Ingame pause screen added (Escape-Button)
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bin/assets/images/paused.png
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BIN
bin/assets/images/paused.png
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After Width: | Height: | Size: 208 KiB |
90
breakout.c
90
breakout.c
@ -20,9 +20,13 @@ extern int width, height;
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#define PADDLE_TexturePath "assets/images/paddle.png"
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#define BLOCK_TexturePath "assets/images/spritesheet.png"
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#define BRAEKOUT_CountdownTexturePath "assets/images/text.png"
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#define BRAEKOUT_PausedTexturePath "assets/images/paused.png"
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#define BALL_MinSpeed 8.0f
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#define BALL_MaxSpeed 50.0f
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#define BALL_AccelerationTime 18000
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#define BALL_MaxSpeed 25.0f
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#define BALL_AccelerationTime 10000
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#define PADDLE_MaxSize 300
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#define PADDLE_MinSize 50
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#define PADDLE_AccelerationTime 18000
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#define BREAKOUT_LiveHUDSize 35
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#define BREAKOUT_LiveHUDMargin 8
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@ -39,6 +43,7 @@ SDL_Texture * BALL_Texture;
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SDL_Texture * GAME_CountdownTexture;
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SDL_Texture * PADDLE_Texture;
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SDL_Texture * BLOCK_Texture;
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SDL_Texture * GAME_PausedTexture;
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SDL_Rect * BALL_SourceRects;
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SDL_Rect * GAME_CountdownSourceRects;
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SDL_Rect * PADDLE_SourceRects;
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@ -57,7 +62,9 @@ void BREAKOUT_INITIALIZE(SDL_Renderer * renderer){
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PADDLE_Initialize(renderer);
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BLOCK_Initialize(renderer);
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GAME_CountdownTexture = IMG_LoadTexture(renderer, BRAEKOUT_CountdownTexturePath);
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if (!GAME_CountdownTexture) printf("Coutndown texture failed to load!\n");
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if (!GAME_CountdownTexture) printf("Countdown texture failed to load!\n");
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GAME_PausedTexture = IMG_LoadTexture(renderer, BRAEKOUT_PausedTexturePath);
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if (!GAME_PausedTexture) printf("Paused texture failed to load!\n");
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GAME_CountdownTextureCount = 4;
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GAME_CountdownSourceRects = (SDL_Rect *)malloc(GAME_CountdownTextureCount * sizeof(SDL_Rect));
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if (!GAME_CountdownSourceRects) printf("FATAL! Memory allocation failed!\n");
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@ -70,6 +77,18 @@ void BREAKOUT_INITIALIZE(SDL_Renderer * renderer){
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} else printf("Game is already initialized!\n");
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} /* BREAKOUT_INITIALIZE */
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void BREAKOUT_TogglePause(Scenery * scenery){
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(scenery->IsPaused) = !(scenery->IsPaused);
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printf("Game was %s!\n", ( (scenery->IsPaused) ? "paused" : "unpaused"));
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}
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void BREAKOUT_KeyPressed(Scenery * scenery, SDL_KeyboardEvent * b){
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if ((b->keysym).scancode == SDL_SCANCODE_ESCAPE) {
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printf("Escape was pressed ingame! Toggle Pause...\n");
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BREAKOUT_TogglePause(scenery);
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}
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}
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Scenery BREAKOUT_CreateDefault(){
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Scenery scenery;
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@ -101,21 +120,31 @@ void BREAKOUT_IncreaseScoreBy(Scenery * scenery, int scoreInc){
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(scenery->Score) += scoreInc;
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}
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// int BREAKOUT_RefreshScore(Scenery * scenery){
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// (scenery->Score) = (int)round(((scenery->ball).Speed) * (double)(scenery->DestroyedBlocks));
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// printf("Score: %d\n", (scenery->Score));
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// return (scenery->Score);
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// }
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void TEXTURE_RenderCenteredSpriteSheet(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Rect * srcRect, float Scale){
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SDL_Rect target;
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target.w = (int)roundf(((float)(srcRect->w)) * Scale);
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target.h = (int)roundf(((float)(srcRect->h)) * Scale);
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target.x = ((width - (target.w)) / 2);
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target.y = ((height - (target.h)) / 2);
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SDL_RenderCopy(renderer, texture, srcRect, &target);
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}
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void TEXTURE_RenderCentered(SDL_Renderer * renderer, SDL_Texture * texture, float Scale){
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int w, h;
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SDL_Rect target;
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SDL_QueryTexture(texture, NULL, NULL, &w, &h);
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target.w = (int)roundf(((float)w) * Scale);
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target.h = (int)roundf(((float)h) * Scale);
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target.x = ((width - (target.w)) / 2);
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target.y = ((height - (target.h)) / 2);
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SDL_RenderCopy(renderer, texture, NULL, &target);
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}
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void BREAKOUT_Update(Scenery * scenery, const Uint8 * keystate){
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if (scenery->IsPaused) {
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// Render "Paused"
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return;
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}
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if ((scenery->StartCountdown)-- > 0) {
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// SDL_WarpMouse(960, 540); Doesn't exist
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return;
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}
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if (scenery->IsPaused) return;
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if ((scenery->StartCountdown)-- > 0) return;
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(scenery->Frames)++;
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if (scenery->IsGameOver) {
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BALL_ResetPosition(&(scenery->ball));
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@ -129,7 +158,7 @@ void BREAKOUT_Update(Scenery * scenery, const Uint8 * keystate){
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printf("Oh oh, only %d lives left!\n", scenery->Lives);
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return;
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}
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PADDLE_Update(&(scenery->paddle), keystate); // Update paddle before ball because paddle is not static!
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PADDLE_Update(&(scenery->paddle), scenery, keystate); // Update paddle before ball because paddle is not static!
