merge 2.0
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2
main.c
2
main.c
@ -197,7 +197,7 @@ void INITIALIZE() {
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Load_Textures(renderer);
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HIGHSCORES_Initialize();
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BACKGROUND_Initialize(renderer, width, height);
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Settings_Initialize(renderer);
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Settings_Initialize(renderer,&scenery);
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GAMEOVER_Initialize(renderer);
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printf("Initializing finished!\n");
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} /* INITIALIZE */
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110
old/settings.c
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110
old/settings.c
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@ -0,0 +1,110 @@
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#include <stdio.h>
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#include <stdlib.h>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_image.h>
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#include <stdbool.h>
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#include "settings.h"
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#define Slider_height 100
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#define Scalar_width 20
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#define Bar_width 400
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#define round(x) ((int) ((x) + .5))
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#define distance(x1,y1,x2,y2) ((int)(sqrt(pow(x2-x1,2)+pow(y2-y1,2))))
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SDL_Texture* Settings_Texture;
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SDL_Texture* Settings_Return_Button_Texture;
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SDL_Rect Settings_rect;
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SDL_Rect Settings_Return_Button_rect;
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Slider BV;
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Slider BS;
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Slider BT;
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Uint32 Mousestate;
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bool Settings_IsInit=false;
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void Settings_Initialize (SDL_Renderer* renderer,Scenery* scenery) {
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Initialize_Slider(400,300,Scalar_width,Bar_width,Slider_height,1,2,&BV,1.5);
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Initialize_Slider(400,500,Scalar_width,Bar_width,Slider_height,30,100,&BS,scenery->ball.TargetRect.w);
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Initialize_Slider(400,700,Scalar_width,Bar_width,Slider_height,0,8,&BT,scenery->ball.TextureIndex);
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Settings_Texture = IMG_LoadTexture(renderer, "assets/images/settings_title.png");
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Settings_rect = (SDL_Rect){.x = 800, .y = 180, .w=313, .h=100};
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Settings_Return_Button_Texture = IMG_LoadTexture(renderer, "assets/images/return_button.png");
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Settings_Return_Button_rect = (SDL_Rect){.x = 200, .y = 200, .w=75, .h=75};
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Settings_IsInit = true;
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}
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void Settings_Draw (SDL_Renderer* renderer,Scenery* scenery) {
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double x;
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scenery->ball.TargetRect.x=900;
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scenery->ball.TargetRect.y=700;
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SDL_RenderCopy(renderer, Settings_Texture, NULL, &Settings_rect);
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SDL_RenderCopy(renderer, Settings_Return_Button_Texture, NULL, &Settings_Return_Button_rect);
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Draw_Slider(renderer,&BV);
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Draw_Slider(renderer,&BS);
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Draw_Slider(renderer,&BT);
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Draw_Ballstate(renderer,scenery);
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mapping(&x,&BT);
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scenery->ball.TextureIndex=round(x);
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mapping(&x,&BS);
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scenery->ball.TargetRect.w=x;
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scenery->ball.TargetRect.h=x;
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Settings_Return();
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}
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void Settings_Deinitialize(){
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if(Settings_IsInit){
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SDL_DestroyTexture(Settings_Texture);
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SDL_DestroyTexture(Settings_Ball_Texture);
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Settings_IsInit=false;
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}
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}
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void Draw_Slider(SDL_Renderer* renderer,Slider* beta){
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SDL_SetRenderDrawColor(renderer,255,255,255,255);
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SDL_RenderDrawRect(renderer,&beta->Bar_rect);
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int x,y;
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Mousestate=SDL_GetMouseState(&x,&y);
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if(y<=((beta->Bar_rect.y)+(beta->Bar_rect.h))&&y>=(beta->Bar_rect.y)&&x<=(beta->Bar_rect.w+beta->Bar_rect.x)&&x>=(beta->Bar_rect.x)&&(Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT))){
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SDL_RenderFillRect(renderer,&beta->Scalar_rect);
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SDL_RenderDrawRect(renderer,&beta->Scalar_rect);
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if(x>(beta->Bar_rect.x+beta->Bar_rect.w-(beta->Scalar_rect.w)/2)){
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beta->Scalar_rect.x=(beta->Bar_rect.x+beta->Bar_rect.w-(beta->Scalar_rect.w));
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beta->Slider_value=(beta->Bar_rect.x+beta->Bar_rect.w-(beta->Scalar_rect.w)/2);
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}
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else if(x<beta->Bar_rect.x+(beta->Scalar_rect.w)/2){
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beta->Scalar_rect.x=beta->Bar_rect.x;
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beta->Slider_value=beta->Bar_rect.x+(beta->Scalar_rect.w)/2;
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}
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else{
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beta->Scalar_rect.x=x-(beta->Scalar_rect.w/2);
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beta->Slider_value=x;
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}
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}
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else{
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SDL_RenderDrawRect(renderer,&beta->Scalar_rect);
