Merge branch 'devsave' into 'master'
Added control buttons to gameover screen See merge request czg6669/breakout!4
This commit is contained in:
commit
1fb934f7a6
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bin/assets/images/restart_button.png
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bin/assets/images/restart_button.png
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40
gameover.c
40
gameover.c
@ -13,12 +13,14 @@
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#include "vector.h"
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#include "highscores.h"
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#include "background.h"
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#include "startmenu.h"
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#include "main.h"
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#define GAMEOVER_TexturePath "assets/images/gameover.png"
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#define GAMEOVER_NumbersTexturePath "assets/images/numbers.png"
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#define GAMEOVER_ScoreTexturePath "assets/images/yourscore.png"
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#define GAMEOVER_UploadTexturePath "assets/images/upload.png"
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#define GAMEOVER_RestartTexturePath "assets/images/restart_button.png"
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#define GAMEOVER_HUDScale 16.0f
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#define GAMEOVER_Scale 4.0f
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@ -28,17 +30,24 @@ extern bool LoggedIn;
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extern int width, height;
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extern SDL_Texture * HIGHSCORESBUTTON_Texture;
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extern SDL_Texture * QUITBUTTON_Texture;
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extern SDL_Rect QUITBUTTON_Rect;
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int GAMEOVER_HUDMargin = 5;
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SDL_Texture * GAMEOVER_Texture;
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SDL_Texture * GAMEOVER_Numbers;
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SDL_Texture * GAMEOVER_ScoreTexture;
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SDL_Texture * GAMEOVER_UploadTexture;
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SDL_Texture * GAMEOVER_RestartTexture;
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SDL_Rect * GAMEOVER_NumberRects;
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SDL_Rect * GAMEOVER_UploadRects;
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SDL_Rect GAMEOVER_TargetRect;
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SDL_Rect GAMEOVER_ScoreTargetRect;
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SDL_Rect GAMEOVER_HUDScoreTargetRect;
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SDL_Rect * GAMEOVER_UploadTargetRects;
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SDL_Rect GAMEOVER_HighscoresButtonRect;
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SDL_Rect GAMEOVER_RestartButtonRect;
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int * GAMEOVER_Digits;
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bool GAMEOVER_IsInit = false;
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UploadState GAMEOVER_UploadState = Initial;
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@ -55,6 +64,8 @@ void GAMEOVER_Initialize(SDL_Renderer * renderer){
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if (!GAMEOVER_ScoreTexture) printf("Gameover Score Texture couldn't be loaded!\n");
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GAMEOVER_UploadTexture = IMG_LoadTexture(renderer, GAMEOVER_UploadTexturePath);
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if (!GAMEOVER_UploadTexture) printf("Gameover Score Texture couldn't be loaded!\n");
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GAMEOVER_RestartTexture = IMG_LoadTexture(renderer, GAMEOVER_RestartTexturePath);
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if (!GAMEOVER_RestartTexture) printf("Restart Button Texture couldn't be loaded!\n");
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int w, h;
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SDL_QueryTexture(GAMEOVER_Texture, NULL, NULL, &w, &h);
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w /= 2;
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@ -89,9 +100,12 @@ void GAMEOVER_Initialize(SDL_Renderer * renderer){
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if (!GAMEOVER_UploadTargetRects) printf("FATAL: Memory Allocation Failed!\n");
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for (int i = 0; i < 4; i++) {
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GAMEOVER_UploadTargetRects[i] = (SDL_Rect) {.x = 0, .y = 650, .w = ((GAMEOVER_UploadRects[i].w) / 5), .h = ((GAMEOVER_UploadRects[i].h) / 5) };
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GAMEOVER_UploadTargetRects[i].x = ((width - (GAMEOVER_UploadTargetRects[i].w)) / 2);
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}
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GAMEOVER_HUDScoreTargetRect = (SDL_Rect) {.x = GAMEOVER_HUDMargin, .y = GAMEOVER_HUDMargin, .w = 250, .h = 46 };
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GAMEOVER_Digits = malloc(25 * sizeof(int));
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GAMEOVER_Digits = malloc(25 * sizeof(int)); // Holds every digit of unsigned long long int
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GAMEOVER_HighscoresButtonRect = (SDL_Rect) {.x = 1635, .y = 896, .w = 235, .h = 134 };
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GAMEOVER_RestartButtonRect = (SDL_Rect) {.x = 842, .y = 896, .w = 235, .h = 134 };
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printf("Gameover initialized!\n");
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GAMEOVER_IsInit = true;
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} else
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@ -100,10 +114,11 @@ void GAMEOVER_Initialize(SDL_Renderer * renderer){
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void GAMEOVER_MouseClicked(SDL_MouseButtonEvent b, Scenery * scenery){
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if (b.button == SDL_BUTTON_LEFT) {
