Major changes in Scenery updating!

This commit is contained in:
Michael Chen 2018-01-21 15:33:09 +01:00
parent 73e777f98a
commit 9956b5a7ad
4 changed files with 67 additions and 21 deletions

View File

@ -49,21 +49,22 @@ void BREAKOUT_INITIALIZE(SDL_Renderer * renderer, int width, int height){
Scenery BREAKOUT_CreateDefault(){ Scenery BREAKOUT_CreateDefault(){
Scenery scenery; Scenery scenery;
scenery.BlockCount = 60; scenery.StartCountdown = 240;
scenery.IsGameOver = false;
scenery.BlockCount = 135;
scenery.ball = BALL_CreateDefault(); scenery.ball = BALL_CreateDefault();
scenery.paddle = PADDLE_CreateDefault(); scenery.paddle = PADDLE_CreateDefault();
scenery.blocks = malloc(scenery.BlockCount * sizeof(Block)); scenery.blocks = malloc(scenery.BlockCount * sizeof(Block));
if (!(scenery.blocks)) printf("FATAL! Memory allocation failed!\n");
scenery.IsPaused = false;
scenery.Lives = 3;
int index; int index;
for (int y = 0; y < 6; y++) { for (int y = 0; y < 9; y++) {
index = 10 * y; index = 15 * y;
for (int x = 0; x < 10; x++) { for (int x = 0; x < 15; x++) {
scenery.blocks[x + index] = BLOCK_CreateDefault(); scenery.blocks[x + index] = BLOCK_CreateDefault();
scenery.blocks[x + index].TargetRect = (SDL_Rect) {.x = ((192 * x) + 4), .y = ((96 * y) + 2), .w = 184, .h = 92 }; scenery.blocks[x + index].TargetRect = (SDL_Rect) {.x = ((128 * x) + 2), .y = ((64 * y) + 1), .w = 124, .h = 62 };
scenery.blocks[x + index].TextureIndex = y + x + 2; scenery.blocks[x + index].TextureIndex = y + x;
// printf("Block created at index: %d\n", (x + index));
// printf("Block Target: %d %d %d %d\n", ( scenery.blocks[x + index].TargetRect.x), ( scenery.blocks[x + index].TargetRect.y), ( scenery.blocks[x + index].TargetRect.w), ( scenery.blocks[x + index].TargetRect.h));
// printf("Block Texture index: %d\n", scenery.blocks[x + index].TextureIndex);
// system("pause");
} }
} }
return scenery; return scenery;
@ -76,12 +77,31 @@ void BREAKOUT_ChangeSize(int width, int height){
} }
void BREAKOUT_Update(Scenery * scenery, const Uint8 * keystate){ void BREAKOUT_Update(Scenery * scenery, const Uint8 * keystate){
if (scenery->IsPaused) {
// Render "Paused"
return;
}
if ((scenery->StartCountdown)-- > 0) {
// Render "Countdown"
return;
}
if (scenery->IsGameOver) {
BALL_ResetPosition(&(scenery->ball));
PADDLE_ResetPosition(&(scenery->paddle));
scenery->StartCountdown = 240;
scenery->IsGameOver = false;
if (--(scenery->Lives) <= 0)
printf("Game over, no lives left!\n");
else
printf("Oh oh, only %d lives left!\n", scenery->Lives);
return;
}
PADDLE_Update(&(scenery->paddle), keystate); // Update paddle before ball because paddle is not static! PADDLE_Update(&(scenery->paddle), keystate); // Update paddle before ball because paddle is not static!