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}
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}
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void Draw_Ballstate(SDL_Renderer* renderer,Scenery* scenery){
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BALL_Draw(renderer, &(scenery->ball));
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}
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void mapping(double *x,Slider* beta){
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*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;
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}
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void Initialize_Slider(int x,int y,int sw,int bw,int h,double min,double max,Slider* beta,double defaultvalue){
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beta->Scalar_rect = (SDL_Rect){.x=(defaultvalue-min)/(max-min)*(bw-sw/2)+x,.y=y,.w=sw,.h=h};
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beta->Bar_rect = (SDL_Rect){.x=x,.y=y,.w=bw,.h=h};
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beta->max=max;
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beta->min=min;
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beta->Slider_value=(defaultvalue-min)/(max-min)*(bw-sw/2)+x;
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}
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void Settings_Return(Scenery* scenery){
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int x,y;
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Mousestate=SDL_GetMouseState(&x,&y);
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if((distance(x,y,237,237)<=37)&&(Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT)))
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GAME_ChangeState(MainMenu);
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}
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38
old/settings.h
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38
old/settings.h
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@ -0,0 +1,38 @@
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#ifndef __Settings__
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#define __Settings__
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#include <stdio.h>
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#include <stdlib.h>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_image.h>
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#include <stdbool.h>
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#include <math.h>
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#include "breakout.h"
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#include "gamestate.h"
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#include "main.h"
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typedef struct sliderstruct {
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SDL_Rect Bar_rect;
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SDL_Rect Scalar_rect;
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double Slider_value,min,max;
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} Slider;
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void Settings_Draw (SDL_Renderer* renderer,Scenery* scenery);
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void Draw_Slider(SDL_Renderer* renderer,Slider* beta);
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void Draw_Ballstate(SDL_Renderer* renderer,Scenery* scenery);
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void Settings_Initialize (SDL_Renderer* renderer,Scenery* scenery);
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void Initialize_Slider(int x,int y,int sw,int bw,int h,double min,double max,Slider* beta,double defaultvalue);
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void Settings_Deinitialize();
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void mapping(double *x,Slider* beta);
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void Settings_Return();
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#endif
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44
settings.c
44
settings.c
@ -4,13 +4,13 @@
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#include <SDL2/SDL_image.h>
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#include <stdbool.h>
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#include "breakout.h"
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#include "settings.h"
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#define Slider_height 100
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#define Scalar_width 20
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#define Bar_width 400
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#define round(x) ((int)((x) + .5))
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#define distance(x1,y1,x2,y2) ((int)(sqrt(pow(x2-x1,2)+pow(y2-y1,2))))
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SDL_Texture * Settings_Texture;
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SDL_Texture * Settings_Ball_Texture;
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@ -26,12 +26,14 @@ Slider BV;
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Slider BS;
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Slider BT;
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Uint32 Mousestate;
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bool Settings_IsInit = false;
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void Settings_Initialize (SDL_Renderer* renderer) {
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Initialize_Slider(400,300,Scalar_width,Bar_width,Slider_height,1,2,&BV);
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Initialize_Slider(400,500,Scalar_width,Bar_width,Slider_height,10.0f,20.0f,&BS);
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Initialize_Slider(400,700,Scalar_width,Bar_width,Slider_height,0,8,&BT);
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void Settings_Initialize (SDL_Renderer* renderer,Scenery* scenery) {
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Initialize_Slider(400,300,Scalar_width,Bar_width,Slider_height,1,2,&BV,1.5);
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Initialize_Slider(400,500,Scalar_width,Bar_width,Slider_height,30,100,&BS,scenery->ball.TargetRect.w);
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Initialize_Slider(400,700,Scalar_width,Bar_width,Slider_height,0,8,&BT,scenery->ball.TextureIndex);
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Settings_Texture = IMG_LoadTexture(renderer, "assets/images/settings_title.png");
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Settings_rect = (SDL_Rect){.x = 647, .y = 50, .w=626, .h=200};
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@ -41,7 +43,7 @@ void Settings_Initialize (SDL_Renderer* renderer) {
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Settings_Skins_rect = (SDL_Rect){.x = 50, .y = 710, .w=315, .h=70};
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Return_Button_Texture = IMG_LoadTexture(renderer, "assets/images/return_button.png");
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Return_Button_rect = (SDL_Rect){.x = 30, .y = 30, .w=261, .h=100};
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Return_Button_rect = (SDL_Rect){.x = 200, .y = 200, .w=75, .h=75};
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Settings_IsInit = true;
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}
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@ -50,17 +52,18 @@ void Settings_Draw(SDL_Renderer * renderer, Scenery * scenery) {
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double x;
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SDL_RenderCopy(renderer, Settings_Texture, NULL, &Settings_rect);