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if (LoggedIn)
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if (LoggedIn) {
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if (GAMEOVER_UploadState == Initial || GAMEOVER_UploadState == Failed) {
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if (clickInRect(b, (GAMEOVER_UploadTargetRects + GAMEOVER_UploadState))) {
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GAMEOVER_UploadState = Uploading;
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printf("Upload was called from gameover!\n");
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if (HIGHSCORES_UploadScore(Username, (scenery->Score))) {
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GAMEOVER_UploadState = Finished;
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} else {
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@ -112,7 +127,19 @@ void GAMEOVER_MouseClicked(SDL_MouseButtonEvent b, Scenery * scenery){
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}
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}
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}
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if (clickInRect(b, &QUITBUTTON_Rect)) {
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printf("Escape was called from gameover!\n");
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GAME_Escape();
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} else if (clickInRect(b, &GAMEOVER_HighscoresButtonRect)) {
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printf("Highscores was called from gameover!\n");
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GAME_ChangeState(Highscores);
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} else if (clickInRect(b, &GAMEOVER_RestartButtonRect)) {
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printf("Restart was called from gameover!\n");
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GAME_Restart();
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GAME_ChangeState(Game);
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}
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}
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} /* GAMEOVER_MouseClicked */
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void GAMEOVER_Draw(SDL_Renderer * renderer, Scenery * scenery){
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int i, count;
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@ -135,8 +162,12 @@ void GAMEOVER_Draw(SDL_Renderer * renderer, Scenery * scenery){
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SDL_RenderCopy(renderer, GAMEOVER_Numbers, (GAMEOVER_NumberRects + GAMEOVER_Digits[i]), &target);
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xOffset += target.w - 1;
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}
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if (LoggedIn)
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GAMEOVER_DrawHorizontalCenter(renderer, GAMEOVER_UploadTexture, (GAMEOVER_UploadRects + GAMEOVER_UploadState), (GAMEOVER_UploadTargetRects + GAMEOVER_UploadState));
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if (LoggedIn) {
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SDL_RenderCopy(renderer, GAMEOVER_UploadTexture, (GAMEOVER_UploadRects + GAMEOVER_UploadState), (GAMEOVER_UploadTargetRects + GAMEOVER_UploadState));
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}
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SDL_RenderCopy(renderer, QUITBUTTON_Texture, NULL, &QUITBUTTON_Rect);
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SDL_RenderCopy(renderer, HIGHSCORESBUTTON_Texture, NULL, &GAMEOVER_HighscoresButtonRect);
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SDL_RenderCopy(renderer, GAMEOVER_RestartTexture, NULL, &GAMEOVER_RestartButtonRect);
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} /* GAMEOVER_Draw */
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void GAMEOVER_DrawHorizontalCenter(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Rect * srcRect, SDL_Rect * dstRect){
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@ -190,6 +221,7 @@ void GAMEOVER_Deinitialize(){
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free(GAMEOVER_NumberRects);
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free(GAMEOVER_UploadRects);
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free(GAMEOVER_UploadTargetRects);
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SDL_DestroyTexture(GAMEOVER_RestartTexture);
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SDL_DestroyTexture(GAMEOVER_Texture);
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SDL_DestroyTexture(GAMEOVER_ScoreTexture);
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SDL_DestroyTexture(GAMEOVER_Numbers);
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20
highscores.c
20
highscores.c
@ -7,10 +7,13 @@
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#include <SDL2/SDL_ttf.h>
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#include "highscores.h"
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#include "main.h"
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#define HIGHSCORES_FontFile "assets/fonts/monofur.ttf"
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#define HIGHSCORES_OutputFilePath "output.txt"
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extern SDL_Texture * Return_Button_Texture;
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int HIGHSCORES_EntriesGot = 0;
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User * HIGHSCORES_UserList;
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SDL_Color HIGHSCORES_FontColor;
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@ -18,6 +21,7 @@ SDL_Texture * HIGHSCORES_TableTexture;
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SDL_Rect HIGHSCORES_TotalRect;
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TTF_Font * HIGHSCORES_FontFamily = NULL;
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SDL_Surface * tempSurface;
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SDL_Rect HIGHSCORES_ReturnButtonRect;
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void HIGHSCORES_Initialize(){
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printf("Initializing Highscores...\n");
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@ -25,9 +29,12 @@ void HIGHSCORES_Initialize(){
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HIGHSCORES_UserList = malloc(10 * sizeof(User));
