Initial save commit contains recent premerge content!

This commit is contained in:
Michael Chen 2018-01-25 15:27:06 +01:00
parent 85be40dcda
commit 8b8771fd41
7 changed files with 43 additions and 41 deletions

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@ -151,6 +151,7 @@ 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

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@ -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
extern int width, height; #include <stdio.h>
#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;
@ -73,12 +73,6 @@ 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");
@ -106,18 +100,10 @@ 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 - 1; xOffset += target.w;
} }
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;
@ -151,7 +137,7 @@ 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 - 1; xOffset += target.w;
} }
} /* SCORE_DrawHUD */ } /* SCORE_DrawHUD */
@ -159,12 +145,9 @@ 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

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@ -14,14 +14,9 @@
#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();

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@ -4,6 +4,7 @@
#include <SDL2/SDL_image.h> #include <SDL2/SDL_image.h>
#include <stdbool.h> #include <stdbool.h>
#include "breakout.h"
#include "settings.h" #include "settings.h"
#define Slider_height 100 #define Slider_height 100
@ -13,9 +14,14 @@
SDL_Texture * Settings_Texture; SDL_Texture * Settings_Texture;
SDL_Texture * Settings_Ball_Texture; SDL_Texture * Settings_Ball_Texture;
SDL_Texture * Settings_Skins_Texture;
SDL_Texture * Return_Button_Texture;
SDL_Rect Settings_rect; SDL_Rect Settings_rect;
SDL_Rect Settings_Ball_rect; SDL_Rect Settings_Ball_rect;
SDL_Rect Settings_Skins_rect;
SDL_Rect Return_Button_rect;
Slider BV; Slider BV;
Slider BS; Slider BS;
Slider BT; Slider BT;
@ -25,11 +31,18 @@ bool Settings_IsInit = false;
void Settings_Initialize (SDL_Renderer* renderer) { void Settings_Initialize (SDL_Renderer* renderer) {
Initialize_Slider(400,300,Scalar_width,Bar_width,Slider_height,1,2,&BV); Initialize_Slider(400,300,Scalar_width,Bar_width,Slider_height,1,2,&BV);
Initialize_Slider(400,500,Scalar_width,Bar_width,Slider_height,10.0f,20.0f,&BS); Initialize_Slider(400,500,Scalar_width,Bar_width,Slider_height,10.0f,20.0f,&BS);
Initialize_Slider(400,700,Scalar_width,Bar_width,Slider_height,0,1,&BT); Initialize_Slider(400,700,Scalar_width,Bar_width,Slider_height,0,8,&BT);
Settings_Texture = IMG_LoadTexture(renderer, "assets/images/settings_title.png"); Settings_Texture = IMG_LoadTexture(renderer, "assets/images/settings_title.png");
Settings_rect = (SDL_Rect){.x = 800, .y = 130, .w=470, .h=150}; Settings_rect = (SDL_Rect){.x = 647, .y = 50, .w=626, .h=200};
Settings_Ball_Texture = IMG_LoadTexture(renderer, "assets/images/ball.png");
Settings_Ball_rect = (SDL_Rect){.x = 1200, .y = 300, .w=100, .h=100}; Settings_Ball_rect = (SDL_Rect){.x = 1200, .y = 700, .w=90, .h=90};
Settings_Skins_Texture = IMG_LoadTexture(renderer, "assets/images/skins_button.png");
Settings_Skins_rect = (SDL_Rect){.x = 50, .y = 710, .w=315, .h=70};
Return_Button_Texture = IMG_LoadTexture(renderer, "assets/images/return_button.png");
Return_Button_rect = (SDL_Rect){.x = 30, .y = 30, .w=261, .h=100};
Settings_IsInit = true; Settings_IsInit = true;
} }
@ -38,10 +51,14 @@ void Settings_Draw(SDL_Renderer * renderer, Scenery * scenery) {
SDL_RenderCopy(renderer, Settings_Texture, NULL, &Settings_rect); SDL_RenderCopy(renderer, Settings_Texture, NULL, &Settings_rect);
SDL_RenderCopy(renderer, Settings_Ball_Texture, NULL, &Settings_Ball_rect); SDL_RenderCopy(renderer, Settings_Ball_Texture, NULL, &Settings_Ball_rect);
SDL_RenderCopy(renderer, Settings_Skins_Texture, NULL, &Settings_Skins_rect);
SDL_RenderCopy(renderer, Return_Button_Texture, NULL, &Return_Button_rect);
Draw_Slider(renderer, &BV); Draw_Slider(renderer, &BV);
Draw_Slider(renderer, &BS); Draw_Slider(renderer, &BS);
Draw_Slider(renderer, &BT); Draw_Slider(renderer, &BT);
Draw_Ballstate(renderer, scenery); //Draw_Ballstate(renderer, scenery);
BALL_DrawTexture(renderer, &Settings_Ball_rect, scenery->ball.TextureIndex);
mapping(&x, &BS); mapping(&x, &BS);
scenery->ball.Speed = x; scenery->ball.Speed = x;
mapping(&x, &BT); mapping(&x, &BT);

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@ -6,6 +6,7 @@
#include "main.h" #include "main.h"
extern float XScale, YScale; extern float XScale, YScale;
extern SDL_Rect Return_Button_rect;
SDL_Texture * TITLE_Texture; SDL_Texture * TITLE_Texture;
SDL_Texture * PLAYBUTTON_Texture; SDL_Texture * PLAYBUTTON_Texture;
@ -64,4 +65,9 @@ void button_clicked(SDL_MouseButtonEvent b, GameState gameState) {
GAME_Escape(); GAME_Escape();
} }
} }
if (gameState == Settings) {
if (clickInRect(b, &Return_Button_rect) == 1) {
GAME_ChangeState(MainMenu);
}
}
} }