Digits = malloc(25 * sizeof(int)); + printf("Gameover initialized!\n"); + GAMEOVER_IsInit = true; + } else + printf("Gameover already initialized!\n"); +} /* GAMEOVER_Initialize */ + +void GAMEOVER_Draw(SDL_Renderer * renderer, Scenery * scenery){ + int i, count; + + SDL_RenderCopy(renderer, GAMEOVER_Texture, NULL, &GAMEOVER_TargetRect); + GAMEOVER_GetDigits((scenery->Score), &count); + int totalWidth = GAMEOVER_ScoreTargetRect.w; + for (i = (count - 1); i >= 0; i--) { + totalWidth += (int)roundf((float)GAMEOVER_NumberRects[i].w / GAMEOVER_Scale); + } + GAMEOVER_ScoreTargetRect.x = ((1920 - totalWidth) / 2); + SDL_RenderCopy(renderer, GAMEOVER_ScoreTexture, NULL, &GAMEOVER_ScoreTargetRect); + int xOffset = GAMEOVER_ScoreTargetRect.x + GAMEOVER_ScoreTargetRect.w; + SDL_Rect target; + target.y = 450; + for (i = (count - 1); i >= 0; i--) { + target.x = xOffset; + target.h = (int)roundf((float)(GAMEOVER_NumberRects[GAMEOVER_Digits[i]].h) / GAMEOVER_Scale); + target.w = (int)roundf((float)(GAMEOVER_NumberRects[GAMEOVER_Digits[i]].w) / GAMEOVER_Scale); + SDL_RenderCopy(renderer, GAMEOVER_Numbers, (GAMEOVER_NumberRects + GAMEOVER_Digits[i]), &target); + xOffset += target.w; + } +} /* GAMEOVER_Draw */ + +void GAMEOVER_GetDigits(int input, int * digitCount){ + int score = input; + int count = 0; + + while (score != 0) { + GAMEOVER_Digits[(count++)] = (score % 10); + score /= 10; + } + if (count == 0) { + count = 1; + GAMEOVER_Digits[0] = 0; + } + *digitCount = count; +} + +void SCORE_DrawHUD(SDL_Renderer * renderer, Scenery * scenery){ + int i, count; + + GAMEOVER_GetDigits((scenery->Score), &count); + int totalWidth = GAMEOVER_HUDScoreTargetRect.w; + for (i = (count - 1); i >= 0; i--) { + totalWidth += (int)roundf((float)GAMEOVER_NumberRects[i].w / GAMEOVER_HUDScale); + } + GAMEOVER_HUDScoreTargetRect.x = GAMEOVER_HUDMargin; + SDL_RenderCopy(renderer, GAMEOVER_ScoreTexture, NULL, &GAMEOVER_HUDScoreTargetRect); + int xOffset = GAMEOVER_HUDScoreTargetRect.x + GAMEOVER_HUDScoreTargetRect.w; + SDL_Rect target; + target.y = GAMEOVER_HUDMargin; + for (i = (count - 1); i >= 0; i--) { + target.x = xOffset; + target.h = (int)roundf((float)(GAMEOVER_NumberRects[GAMEOVER_Digits[i]].h) / GAMEOVER_HUDScale); + target.w = (int)roundf((float)(GAMEOVER_NumberRects[GAMEOVER_Digits[i]].w) / GAMEOVER_HUDScale); + SDL_RenderCopy(renderer, GAMEOVER_Numbers, (GAMEOVER_NumberRects + GAMEOVER_Digits[i]), &target); + xOffset += target.w; + } +} /* SCORE_DrawHUD */ + +void GAMEOVER_Deinitialize(){ + if (GAMEOVER_IsInit) { + printf("De-initializing Gameover...\n"); + free(GAMEOVER_Digits); + SDL_DestroyTexture(GAMEOVER_Texture); + SDL_DestroyTexture(GAMEOVER_ScoreTexture); + SDL_DestroyTexture(GAMEOVER_Numbers); + printf("Gameover de-initialized!\n"); + GAMEOVER_IsInit = false; + } else + printf("Gameover already de-initialized!