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HIGHSCORES_FontFamily = TTF_OpenFont(HIGHSCORES_FontFile, 48);
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if (!HIGHSCORES_FontFamily) printf("Font could not initialize! Error: %s\n", TTF_GetError());
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else printf("Font was successfully initialized!\n");
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else {
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printf("Font was successfully initialized!\n");
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printFontStyle(HIGHSCORES_FontFamily);
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}
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HIGHSCORES_TotalRect = (SDL_Rect) {.x = 0, .y = 0, .w = 1920, .h = 1080 };
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HIGHSCORES_ReturnButtonRect = (SDL_Rect) {.x = 10, .y = 970, .w = 100, .h = 100 };
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printf("Highscores initialized!\n");
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}
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@ -51,8 +58,17 @@ void printFontStyle(TTF_Font * ffont){
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printf("\n");
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}
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void HIGHSCORES_MouseClicked(SDL_MouseButtonEvent b){
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if (b.button == SDL_BUTTON_LEFT) {
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if (clickInRect(b, &HIGHSCORES_ReturnButtonRect)) {
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GAME_ReturnToLastScreen();
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}
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}
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} /* GAMEOVER_MouseClicked */
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void HIGHSCORES_Draw(SDL_Renderer * renderer){
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SDL_RenderCopy(renderer, HIGHSCORES_TableTexture, &HIGHSCORES_TotalRect, &HIGHSCORES_TotalRect);
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SDL_RenderCopy(renderer, Return_Button_Texture, NULL, &HIGHSCORES_ReturnButtonRect);
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} /* HIGHSCORES_Draw */
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void HIGHSCORES_Deinitialize(){
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@ -110,7 +126,7 @@ bool HIGHSCORES_UploadScore(char * username, int score){
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ssize_t read;
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sprintf(buffer, "bhi upload %s %s %d", HIGHSCORES_OutputFilePath, username, score);
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printf("BHI called with \"%s\"\n", buffer);
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// printf("BHI called with \"%s\"\n", buffer);
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// printf("Call BHI interface:\n");
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system(buffer);
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// printf("BHI interface quit!\nBHI output handling...\n");
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@ -10,6 +10,7 @@ typedef struct userStruct {
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// Prototypes
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void HIGHSCORES_Initialize();
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void printFontStyle(TTF_Font * ffont);
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void HIGHSCORES_MouseClicked(SDL_MouseButtonEvent b);
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void HIGHSCORES_Draw(SDL_Renderer * renderer);
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void HIGHSCORES_Deinitialize();
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void HIGHSCORES_GenerateTexture(SDL_Renderer * renderer);
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main.c
25
main.c
@ -37,6 +37,7 @@ SDL_Renderer * renderer;
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SDL_Event event;
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bool running = true, fullscreen = false, LoggedIn = false;
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GameState gameState = MainMenu;
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GameState previousGameState = MainMenu;
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Scenery scenery;
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Mix_Music * MenuLoop;
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char * Username;
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@ -247,6 +248,7 @@ void GAME_ChangeState(GameState state){
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printf("State wasn't changed!\n");
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return;
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}
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previousGameState = gameState;
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gameState = state;
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switch (gameState) {
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case Game:
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@ -262,6 +264,13 @@ void GAME_ChangeState(GameState state){
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break;
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}
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} /* GAME_ChangeState */
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void GAME_ReturnToLastScreen(){
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if (previousGameState == gameState) {
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printf("Cannot \"return\" to the same screen!\n");
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} else {
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GAME_ChangeState(previousGameState);
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}
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}
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void HandleSDLEvents(){
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while (SDL_PollEvent(&event)) {
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@ -277,7 +286,6 @@ void HandleSDLEvents(){
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break;
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case SDL_MOUSEBUTTONDOWN:
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mousePress(event.button);
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button_clicked(event.button, gameState);
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break;
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case SDL_WINDOWEVENT:
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windowChanged(event.window);
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@ -291,6 +299,12 @@ void mousePress(SDL_MouseButtonEvent b){ // Debug prop
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case GameOver:
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GAMEOVER_MouseClicked(b, &scenery);
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break;
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case MainMenu:
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STARTMENU_ButtonClicked(event.button, gameState);
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break;
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case Highscores:
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HIGHSCORES_MouseClicked(b);
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break;
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default:
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printf("Gamestate currently ignores Mouse press event: %d!\n", gameState);
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break;
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@ -302,7 +316,7 @@ void mousePress(SDL_MouseButtonEvent b){ // Debug prop
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} else {
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printf("Unknown mouse button pressed: %d\n", b.button);
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}
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}
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} /* mousePress */
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void keyPress(SDL_KeyboardEvent b){ // Debug prop
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printf("Key pressed: ID is %d\n", b.keysym.scancode);
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@ -345,6 +359,11 @@ void DrawBackground(SDL_Renderer * renderer){
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SDL_RenderClear(renderer);
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} /* DrawFrame */
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void GAME_Restart(){
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printf("Starting new game!\n");
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scenery = BREAKOUT_CreateDefault();
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}
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void INITIALIZE(){
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printf("Initializing started...\n");
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srand(time(NULL));
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@ -365,7 +384,7 @@ void INITIALIZE(){
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renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
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printf("Renderer was created!\n");
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BREAKOUT_INITIALIZE(renderer);
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scenery = BREAKOUT_CreateDefault();
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GAME_Restart();
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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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2
main.h
2
main.h
@ -40,12 +40,14 @@ void GAME_Escape();
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void MENU_StartMusic();
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void MENU_PauseMusic();
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void GAME_ChangeState(GameState state);
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void GAME_ReturnToLastScreen();
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void HandleSDLEvents();
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void mousePress(SDL_MouseButtonEvent b);
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void keyPress(SDL_KeyboardEvent b);
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void toggleFullscreen();
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void windowChanged(SDL_WindowEvent b);
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void DrawBackground(SDL_Renderer * renderer);
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void GAME_Restart();
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void INITIALIZE();
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void QUIT();
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// End Prototypes
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@ -53,8 +53,7 @@ void Startmenu_Draw(SDL_Renderer * renderer) {
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SDL_RenderCopy(renderer, QUITBUTTON_Texture, NULL, &QUITBUTTON_Rect);
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}
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void button_clicked(SDL_MouseButtonEvent b, GameState gameState) {
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if (gameState == MainMenu) {
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void STARTMENU_ButtonClicked(SDL_MouseButtonEvent b, GameState gameState) {
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if (clickInRect(b, &PLAYBUTTON_Rect) == 1) {
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GAME_ChangeState(Game);
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} else if (clickInRect(b, &SETTINGSBUTTON_Rect) == 1) {
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@ -65,4 +64,3 @@ 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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}
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@ -13,7 +13,7 @@ void Load_Textures (SDL_Renderer* renderer);
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void Startmenu_Draw (SDL_Renderer* renderer);
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void button_clicked(SDL_MouseButtonEvent b, GameState gameState);
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void STARTMENU_ButtonClicked(SDL_MouseButtonEvent b, GameState gameState);
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int clickInRect(SDL_MouseButtonEvent b, SDL_Rect* area_rect);
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