Keep the ball speed at fail
This commit is contained in:
parent
2a3c056909
commit
85be40dcda
BIN
bin/assets/images/upload.png
Normal file
BIN
bin/assets/images/upload.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 548 KiB |
@ -151,7 +151,6 @@ void BREAKOUT_Update(Scenery * scenery, const Uint8 * keystate){
|
|||||||
PADDLE_ResetPosition(&(scenery->paddle));
|
PADDLE_ResetPosition(&(scenery->paddle));
|
||||||
scenery->StartCountdown = 240;
|
scenery->StartCountdown = 240;
|
||||||
scenery->IsGameOver = false;
|
scenery->IsGameOver = false;
|
||||||
scenery->Frames = 0;
|
|
||||||
if (--(scenery->Lives) <= 0)
|
if (--(scenery->Lives) <= 0)
|
||||||
GAME_ChangeState(GameOver);
|
GAME_ChangeState(GameOver);
|
||||||
else
|
else
|
||||||
|
45
gameover.c
45
gameover.c
@ -9,47 +9,47 @@
|
|||||||
|
|
||||||
#include "gameover.h"
|
#include "gameover.h"
|
||||||
#include "gamestate.h"
|
#include "gamestate.h"
|
||||||
|
#include "breakout.h"
|
||||||
|
#include "vector.h"
|
||||||
|
#include "background.h"
|
||||||
#include "main.h"
|
#include "main.h"
|
||||||
|
|
||||||
#define GAMEOVER_TexturePath "assets/images/gameover.png"
|
#define GAMEOVER_TexturePath "assets/images/gameover.png"
|
||||||
#define GAMEOVER_NumbersTexturePath "assets/images/numbers.png"
|
#define GAMEOVER_NumbersTexturePath "assets/images/numbers.png"
|
||||||
#define GAMEOVER_ScoreTexturePath "assets/images/yourscore.png"
|
#define GAMEOVER_ScoreTexturePath "assets/images/yourscore.png"
|
||||||
|
#define GAMEOVER_UploadTexturePath "assets/images/upload.png"
|
||||||
#define GAMEOVER_HUDScale 16.0f
|
#define GAMEOVER_HUDScale 16.0f
|
||||||
#define GAMEOVER_Scale 4.0f
|
#define GAMEOVER_Scale 4.0f
|
||||||
|
|
||||||
#include <stdio.h>
|
extern int width, height;
|
||||||
#include <stdlib.h>
|
|
||||||
#include <time.h>
|
|
||||||
#include <stdbool.h>
|
|
||||||
#include <math.h>
|
|
||||||
#include <SDL2/SDL.h>
|
|
||||||
#include <SDL2/SDL_image.h>
|
|
||||||
#include <SDL2/SDL_ttf.h>
|
|
||||||
|
|
||||||
#include "breakout.h"
|
|
||||||
#include "vector.h"
|
|
||||||
#include "background.h"
|
|
||||||
|
|
||||||
int GAMEOVER_HUDMargin = 5;
|
int GAMEOVER_HUDMargin = 5;
|
||||||
SDL_Texture * GAMEOVER_Texture;
|
SDL_Texture * GAMEOVER_Texture;
|
||||||
SDL_Texture * GAMEOVER_Numbers;
|
SDL_Texture * GAMEOVER_Numbers;
|
||||||
SDL_Texture * GAMEOVER_ScoreTexture;
|
SDL_Texture * GAMEOVER_ScoreTexture;
|
||||||
|
SDL_Texture * GAMEOVER_UploadTexture;
|
||||||
SDL_Rect * GAMEOVER_NumberRects;
|
SDL_Rect * GAMEOVER_NumberRects;
|
||||||
|