BALL_Update(&(scenery->ball), &(scenery->paddle), (scenery->blocks), (scenery->BlockCount)); 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);
} }
} } /* BREAKOUT_Update */
void BREAKOUT_Draw(Scenery * scenery, SDL_Renderer * renderer){ void BREAKOUT_Draw(Scenery * scenery, SDL_Renderer * renderer){
for (int i = 0; i < (scenery->BlockCount); i++) { for (int i = 0; i < (scenery->BlockCount); i++) {
@ -133,10 +153,10 @@ Ball BALL_CreateDefault(){
double rotation = (double)(rand() % 360); double rotation = (double)(rand() % 360);
return (Ball) { return (Ball) {
.Location = (Vector) {.x = BREAKOUT_BoxWidth / 2 + 300, .y = BREAKOUT_BoxHeight / 2 }, .Location = (Vector) {.x = BREAKOUT_BoxWidth / 2 - 15, .y = BREAKOUT_BoxHeight - 130 },
.Momentum = (Vector) {.x = 0.0f, .y = 15.0f }, .Momentum = (Vector) {.x = 0.0f, .y = 15.0f },
.TargetRect = (SDL_Rect) {.x = 0, .y = 0, .w = 50, .h = 50 }, .TargetRect = (SDL_Rect) {.x = BREAKOUT_BoxWidth / 2 - 15, .y = BREAKOUT_BoxHeight - 130, .w = 30, .h = 30 },
.Size = 25.0f, .Size = 15.0f,
.Rotation = rotation, .Rotation = rotation,
.RotationValue = 2, .RotationValue = 2,
.TextureIndex = 0, .TextureIndex = 0,
@ -144,6 +164,12 @@ Ball BALL_CreateDefault(){
}; // Objekt für die Eigenschaften des Balls }; // Objekt für die Eigenschaften des Balls
} }
void BALL_ResetPosition(Ball * obj){
(obj->Location).x = BREAKOUT_BoxWidth / 2 - 15;
(obj->Location).y = BREAKOUT_BoxHeight - 130;
RECT_SetTargetPos(&(obj->TargetRect), &(obj->Location));
}
void BALL_Draw(SDL_Renderer * renderer, Ball * obj){ void BALL_Draw(SDL_Renderer * renderer, Ball * obj){
// printf("Ball drawn at (%d|%d)!\n", (obj->TargetRect).x, (obj->TargetRect).x); // printf("Ball drawn at (%d|%d)!\n", (obj->TargetRect).x, (obj->TargetRect).x);
SDL_RenderCopyEx(renderer, BALL_Texture, BALL_SourceRects + (obj->TextureIndex), &(obj->TargetRect), obj->Rotation, NULL, SDL_FLIP_NONE); SDL_RenderCopyEx(renderer, BALL_Texture, BALL_SourceRects + (obj->TextureIndex), &(obj->TargetRect), obj->Rotation, NULL, SDL_FLIP_NONE);
@ -182,7 +208,11 @@ bool BALL_CollideWithRect(Ball * obj, SDL_Rect * rect){
// printf("Hit corner at %.0f|%.0f!\n", corner.x, corner.y); // printf("Hit corner at %.0f|%.0f!\n", corner.x, corner.y);
// printf("Ball center at %.0f|%.0f!\n", center.x, center.y); // printf("Ball center at %.0f|%.0f!\n", center.x, center.y);
// TODO: Reflection at lot // TODO: Reflection at lot
(obj->Momentum) = VECTOR_GetScaledVectorFromTo(corner, center, (obj->Speed)); double lot = VECTOR_GetRotation(VECTOR_GetVectorFromTo(corner, center));
double inRotation = fmod(VECTOR_GetRotation(obj->Momentum) + 180.0f, 360.0f);
double outAngle = fmod(lot + (0.5 * (lot - inRotation)), 360.0f);
printf("In: %.2f | Lot: %.2f | Out: %.2f\n", inRotation, lot, outAngle);
(obj->Momentum) = VECTOR_GetScaledDirectionalUnitVector(outAngle, (obj->Speed));
// printf("New Magnitude = %.2f\n", VECTOR_GetMagnitude((obj->Momentum))); // printf("New Magnitude = %.2f\n", VECTOR_GetMagnitude((obj->Momentum)));
return true; return true;
} /* BALL_CollideWithRect */ } /* BALL_CollideWithRect */
@ -257,7 +287,10 @@ bool BALL_CollideWithPaddle(Ball * obj, Paddle * paddle){
return false; return false;
} /* BALL_CollideWithPaddle */ } /* BALL_CollideWithPaddle */
void BALL_Update(Ball * obj, Paddle * paddle, Block * blocks, int BlockCount){ void BALL_Update(Ball * obj, Scenery * scenery){
Block * blocks = (scenery->blocks);
Paddle * paddle = &(scenery->paddle);
int BlockCount = scenery->BlockCount;
Vector oldMomentum = obj->Momentum; Vector oldMomentum = obj->Momentum;
Vector oldLocation = obj->Location; Vector oldLocation = obj->Location;
@ -265,7 +298,7 @@ void BALL_Update(Ball * obj, Paddle * paddle, Block * blocks, int BlockCount){
(obj->Location) = VECTOR_Add((obj->Location), oldMomentum); (obj->Location) = VECTOR_Add((obj->Location), oldMomentum);
