Ingame pause screen added (Escape-Button)

This commit is contained in:
Michael Chen 2018-01-23 22:13:57 +01:00
parent d7e5845e4e
commit 45221cb72b
4 changed files with 77 additions and 30 deletions

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Width:  |  Height:  |  Size: 208 KiB

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@ -20,9 +20,13 @@ extern int width, height;
#define PADDLE_TexturePath "assets/images/paddle.png" #define PADDLE_TexturePath "assets/images/paddle.png"
#define BLOCK_TexturePath "assets/images/spritesheet.png" #define BLOCK_TexturePath "assets/images/spritesheet.png"
#define BRAEKOUT_CountdownTexturePath "assets/images/text.png" #define BRAEKOUT_CountdownTexturePath "assets/images/text.png"
#define BRAEKOUT_PausedTexturePath "assets/images/paused.png"
#define BALL_MinSpeed 8.0f #define BALL_MinSpeed 8.0f
#define BALL_MaxSpeed 50.0f #define BALL_MaxSpeed 25.0f
#define BALL_AccelerationTime 18000 #define BALL_AccelerationTime 10000
#define PADDLE_MaxSize 300
#define PADDLE_MinSize 50
#define PADDLE_AccelerationTime 18000
#define BREAKOUT_LiveHUDSize 35 #define BREAKOUT_LiveHUDSize 35
#define BREAKOUT_LiveHUDMargin 8 #define BREAKOUT_LiveHUDMargin 8
@ -39,6 +43,7 @@ SDL_Texture * BALL_Texture;
SDL_Texture * GAME_CountdownTexture; SDL_Texture * GAME_CountdownTexture;
SDL_Texture * PADDLE_Texture; SDL_Texture * PADDLE_Texture;
SDL_Texture * BLOCK_Texture; SDL_Texture * BLOCK_Texture;
SDL_Texture * GAME_PausedTexture;
SDL_Rect * BALL_SourceRects; SDL_Rect * BALL_SourceRects;
SDL_Rect * GAME_CountdownSourceRects; SDL_Rect * GAME_CountdownSourceRects;
SDL_Rect * PADDLE_SourceRects; SDL_Rect * PADDLE_SourceRects;
@ -57,7 +62,9 @@ void BREAKOUT_INITIALIZE(SDL_Renderer * renderer){
PADDLE_Initialize(renderer); PADDLE_Initialize(renderer);
BLOCK_Initialize(renderer); BLOCK_Initialize(renderer);
GAME_CountdownTexture = IMG_LoadTexture(renderer, BRAEKOUT_CountdownTexturePath); GAME_CountdownTexture = IMG_LoadTexture(renderer, BRAEKOUT_CountdownTexturePath);
if (!GAME_CountdownTexture) printf("Coutndown texture failed to load!\n"); if (!GAME_CountdownTexture) printf("Countdown texture failed to load!\n");
GAME_PausedTexture = IMG_LoadTexture(renderer, BRAEKOUT_PausedTexturePath);
if (!GAME_PausedTexture) printf("Paused texture failed to load!\n");
GAME_CountdownTextureCount = 4; GAME_CountdownTextureCount = 4;
GAME_CountdownSourceRects = (SDL_Rect *)malloc(GAME_CountdownTextureCount * sizeof(SDL_Rect)); GAME_CountdownSourceRects = (SDL_Rect *)malloc(GAME_CountdownTextureCount * sizeof(SDL_Rect));
if (!GAME_CountdownSourceRects) printf("FATAL! Memory allocation failed!\n"); if (!GAME_CountdownSourceRects) printf("FATAL! Memory allocation failed!\n");
@ -70,6 +77,18 @@ void BREAKOUT_INITIALIZE(SDL_Renderer * renderer){
} else printf("Game is already initialized!\n"); } else printf("Game is already initialized!\n");
} /* BREAKOUT_INITIALIZE */ } /* 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 BREAKOUT_CreateDefault(){
Scenery scenery; Scenery scenery;
@ -101,21 +120,31 @@ void BREAKOUT_IncreaseScoreBy(Scenery * scenery, int scoreInc){
(scenery->Score) += scoreInc; (scenery->Score) += scoreInc;
} }
// int BREAKOUT_RefreshScore(Scenery * scenery){ void TEXTURE_RenderCenteredSpriteSheet(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Rect * srcRect, float Scale){
// (scenery->Score) = (int)round(((scenery->ball).Speed) * (double)(scenery->DestroyedBlocks)); SDL_Rect target;
// printf("Score: %d\n", (scenery->Score));
// return (scenery->Score); 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){ void BREAKOUT_Update(Scenery * scenery, const Uint8 * keystate){
if (scenery->IsPaused) { if (scenery->IsPaused) return;
// Render "Paused" if ((scenery->StartCountdown)-- > 0) return;
return;
}
if ((scenery->StartCountdown)-- > 0) {
// SDL_WarpMouse(960, 540); Doesn't exist
return;
}
(scenery->Frames)++; (scenery->Frames)++;
if (scenery->IsGameOver) { if (scenery->IsGameOver) {
BALL_ResetPosition(&(scenery->ball)); BALL_ResetPosition(&(scenery->ball));
@ -129,7 +158,7 @@ void BREAKOUT_Update(Scenery * scenery, const Uint8 * keystate){
printf("Oh oh, only %d lives left!\n", scenery->Lives); printf("Oh oh, only %d lives left!\n", scenery->Lives);
return; 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); BALL_Update(&(scenery->ball), scenery);
for (int i = 0; i < (scenery->BlockCount); i++) { for (int i = 0; i < (scenery->BlockCount); i++) {
BLOCK_Update((scenery->blocks) + i); BLOCK_Update((scenery->blocks) + i);
@ -142,15 +171,13 @@ void BREAKOUT_Draw(Scenery * scenery, SDL_Renderer * renderer){
} }
BALL_Draw(renderer, &(scenery->ball)); BALL_Draw(renderer, &(scenery->ball));
PADDLE_Draw(renderer, &(scenery->paddle)); 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 = ((width - (rect->w)) / 2);
target.y = ((height - (rect->h)) / 2);
SDL_RenderCopy(renderer, GAME_CountdownTexture, rect, &target);
}
SCORE_DrawHUD(renderer, scenery); SCORE_DrawHUD(renderer, scenery);
BREAKOUT_DrawLivesHUD(renderer, scenery); BREAKOUT_DrawLivesHUD(renderer, scenery);
if (scenery->IsPaused) {
TEXTURE_RenderCentered(renderer, GAME_PausedTexture, 0.5f);
} else if ((scenery->StartCountdown) > 0) { // ! Render Z-Layer !
TEXTURE_RenderCenteredSpriteSheet(renderer, GAME_CountdownTexture, (GAME_CountdownSourceRects + (((scenery->StartCountdown) - 1) / 60)), 1.0f);
}
} }
void BREAKOUT_DrawLivesHUD(SDL_Renderer * renderer, Scenery * scenery){ void BREAKOUT_DrawLivesHUD(SDL_Renderer * renderer, Scenery * scenery){
@ -171,6 +198,7 @@ void BREAKOUT_DEINITIALIZE(){
if (BREAKOUT_IsInit) { if (BREAKOUT_IsInit) {
printf("De-initializing Game...\n"); printf("De-initializing Game...\n");
SDL_DestroyTexture(GAME_CountdownTexture); SDL_DestroyTexture(GAME_CountdownTexture);
SDL_DestroyTexture(GAME_PausedTexture);
free(PADDLE_MoveLeftKeys); free(PADDLE_MoveLeftKeys);
free(PADDLE_MoveRightKeys); free(PADDLE_MoveRightKeys);
free(BALL_SourceRects); free(BALL_SourceRects);
@ -440,10 +468,8 @@ void PADDLE_Initialize(SDL_Renderer * renderer){
} /* PADDLE_Initialize */ } /* PADDLE_Initialize */
Paddle PADDLE_CreateDefault(){ Paddle PADDLE_CreateDefault(){
int defaultpaddlewidth = 300;
return (Paddle) { return (Paddle) {
.TargetRect = (SDL_Rect) {.x = (width - defaultpaddlewidth) / 2, .y = height - 100, .w = defaultpaddlewidth, .h = 30 }, .TargetRect = (SDL_Rect) {.x = (width - PADDLE_MaxSize) / 2, .y = height - 100, .w = PADDLE_MaxSize, .h = 30 },
.TextureIndex = 0, .TextureIndex = 0,
.Speed = 10, .Speed = 10,
.SteeringAngle = 40.0f, .SteeringAngle = 40.0f,
@ -499,7 +525,15 @@ void PADDLE_MoveSmooth(Paddle * obj){
(obj->TargetRect).x = paddleXMid - (int)roundf((float)(paddleXMid - mouseX) * PADDLE_SmoothFactor) - halfPaddle; (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; bool leftKeyPressed, rightKeyPressed;
switch (obj->Mode) { switch (obj->Mode) {