SDL_Rect * GAMEOVER_UploadRects;
|
||||||
SDL_Rect GAMEOVER_TargetRect;
|
SDL_Rect GAMEOVER_TargetRect;
|
||||||
SDL_Rect GAMEOVER_ScoreTargetRect;
|
SDL_Rect GAMEOVER_ScoreTargetRect;
|
||||||
SDL_Rect GAMEOVER_HUDScoreTargetRect;
|
SDL_Rect GAMEOVER_HUDScoreTargetRect;
|
||||||
|
SDL_Rect GAMEOVER_UploadTargetRect;
|
||||||
int * GAMEOVER_Digits;
|
int * GAMEOVER_Digits;
|
||||||
bool GAMEOVER_IsInit = false;
|
bool GAMEOVER_IsInit = false;
|
||||||
|
UploadState GAMEOVER_UploadState = Initial;
|
||||||
|
|
||||||
void GAMEOVER_Initialize(SDL_Renderer * renderer){
|
void GAMEOVER_Initialize(SDL_Renderer * renderer){
|
||||||
if (!GAMEOVER_IsInit) {
|
if (!GAMEOVER_IsInit) {
|
||||||
printf("Initializing Gameover...\n");
|
printf("Initializing Gameover...\n");
|
||||||
|
GAMEOVER_UploadState = Initial;
|
||||||
GAMEOVER_Texture = IMG_LoadTexture(renderer, GAMEOVER_TexturePath);
|
GAMEOVER_Texture = IMG_LoadTexture(renderer, GAMEOVER_TexturePath);
|
||||||
if (!GAMEOVER_Texture) printf("Gameover Texture couldn't be loaded!\n");
|
if (!GAMEOVER_Texture) printf("Gameover Texture couldn't be loaded!\n");
|
||||||
GAMEOVER_Numbers = IMG_LoadTexture(renderer, GAMEOVER_NumbersTexturePath);
|
GAMEOVER_Numbers = IMG_LoadTexture(renderer, GAMEOVER_NumbersTexturePath);
|
||||||
if (!GAMEOVER_Numbers) printf("Gameover Numbers couldn't be loaded!\n");
|
if (!GAMEOVER_Numbers) printf("Gameover Numbers couldn't be loaded!\n");
|
||||||
GAMEOVER_ScoreTexture = IMG_LoadTexture(renderer, GAMEOVER_ScoreTexturePath);
|
GAMEOVER_ScoreTexture = IMG_LoadTexture(renderer, GAMEOVER_ScoreTexturePath);
|
||||||
if (!GAMEOVER_ScoreTexture) printf("Gameover Score Texture couldn't be loaded!\n");
|
if (!GAMEOVER_ScoreTexture) printf("Gameover Score Texture couldn't be loaded!\n");
|
||||||
|
GAMEOVER_UploadTexture = IMG_LoadTexture(renderer, GAMEOVER_UploadTexturePath);
|
||||||
|
if (!GAMEOVER_UploadTexture) printf("Gameover Score Texture couldn't be loaded!\n");
|
||||||
int w, h;
|
int w, h;
|
||||||
SDL_QueryTexture(GAMEOVER_Texture, NULL, NULL, &w, &h);
|
SDL_QueryTexture(GAMEOVER_Texture, NULL, NULL, &w, &h);
|
||||||
w /= 2;
|
w /= 2;
|
||||||
@ -73,6 +73,12 @@ void GAMEOVER_Initialize(SDL_Renderer * renderer){
|
|||||||
GAMEOVER_ScoreTargetRect.y = 450;
|
GAMEOVER_ScoreTargetRect.y = 450;
|
||||||
GAMEOVER_ScoreTargetRect.h = 183;
|
GAMEOVER_ScoreTargetRect.h = 183;
|
||||||
GAMEOVER_ScoreTargetRect.w = 1000;
|
GAMEOVER_ScoreTargetRect.w = 1000;
|
||||||
|
GAMEOVER_UploadTargetRect = (SDL_Rect) {.x = 0, .y = 600, .w = 1000, .h = 200 };
|
||||||
|
