Added dll for SDL2_image and implemented top level functions for ball.
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1
.gitignore
vendored
1
.gitignore
vendored
@ -12,3 +12,4 @@ sdl2-config
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*.exe
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!bhi.exe
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.tags*
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*.txt
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3
Makefile
3
Makefile
@ -12,5 +12,4 @@ all:
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$(compiler) $(warningLevel) $(includes) $(sources) $(linker) $(libs) $(args) $(dir)\$(target)
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run:
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cd $(dir) && \
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$(target)
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cd $(dir) && $(target)
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Before Width: | Height: | Size: 151 KiB After Width: | Height: | Size: 151 KiB |
BIN
bin/zlib1.dll
BIN
bin/zlib1.dll
Binary file not shown.
56
breakout.c
56
breakout.c
@ -1,4 +1,6 @@
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#include <stdio.h>
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#include <stdlib.h>
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#include <time.h>
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#include <stdbool.h>
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#include <math.h>
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#include <SDL2/SDL.h>
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@ -14,25 +16,69 @@
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int BREAKOUT_BoxWidth, BREAKOUT_BoxHeight;
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SDL_Texture * BALL_Texture;
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SDL_Rect * BALL_SourceRects;
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Ball ball;
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void BREAKOUT_INITIALIZE(SDL_Renderer * renderer, int width, int height){
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printf("Initializing Game...\n");
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srand(time(NULL));
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BREAKOUT_BoxWidth = width;
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BREAKOUT_BoxHeight = height;
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BALL_Texture = IMG_LoadTexture(renderer, "assets/images/ball.png");
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if (!BALL_Texture) printf("Ball texture cannot be loaded!\n");
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printf("Game initialized!\n");
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}
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void BREAKOUT_GAMELOOP(Uint8 * keystate){
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void BREAKOUT_Update(Uint8 * keystate){
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BALL_Update(&ball);
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}
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void BALL_DRAW(Ball * ball){
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void BREAKOUT_Draw(SDL_Renderer * renderer){
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BALL_Draw(renderer, &ball);
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}
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void BREAKOUT_DEINITIALIZE(SDL_Renderer * renderer, int width, int height){
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void BREAKOUT_DEINITIALIZE(){
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printf("De-initializing Game...\n");
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SDL_DestroyTexture(BALL_Texture);
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printf("Game de-initialized!\n");
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}
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void BALL_Initialize(SDL_Renderer * renderer){
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printf("Initializing Ball...\n");
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BALL_Texture = IMG_LoadTexture(renderer, "assets/images/ball.png");
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if (!BALL_Texture) printf("Ball texture failed to load!\n");
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BALL_SourceRects = (SDL_Rect *)malloc(1 * sizeof(SDL_Rect));
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BALL_SourceRects[0] = (SDL_Rect) {.x = 0, .y = 0, .w = 512, .h = 512 };
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ball = BALL_CreateDefault();
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printf("Ball initialized!\n");
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}
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Ball BALL_CreateDefault(){
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double rotation = (double)(rand() % 360);
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return (Ball) {
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.Location = (Vector) {.x = BREAKOUT_BoxWidth / 2, .y = BREAKOUT_BoxHeight / 2 },
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.Momentum = getScaledDirectionalUnitVector(rotation, 5),
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.TargetRect = (SDL_Rect) {.x = BREAKOUT_BoxWidth / 2, .y = BREAKOUT_BoxHeight / 2, .w = 50, .h = 50 },
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.Size = 50.0f,
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.Rotation = rotation,
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.RotationValue = 2,
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.TextureIndex = 0
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}; // Objekt für die Eigenschaften des Balls
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}
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void BALL_Draw(SDL_Renderer * renderer, Ball * obj){
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SDL_RenderCopyEx(renderer, BALL_Texture, BALL_SourceRects + (obj->TextureIndex), &(obj->TargetRect), obj->Rotation, NULL, SDL_FLIP_NONE);
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}
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void BALL_Update(Ball * obj){
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obj->Location = vectorAdd(obj->Location, obj->Momentum);
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(obj->TargetRect).x = (int)round((obj->Location).x);
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(obj->TargetRect).y = (int)round((obj->Location).y);
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}
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void BALL_DestroyObject(Ball * obj){
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}
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void BALL_Deinitialize(){
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printf("De-initializing Ball...\n");
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printf("Ball de-initialized!\n");
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}
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11
breakout.h
11
breakout.h
@ -26,8 +26,15 @@ typedef struct blockStruct {
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// Prototypes
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void BREAKOUT_INITIALIZE(SDL_Renderer * renderer, int width, int height);
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void BREAKOUT_GAMELOOP(Uint8 * keystate);
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void BREAKOUT_DEINITIALIZE(SDL_Renderer * renderer, int width, int height);
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void BREAKOUT_Update(Uint8 * keystate);
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void BREAKOUT_Draw(SDL_Renderer * renderer);
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void BREAKOUT_DEINITIALIZE();
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void BALL_Initialize(SDL_Renderer * renderer);
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Ball BALL_CreateDefault();
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void BALL_Draw(SDL_Renderer * renderer, Ball * obj);
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void BALL_Update(Ball * obj);
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void BALL_DestroyObject(Ball * obj);
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void BALL_Deinitialize();
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// End Prototypes
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#endif // __breakout_h__
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7
main.c
7
main.c
@ -64,6 +64,7 @@ int main(int argc, char * args[]){
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void GAMELOOP() {
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keystate = SDL_GetKeyboardState(NULL);
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BREAKOUT_Update(keystate);
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} /* GAMELOOP */
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void mousePress(SDL_MouseButtonEvent b){ // Debug prop
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@ -101,13 +102,9 @@ void windowChanged(SDL_WindowEvent b){ // Debug prop
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}
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void DrawFrame(){
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_RenderClear(renderer);
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// BALL_DRAW();
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SDL_RenderPresent(renderer);
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BREAKOUT_Draw(renderer);
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SDL_RenderPresent(renderer);
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}
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