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@ -46,8 +46,12 @@ typedef struct sceneryStruct {
// Prototypes // Prototypes
void BREAKOUT_INITIALIZE(SDL_Renderer * renderer); void BREAKOUT_INITIALIZE(SDL_Renderer * renderer);
void BREAKOUT_TogglePause(Scenery * scenery);
void BREAKOUT_KeyPressed(Scenery * scenery, SDL_KeyboardEvent * b);
Scenery BREAKOUT_CreateDefault(); Scenery BREAKOUT_CreateDefault();
int BREAKOUT_RefreshScore(Scenery * scenery); 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_Update(Scenery * scenery, const Uint8 * keystate);
void BREAKOUT_Draw(Scenery * scenery, SDL_Renderer * renderer); void BREAKOUT_Draw(Scenery * scenery, SDL_Renderer * renderer);
void BREAKOUT_DrawLivesHUD(SDL_Renderer * renderer, Scenery * scenery); void BREAKOUT_DrawLivesHUD(SDL_Renderer * renderer, Scenery * scenery);
@ -79,7 +83,8 @@ bool KeyPressed(const Uint8 * keystate, Uint8 * keyArray);
void INT_Constrain(int * variable, int min, int max); void INT_Constrain(int * variable, int min, int max);
void DOUBLE_Constrain(double * variable, double min, double max); void DOUBLE_Constrain(double * variable, double min, double max);
void PADDLE_MoveSmooth(Paddle * obj); 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_DestroyObject(Paddle * obj);
void PADDLE_Deinitialize(); void PADDLE_Deinitialize();
void BLOCK_Initialize(SDL_Renderer * renderer); void BLOCK_Initialize(SDL_Renderer * renderer);

8
main.c
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@ -137,6 +137,14 @@ void keyPress(SDL_KeyboardEvent b){ // Debug prop
printf("Key pressed: ID is %d\n", b.keysym.scancode); printf("Key pressed: ID is %d\n", b.keysym.scancode);
if (b.keysym.scancode == SDL_SCANCODE_F11 || b.keysym.scancode == SDL_SCANCODE_5) { if (b.keysym.scancode == SDL_SCANCODE_F11 || b.keysym.scancode == SDL_SCANCODE_5) {
toggleFullscreen(); toggleFullscreen();
} else {
switch (gameState) {
case Game:
BREAKOUT_KeyPressed(&scenery, &b);
break;
default:
break;
}
} }
} }