GAMEOVER_UploadRects = calloc(3, sizeof(SDL_Rect));
|
||||||
|
if (!GAMEOVER_UploadRects) printf("FATAL: Memory Allocation Failed!\n");
|
||||||
|
GAMEOVER_UploadRects[0] = (SDL_Rect) {.x = 1, .y = 735, .w = 3981, .h = 734 };
|
||||||
|
GAMEOVER_UploadRects[1] = (SDL_Rect) {.x = 1, .y = 1, .w = 4634, .h = 732 };
|
||||||
|
GAMEOVER_UploadRects[2] = (SDL_Rect) {.x = 1, .y = 1471, .w = 3024, .h = 666 };
|
||||||
GAMEOVER_HUDScoreTargetRect = (SDL_Rect) {.x = GAMEOVER_HUDMargin, .y = GAMEOVER_HUDMargin, .w = 250, .h = 46 };
|
GAMEOVER_HUDScoreTargetRect = (SDL_Rect) {.x = GAMEOVER_HUDMargin, .y = GAMEOVER_HUDMargin, .w = 250, .h = 46 };
|
||||||
GAMEOVER_Digits = malloc(25 * sizeof(int));
|
GAMEOVER_Digits = malloc(25 * sizeof(int));
|
||||||
printf("Gameover initialized!\n");
|
printf("Gameover initialized!\n");
|
||||||
@ -100,10 +106,18 @@ void GAMEOVER_Draw(SDL_Renderer * renderer, Scenery * scenery){
|
|||||||
target.h = (int)roundf((float)(GAMEOVER_NumberRects[GAMEOVER_Digits[i]].h) / GAMEOVER_Scale);
|
target.h = (int)roundf((float)(GAMEOVER_NumberRects[GAMEOVER_Digits[i]].h) / GAMEOVER_Scale);
|
||||||
target.w = (int)roundf((float)(GAMEOVER_NumberRects[GAMEOVER_Digits[i]].w) / GAMEOVER_Scale);
|
target.w = (int)roundf((float)(GAMEOVER_NumberRects[GAMEOVER_Digits[i]].w) / GAMEOVER_Scale);
|
||||||
SDL_RenderCopy(renderer, GAMEOVER_Numbers, (GAMEOVER_NumberRects + GAMEOVER_Digits[i]), &target);
|
SDL_RenderCopy(renderer, GAMEOVER_Numbers, (GAMEOVER_NumberRects + GAMEOVER_Digits[i]), &target);
|
||||||
xOffset += target.w;
|
xOffset += target.w - 1;
|
||||||
}
|
}
|
||||||
|
GAMEOVER_DrawHorizontalCenter(renderer, GAMEOVER_UploadTexture, (GAMEOVER_UploadRects + GAMEOVER_UploadState), &GAMEOVER_UploadTargetRect);
|
||||||
} /* GAMEOVER_Draw */
|
} /* GAMEOVER_Draw */
|
||||||
|
|
||||||
|
void GAMEOVER_DrawHorizontalCenter(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Rect * srcRect, SDL_Rect * dstRect){
|
||||||
|
SDL_Rect target = *dstRect;
|
||||||
|
|
||||||
|
target.x = ((width - target.x) / 2);
|
||||||
|
SDL_RenderCopy(renderer, texture, srcRect, &target);
|
||||||
|
}
|
||||||
|
|
||||||
void GAMEOVER_GetDigits(int input, int * digitCount){
|
void GAMEOVER_GetDigits(int input, int * digitCount){
|
||||||
int score = input;
|
int score = input;
|
||||||
int count = 0;
|
int count = 0;
|
||||||
@ -137,7 +151,7 @@ void SCORE_DrawHUD(SDL_Renderer * renderer, Scenery * scenery){
|
|||||||
target.h = (int)roundf((float)(GAMEOVER_NumberRects[GAMEOVER_Digits[i]].h) / GAMEOVER_HUDScale);
|