\n"); +} diff --git a/gameover.h b/gameover.h new file mode 100644 index 0000000..9180055 --- /dev/null +++ b/gameover.h @@ -0,0 +1,25 @@ +#ifndef __gameover_h__ +#define __gameover_h__ + +#include +#include +#include +#include +#include +#include +#include +#include + +#include "gameover.h" +#include "gamestate.h" +#include "main.h" + +// Prototypes +void GAMEOVER_Initialize(SDL_Renderer * renderer); +void GAMEOVER_Draw(SDL_Renderer * renderer, Scenery * scenery); +void GAMEOVER_GetDigits(int input, int * digitCount); +void SCORE_DrawHUD(SDL_Renderer * renderer, Scenery * scenery); +void GAMEOVER_Deinitialize(); +// End Prototypes + +#endif // __gameover_h__ diff --git a/gamestate.h b/gamestate.h index fca7225..c4291e0 100644 --- a/gamestate.h +++ b/gamestate.h @@ -1,6 +1,6 @@ #ifndef __gamestate_h__ #define __gamestate_h__ -typedef enum gameStateEnum { MainMenu = 1, Game = 2, LevelSelect = 3, SkinSelect = 4, Settings = 5, Highscores = 6 } GameState; +typedef enum gameStateEnum { MainMenu = 1, Game = 2, LevelSelect = 3, SkinSelect = 4, Settings = 5, Highscores = 6 , GameOver = 7 } GameState; #endif diff --git a/highscores.c b/highscores.c index b434a7e..56da867 100644 --- a/highscores.c +++ b/highscores.c @@ -8,7 +8,8 @@ #include "highscores.h" -#define HIGHSCORES_FontFile "assets/fonts/monofur.ttf" +#define HIGHSCORES_FontFile "assets/fonts/monofur.ttf" +#define HIGHSCORES_OutputFilePath "output.txt" int HIGHSCORES_EntriesGot = 0; User * HIGHSCORES_UserList; @@ -103,6 +104,32 @@ void HIGHSCORES_DrawText(char * text, SDL_Rect * Message_rect){ tempSurface = TTF_RenderText_Solid(HIGHSCORES_FontFamily, text, HIGHSCORES_FontColor); } +bool HIGHSCORES_UploadScore(char * username, int score){ + char buffer[200]; + char * line = NULL; + size_t len = 0; + ssize_t read; + char * name, * scorestring; + + sprintf(buffer, "bhi upload %s %s %d", HIGHSCORES_OutputFilePath, username, score); + printf("BHI called with \"%s\"\n", buffer); + printf("Call BHI interface:\n"); + system(buffer); + printf("BHI interface quit!\nBHI output handling...\n"); + FILE * fp = fopen(HIGHSCORES_OutputFilePath, "r"); + if (fp == NULL) { + fclose(fp); + return false; + } + if ((read = getline(&line, &len, fp)) != -1) + if (line[0] == '0') { + fclose(fp); + return false; + } + fclose(fp); + return true; +} /* HIGHSCORES_UploadScore */ + void HIGHSCORES_ReloadList(){ printf("Call BHI interface:\n"); system("bhi top output.txt"); @@ -121,7 +148,7 @@ void HIGHSCORES_ReloadList(){ if (fp == NULL) return; if ((read = getline(&line, &len, fp)) != -1) - if (line[0] == 0) + if (line[0] == '0') return; int counter = 0; while ((read = getline(&line, &len, fp)) != -1) { diff --git a/highscores.h b/highscores.h index abf70ff..75ae4e9 100644 --- a/highscores.h +++ b/highscores.h @@ -14,6 +14,7 @@ void HIGHSCORES_Draw(SDL_Renderer * renderer); void HIGHSCORES_Deinitialize(); void HIGHSCORES_GenerateTexture(SDL_Renderer * renderer); void HIGHSCORES_DrawText(char * text, SDL_Rect * Message_rect); +bool HIGHSCORES_UploadScore(char * username, int score); void HIGHSCORES_ReloadList(); // End Prototypes diff --git a/main.c b/main.c index 271ada8..644c40a 100644 --- a/main.c +++ b/main.c @@ -12,6 +12,7 @@ #include "startmenu.h" #include "gamestate.h" #include "highscores.h" +#include "gameover.h" #include "settings.h" #include "background.h" @@ -55,12 +56,15 @@ int main(int argc, char * args[]){ HIGHSCORES_Draw(renderer); break; case Settings: - Settings_Draw(renderer,&scenery); + Settings_Draw(renderer, &scenery); + break; + case GameOver: + GAMEOVER_Draw(renderer, &scenery); break; default: printf("Unknow state was updated: %d\n", gameState); break; - } + } /* switch */ SDL_RenderPresent(renderer); fps_frames++; if (fps_lasttime < SDL_GetTicks() - 1000) { @@ -134,6 +138,14 @@ void keyPress(SDL_KeyboardEvent b){ // Debug prop printf("Key pressed: ID is %d\n", b.keysym.scancode); if (b.keysym.scancode == SDL_SCANCODE_F11 || b.keysym.scancode == SDL_SCANCODE_5) { toggleFullscreen(); + } else { + switch (gameState) { + case Game: + BREAKOUT_KeyPressed(&scenery, &b); + break; + default: + break; + } } } @@ -176,20 +188,23 @@ void INITIALIZE() { window = SDL_CreateWindow("BreakING", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, width, height, SDL_WINDOW_OPENGL); SDL_SetWindowResizable(window, true); + SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN_DESKTOP); printf("Window was created!\n"); renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); printf("Renderer was created!\n"); - BREAKOUT_INITIALIZE(renderer, width, height); + BREAKOUT_INITIALIZE(renderer); scenery = BREAKOUT_CreateDefault(); Load_Textures(renderer); HIGHSCORES_Initialize(); BACKGROUND_Initialize(renderer, width, height); Settings_Initialize(renderer,&scenery); + GAMEOVER_Initialize(renderer); printf("Initializing finished!\n"); } /* INITIALIZE */ void QUIT(){ printf("De-initializing started...\n"); + GAMEOVER_Deinitialize(); BACKGROUND_Deinitialize(); Settings_Deinitialize(); HIGHSCORES_Deinitialize(); diff --git a/main.h b/main.h index b1c54b0..ed861e6 100644 --- a/main.h +++ b/main.h @@ -15,6 +15,9 @@ #include "startmenu.h" #include "gamestate.h" #include "highscores.h" +#include "gameover.h" +#include "settings.h" +#include "background.h" #ifndef __nullptr__ #define Nullptr(type) (type *)0 diff --git a/settings.c b/settings.c index 70842ba..fab3d09 100644 --- a/settings.c +++ b/settings.c @@ -4,6 +4,7 @@ #include #include +#include "breakout.h" #include "settings.h" #define Slider_height 100 @@ -53,11 +54,11 @@ void Settings_Draw (SDL_Renderer* renderer,Scenery* scenery) { } void Settings_Deinitialize(){ - if(Settings_IsInit){ - SDL_DestroyTexture(Settings_Texture); - SDL_DestroyTexture(Settings_Ball_Texture); - Settings_IsInit=false; - } + if (Settings_IsInit) { + SDL_DestroyTexture(Settings_Texture); + SDL_DestroyTexture(Settings_Ball_Texture); + Settings_IsInit = false; + } } void Draw_Slider(SDL_Renderer* renderer,Slider* beta){ @@ -76,22 +77,14 @@ void Draw_Slider(SDL_Renderer* renderer,Slider* beta){ beta->Scalar_rect.x=beta->Bar_rect.x; beta->Slider_value=beta->Bar_rect.x+(beta->Scalar_rect.w)/2; } - else{ - beta->Scalar_rect.x=x-(beta->Scalar_rect.w/2); - beta->Slider_value=x; - } - } - else{ - SDL_RenderDrawRect(renderer,&beta->Scalar_rect); - } -} +} /* Draw_Slider */ -void Draw_Ballstate(SDL_Renderer* renderer,Scenery* scenery){ +void Draw_Ballstate(SDL_Renderer * renderer, Scenery * scenery){ BALL_Draw(renderer, &(scenery->ball)); } -void mapping(double *x,Slider* beta){ - *x=((beta->max-beta->min)/(beta->Bar_rect.w-(beta->Scalar_rect.w)))*(beta->Slider_value-beta->Bar_rect.x-beta->Scalar_rect.w/2)+beta->min; +void mapping(double * x, Slider * beta){ + *x = ((beta->max - beta->min) / (beta->Bar_rect.w - (beta->Scalar_rect.w))) * (beta->Slider_value - beta->Bar_rect.x - beta->Scalar_rect.w / 2) + beta->min; } void