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SDL_RenderCopy(renderer, Settings_Ball_Texture, NULL, &Settings_Ball_rect);
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SDL_RenderCopy(renderer, Settings_Skins_Texture, NULL, &Settings_Skins_rect);
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SDL_RenderCopy(renderer, Return_Button_Texture, NULL, &Return_Button_rect);
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SDL_RenderCopy(renderer, Settings_Skins_Texture, NULL, &Settings_Skins_rect);
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BALL_DrawTexture(renderer, &Settings_Ball_rect, scenery->ball.TextureIndex);
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Settings_Return();
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Draw_Slider(renderer, &BV);
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Draw_Slider(renderer, &BS);
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Draw_Slider(renderer, &BT);
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//Draw_Ballstate(renderer, scenery);
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BALL_DrawTexture(renderer, &Settings_Ball_rect, scenery->ball.TextureIndex);
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mapping(&x, &BS);
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scenery->ball.Speed = x;
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scenery->ball.TargetRect.w = x;
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scenery->ball.TargetRect.h = x;
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scenery->ball.Size = ((double)x / 2.0f);
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mapping(&x, &BT);
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x = round(x);
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scenery->ball.TextureIndex = x;
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@ -78,7 +81,7 @@ void Draw_Slider(SDL_Renderer * renderer, Slider * beta){
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
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SDL_RenderDrawRect(renderer, &beta->Bar_rect);
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int x, y;
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Uint32 Mousestate = SDL_GetMouseState(&x, &y);
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Mousestate = SDL_GetMouseState(&x, &y);
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if (y <= ((beta->Bar_rect.y) + (beta->Bar_rect.h)) && y >= (beta->Bar_rect.y) && x <= (beta->Bar_rect.w + beta->Bar_rect.x) && x >= (beta->Bar_rect.x) && (Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT))) {
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SDL_RenderFillRect(renderer, &beta->Scalar_rect);
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SDL_RenderDrawRect(renderer, &beta->Scalar_rect);
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@ -97,18 +100,21 @@ void Draw_Slider(SDL_Renderer * renderer, Slider * beta){
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}
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} /* Draw_Slider */
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void Draw_Ballstate(SDL_Renderer * renderer, Scenery * scenery){
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BALL_Draw(renderer, &(scenery->ball));
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}
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void mapping(double * x, Slider * beta){
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*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;
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}
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void Initialize_Slider(int x, int y, int sw, int bw, int h, double min, double max, Slider * beta){
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beta->Scalar_rect = (SDL_Rect) {.x = x, .y = y, .w = sw, .h = h };
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void Initialize_Slider(int x, int y, int sw, int bw, int h, double min, double max, Slider * beta,double defaultvalue){
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beta->Scalar_rect = (SDL_Rect) {.x = (defaultvalue-min)/(max-min)*(bw-sw/2)+x, .y = y, .w = sw, .h = h };
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beta->Bar_rect = (SDL_Rect) {.x = x, .y = y, .w = bw, .h = h };
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beta->max = max;
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beta->min = min;
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beta->Slider_value = x + beta->Scalar_rect.w / 2;
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beta->Slider_value = (defaultvalue-min)/(max-min)*(bw-sw/2)+x;
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}
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void Settings_Return(){
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int x,y;
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Mousestate=SDL_GetMouseState(&x,&y);
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if((distance(x,y,237,237)<=37)&&(Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT)))
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GAME_ChangeState(MainMenu);
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}
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10
settings.h
10
settings.h
@ -8,6 +8,8 @@
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#include <SDL2/SDL_image.h>
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#include <stdbool.h>
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#include "breakout.h"
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#include "gamestate.h"
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#include "main.h"
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typedef struct sliderstruct {
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SDL_Rect Bar_rect;
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@ -20,14 +22,14 @@ void Settings_Draw (SDL_Renderer* renderer,Scenery* scenery);
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void Draw_Slider(SDL_Renderer* renderer,Slider* beta);
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void Draw_Ballstate(SDL_Renderer* renderer,Scenery* scenery);
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void Settings_Initialize (SDL_Renderer* renderer,Scenery* scenery);
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void Settings_Initialize (SDL_Renderer* renderer);
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void Initialize_Slider(int x,int y,int sw,int bw,int h,double min,double max,Slider* beta);
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void Initialize_Slider(int x,int y,int sw,int bw,int h,double min,double max,Slider* beta,double defaultvalue);
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void Settings_Deinitialize();
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void mapping(double *x,Slider* beta);
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void Settings_Return();
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#endif
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@ -65,9 +65,4 @@ void button_clicked(SDL_MouseButtonEvent b, GameState gameState) {
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GAME_Escape();
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}
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}
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if (gameState == Settings) {
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if (clickInRect(b, &Return_Button_rect) == 1) {
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GAME_ChangeState(MainMenu);
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}
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}
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}
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