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BALL_Update(&(scenery->ball), scenery);
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for (int i = 0; i < (scenery->BlockCount); i++) {
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BLOCK_Update((scenery->blocks) + i);
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@ -142,15 +171,13 @@ void BREAKOUT_Draw(Scenery * scenery, SDL_Renderer * renderer){
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}
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BALL_Draw(renderer, &(scenery->ball));
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PADDLE_Draw(renderer, &(scenery->paddle));
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if ((scenery->StartCountdown) > 0) { // ! Render Z-Layer !
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SDL_Rect * rect = GAME_CountdownSourceRects + (((scenery->StartCountdown) - 1) / 60);
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SDL_Rect target = *rect;
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target.x = ((width - (rect->w)) / 2);
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target.y = ((height - (rect->h)) / 2);
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SDL_RenderCopy(renderer, GAME_CountdownTexture, rect, &target);
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}
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SCORE_DrawHUD(renderer, scenery);
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BREAKOUT_DrawLivesHUD(renderer, scenery);
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if (scenery->IsPaused) {
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TEXTURE_RenderCentered(renderer, GAME_PausedTexture, 0.5f);
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} else if ((scenery->StartCountdown) > 0) { // ! Render Z-Layer !
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TEXTURE_RenderCenteredSpriteSheet(renderer, GAME_CountdownTexture, (GAME_CountdownSourceRects + (((scenery->StartCountdown) - 1) / 60)), 1.0f);
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}
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}
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void BREAKOUT_DrawLivesHUD(SDL_Renderer * renderer, Scenery * scenery){
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@ -171,6 +198,7 @@ void BREAKOUT_DEINITIALIZE(){
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if (BREAKOUT_IsInit) {
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printf("De-initializing Game...\n");
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SDL_DestroyTexture(GAME_CountdownTexture);
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SDL_DestroyTexture(GAME_PausedTexture);
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free(PADDLE_MoveLeftKeys);
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free(PADDLE_MoveRightKeys);
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free(BALL_SourceRects);
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@ -440,10 +468,8 @@ void PADDLE_Initialize(SDL_Renderer * renderer){
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} /* PADDLE_Initialize */
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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 = (width - defaultpaddlewidth) / 2, .y = height - 100, .w = defaultpaddlewidth, .h = 30 },
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.TargetRect = (SDL_Rect) {.x = (width - PADDLE_MaxSize) / 2, .y = height - 100, .w = PADDLE_MaxSize, .h = 30 },
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.TextureIndex = 0,
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.Speed = 10,
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.SteeringAngle = 40.0f,
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@ -499,7 +525,15 @@ void PADDLE_MoveSmooth(Paddle * obj){
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(obj->TargetRect).x = paddleXMid - (int)roundf((float)(paddleXMid - mouseX) * PADDLE_SmoothFactor) - halfPaddle;
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}
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void PADDLE_Update(Paddle * obj, const Uint8 * keystate){
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void PADDLE_AdaptSpeedGradient(Paddle * obj, int FrameCount){
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if (FrameCount > PADDLE_AccelerationTime)
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return;
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(obj->TargetRect).w = PADDLE_MaxSize - (((double)FrameCount / (double)PADDLE_AccelerationTime) * (PADDLE_MaxSize - PADDLE_MinSize));
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}
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void PADDLE_Update(Paddle * obj, Scenery * scenery, const Uint8 * keystate){
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PADDLE_AdaptSpeedGradient(obj, (scenery->Frames));
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bool leftKeyPressed, rightKeyPressed;
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switch (obj->Mode) {
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@ -46,8 +46,12 @@ typedef struct sceneryStruct {
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// Prototypes
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void BREAKOUT_INITIALIZE(SDL_Renderer * renderer);
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void BREAKOUT_TogglePause(Scenery * scenery);
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void BREAKOUT_KeyPressed(Scenery * scenery, SDL_KeyboardEvent * b);
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Scenery BREAKOUT_CreateDefault();
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int BREAKOUT_RefreshScore(Scenery * scenery);
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void BREAKOUT_IncreaseScoreBy(Scenery * scenery, int scoreInc);
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void TEXTURE_RenderCenteredSpriteSheet(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Rect * srcRect, float Scale);
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void TEXTURE_RenderCentered(SDL_Renderer * renderer, SDL_Texture * texture, float Scale);
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void BREAKOUT_Update(Scenery * scenery, const Uint8 * keystate);
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void BREAKOUT_Draw(Scenery * scenery, SDL_Renderer * renderer);
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void BREAKOUT_DrawLivesHUD(SDL_Renderer * renderer, Scenery * scenery);
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@ -79,7 +83,8 @@ bool KeyPressed(const Uint8 * keystate, Uint8 * keyArray);
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void INT_Constrain(int * variable, int min, int max);
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void DOUBLE_Constrain(double * variable, double min, double max);
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void PADDLE_MoveSmooth(Paddle * obj);
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void PADDLE_Update(Paddle * obj, const Uint8 * keystate);
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void PADDLE_AdaptSpeedGradient(Paddle * obj, int FrameCount);
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void PADDLE_Update(Paddle * obj, Scenery * scenery, const Uint8 * keystate);
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void PADDLE_DestroyObject(Paddle * obj);
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void PADDLE_Deinitialize();
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void BLOCK_Initialize(SDL_Renderer * renderer);
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main.c
8
main.c
@ -137,6 +137,14 @@ 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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if (b.keysym.scancode == SDL_SCANCODE_F11 || b.keysym.scancode == SDL_SCANCODE_5) {
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toggleFullscreen();
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} else {
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switch (gameState) {
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case Game:
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BREAKOUT_KeyPressed(&scenery, &b);
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break;
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default:
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break;
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}
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}
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}
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