Initialize_Slider(int x,int y,int sw,int bw,int h,double min,double max,Slider* beta,double defaultvalue){ diff --git a/startmenu.c b/startmenu.c index c39bb64..5e21a33 100644 --- a/startmenu.c +++ b/startmenu.c @@ -6,11 +6,10 @@ #include "main.h" extern float XScale, YScale; +extern SDL_Rect Return_Button_rect; SDL_Texture * TITLE_Texture; SDL_Texture * PLAYBUTTON_Texture; -SDL_Texture * SKINSBUTTON_Texture; -SDL_Texture * LEVELBUTTON_Texture; SDL_Texture * SETTINGSBUTTON_Texture; SDL_Texture * HIGHSCORESBUTTON_Texture; SDL_Texture * QUITBUTTON_Texture; @@ -18,8 +17,6 @@ SDL_Texture * QUITBUTTON_Texture; SDL_Rect TITLE_Rect; SDL_Rect PLAYBUTTON_Rect; SDL_Rect SETTINGSBUTTON_Rect; -SDL_Rect LEVELBUTTON_Rect; -SDL_Rect SKINSBUTTON_Rect; SDL_Rect HIGHSCORESBUTTON_Rect; SDL_Rect QUITBUTTON_Rect; @@ -36,16 +33,10 @@ void Load_Textures(SDL_Renderer * renderer) { TITLE_Rect = (SDL_Rect) {.x = 685, .y = 50, .w = 550, .h = 250 }; PLAYBUTTON_Texture = IMG_LoadTexture(renderer, "assets/images/play_button.png"); - PLAYBUTTON_Rect = (SDL_Rect) {.x = 497, .y = 400, .w = 313, .h = 178 }; - - SKINSBUTTON_Texture = IMG_LoadTexture(renderer, "assets/images/skins_button.png"); - SKINSBUTTON_Rect = (SDL_Rect) {.x = 1110, .y = 400, .w = 313, .h = 178 }; - - LEVELBUTTON_Texture = IMG_LoadTexture(renderer, "assets/images/level_button.png"); - LEVELBUTTON_Rect = (SDL_Rect) {.x = 497, .y = 700, .w = 313, .h = 178 }; + PLAYBUTTON_Rect = (SDL_Rect) {.x = 772, .y = 420, .w = 376, .h = 214 }; SETTINGSBUTTON_Texture = IMG_LoadTexture(renderer, "assets/images/settings_button.png"); - SETTINGSBUTTON_Rect = (SDL_Rect) {.x = 1110, .y = 700, .w = 313, .h = 178 }; + SETTINGSBUTTON_Rect = (SDL_Rect) {.x = 772, .y = 720, .w = 376, .h = 214 }; HIGHSCORESBUTTON_Texture = IMG_LoadTexture(renderer, "assets/images/highscores_button.png"); HIGHSCORESBUTTON_Rect = (SDL_Rect) {.x = 1557, .y = 120, .w = 313, .h = 178 }; @@ -57,8 +48,6 @@ void Load_Textures(SDL_Renderer * renderer) { void Startmenu_Draw(SDL_Renderer * renderer) { SDL_RenderCopy(renderer, TITLE_Texture, NULL, &TITLE_Rect); SDL_RenderCopy(renderer, PLAYBUTTON_Texture, NULL, &PLAYBUTTON_Rect); - SDL_RenderCopy(renderer, SKINSBUTTON_Texture, NULL, &SKINSBUTTON_Rect); - SDL_RenderCopy(renderer, LEVELBUTTON_Texture, NULL, &LEVELBUTTON_Rect); SDL_RenderCopy(renderer, SETTINGSBUTTON_Texture, NULL, &SETTINGSBUTTON_Rect); SDL_RenderCopy(renderer, HIGHSCORESBUTTON_Texture, NULL, &HIGHSCORESBUTTON_Rect); SDL_RenderCopy(renderer, QUITBUTTON_Texture, NULL, &QUITBUTTON_Rect); @@ -68,10 +57,6 @@ void button_clicked(SDL_MouseButtonEvent b, GameState gameState) { if (gameState == MainMenu) { if (clickInRect(b, &PLAYBUTTON_Rect) == 1) { GAME_ChangeState(Game); - } else if (clickInRect(b, &SKINSBUTTON_Rect) == 1) { - GAME_ChangeState(SkinSelect); - } else if (clickInRect(b, &LEVELBUTTON_Rect) == 1) { - GAME_ChangeState(LevelSelect); } else if (clickInRect(b, &SETTINGSBUTTON_Rect) == 1) { GAME_ChangeState(Settings); } else if (clickInRect(b, &HIGHSCORESBUTTON_Rect) == 1) { @@ -80,4 +65,9 @@ void button_clicked(SDL_MouseButtonEvent b, GameState gameState) { GAME_Escape(); } } + if (gameState == Settings) { + if (clickInRect(b, &Return_Button_rect) == 1) { + GAME_ChangeState(MainMenu); + } + } }