target.h = (int)roundf((float)(GAMEOVER_NumberRects[GAMEOVER_Digits[i]].h) / GAMEOVER_HUDScale);
|
||||||
target.w = (int)roundf((float)(GAMEOVER_NumberRects[GAMEOVER_Digits[i]].w) / GAMEOVER_HUDScale);
|
target.w = (int)roundf((float)(GAMEOVER_NumberRects[GAMEOVER_Digits[i]].w) / GAMEOVER_HUDScale);
|
||||||
SDL_RenderCopy(renderer, GAMEOVER_Numbers, (GAMEOVER_NumberRects + GAMEOVER_Digits[i]), &target);
|
SDL_RenderCopy(renderer, GAMEOVER_Numbers, (GAMEOVER_NumberRects + GAMEOVER_Digits[i]), &target);
|
||||||
xOffset += target.w;
|
xOffset += target.w - 1;
|
||||||
}
|
}
|
||||||
} /* SCORE_DrawHUD */
|
} /* SCORE_DrawHUD */
|
||||||
|
|
||||||
@ -145,9 +159,12 @@ void GAMEOVER_Deinitialize(){
|
|||||||
if (GAMEOVER_IsInit) {
|
if (GAMEOVER_IsInit) {
|
||||||
printf("De-initializing Gameover...\n");
|
printf("De-initializing Gameover...\n");
|
||||||
free(GAMEOVER_Digits);
|
free(GAMEOVER_Digits);
|
||||||
|
free(GAMEOVER_NumberRects);
|
||||||
|
free(GAMEOVER_UploadRects);
|
||||||
SDL_DestroyTexture(GAMEOVER_Texture);
|
SDL_DestroyTexture(GAMEOVER_Texture);
|
||||||
SDL_DestroyTexture(GAMEOVER_ScoreTexture);
|
SDL_DestroyTexture(GAMEOVER_ScoreTexture);
|
||||||
SDL_DestroyTexture(GAMEOVER_Numbers);
|
SDL_DestroyTexture(GAMEOVER_Numbers);
|
||||||
|
SDL_DestroyTexture(GAMEOVER_UploadTexture);
|
||||||
printf("Gameover de-initialized!\n");
|
printf("Gameover de-initialized!\n");
|
||||||
GAMEOVER_IsInit = false;
|
GAMEOVER_IsInit = false;
|
||||||
} else
|
} else
|
||||||
|
@ -14,9 +14,14 @@
|
|||||||
#include "gamestate.h"
|
#include "gamestate.h"
|
||||||
#include "main.h"
|
#include "main.h"
|
||||||
|
|
||||||
|
// Enums
|
||||||
|
typedef enum uploadStateEnum { Initial = 0, Uploading = 1, Finished = 2 } UploadState;
|
||||||
|
// Enums
|
||||||
|
|
||||||
// Prototypes
|
// Prototypes
|
||||||
void GAMEOVER_Initialize(SDL_Renderer * renderer);
|
void GAMEOVER_Initialize(SDL_Renderer * renderer);
|
||||||
void GAMEOVER_Draw(SDL_Renderer * renderer, Scenery * scenery);
|
void GAMEOVER_Draw(SDL_Renderer * renderer, Scenery * scenery);
|
||||||
|
void GAMEOVER_DrawHorizontalCenter(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Rect * srcRect, SDL_Rect * dstRect);
|
||||||
void GAMEOVER_GetDigits(int input, int * digitCount);
|
void GAMEOVER_GetDigits(int input, int * digitCount);
|
||||||
void SCORE_DrawHUD(SDL_Renderer * renderer, Scenery * scenery);
|
void SCORE_DrawHUD(SDL_Renderer * renderer, Scenery * scenery);
|
||||||
void GAMEOVER_Deinitialize();
|
void GAMEOVER_Deinitialize();
|
||||||
|
Loading…
Reference in New Issue
Block a user