if (!BALL_CollideWithPaddle(obj, paddle)) // Collide with Paddle if (!BALL_CollideWithPaddle(obj, paddle)) // Collide with Paddle
for (size_t i = 0; i < BlockCount; i++) { // Check Collide with each block for (int i = 0; i < BlockCount; i++) { // Check Collide with each block
if (blocks[i].HP <= 0) continue; if (blocks[i].HP <= 0) continue;
oldMomentum = obj->Momentum; oldMomentum = obj->Momentum;
oldLocation = obj->Location; oldLocation = obj->Location;
@ -277,7 +310,7 @@ void BALL_Update(Ball * obj, Paddle * paddle, Block * blocks, int BlockCount){
} }
} }
if ((obj->Location).y > BREAKOUT_BoxHeight) // Collide with box boundaries if ((obj->Location).y > BREAKOUT_BoxHeight) // Collide with box boundaries
(obj->Location) = (Vector) {.x = BREAKOUT_BoxWidth / 2 + 300, .y = BREAKOUT_BoxHeight / 2 }; // Dead scenery->IsGameOver = true;
else BALL_CollideWithBorders(obj); else BALL_CollideWithBorders(obj);
RECT_SetTargetPos(&(obj->TargetRect), &(obj->Location)); RECT_SetTargetPos(&(obj->TargetRect), &(obj->Location));
} /* BALL_Update */ } /* BALL_Update */
@ -329,6 +362,11 @@ Paddle PADDLE_CreateDefault(){
}; // Objekt für die Eigenschaften des Balls }; // Objekt für die Eigenschaften des Balls
} }
void PADDLE_ResetPosition(Paddle * obj){
(obj->TargetRect).x = (BREAKOUT_BoxWidth - ((obj->TargetRect).w)) / 2;
(obj->TargetRect).y = BREAKOUT_BoxHeight - 100;
}
void PADDLE_Draw(SDL_Renderer * renderer, Paddle * obj){ void PADDLE_Draw(SDL_Renderer * renderer, Paddle * obj){
// printf("Paddle drawn at (%d|%d)!\n", (obj->TargetRect).x, (obj->TargetRect).x); // printf("Paddle drawn at (%d|%d)!\n", (obj->TargetRect).x, (obj->TargetRect).x);
SDL_RenderCopy(renderer, PADDLE_Texture, PADDLE_SourceRects + (obj->TextureIndex), &(obj->TargetRect)); SDL_RenderCopy(renderer, PADDLE_Texture, PADDLE_SourceRects + (obj->TextureIndex), &(obj->TargetRect));

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@ -39,7 +39,8 @@ typedef struct sceneryStruct {
Ball ball; Ball ball;
Paddle paddle; Paddle paddle;
Block * blocks; Block * blocks;
int BlockCount; // Move to scenery int BlockCount, Lives, StartCountdown;
bool IsPaused, IsGameOver;
} Scenery; // Objekt für die Objekte und Eigenschaften einer Szenerie } Scenery; // Objekt für die Objekte und Eigenschaften einer Szenerie
// End Structs // End Structs
@ -53,6 +54,7 @@ void BREAKOUT_DEINITIALIZE();
void BREAKOUT_DestroyObject(Scenery * scenery); void BREAKOUT_DestroyObject(Scenery * scenery);
void BALL_Initialize(SDL_Renderer * renderer); void BALL_Initialize(SDL_Renderer * renderer);
Ball BALL_CreateDefault(); Ball BALL_CreateDefault();
void BALL_ResetPosition(Ball * obj);
void BALL_Draw(SDL_Renderer * renderer, Ball * obj); void BALL_Draw(SDL_Renderer * renderer, Ball * obj);
bool BALL_CollideWithRect(Ball * obj, SDL_Rect * rect); bool BALL_CollideWithRect(Ball * obj, SDL_Rect * rect);
bool RECT_Collide(SDL_Rect * rect1, SDL_Rect * rect2); bool RECT_Collide(SDL_Rect * rect1, SDL_Rect * rect2);
@ -62,11 +64,12 @@ SDL_Point BALL_GetCenter(Ball * obj);
void BALL_CollideWithBorders(Ball * obj); void BALL_CollideWithBorders(Ball * obj);
void BALL_MoveAwayFromBoundaries(Ball * obj); void BALL_MoveAwayFromBoundaries(Ball * obj);
bool BALL_CollideWithPaddle(Ball * obj, Paddle * paddle); bool BALL_CollideWithPaddle(Ball * obj, Paddle * paddle);
void BALL_Update(Ball * obj, Paddle * paddle, Block * blocks, int BlockCount); void BALL_Update(Ball * obj, Scenery * scenery);
void BALL_DestroyObject(Ball * obj); void BALL_DestroyObject(Ball * obj);
void BALL_Deinitialize(); void BALL_Deinitialize();
void PADDLE_Initialize(SDL_Renderer * renderer); void PADDLE_Initialize(SDL_Renderer * renderer);
Paddle PADDLE_CreateDefault(); Paddle PADDLE_CreateDefault();
void PADDLE_ResetPosition(Paddle * obj);
void PADDLE_Draw(SDL_Renderer * renderer, Paddle * obj); void PADDLE_Draw(SDL_Renderer * renderer, Paddle * obj);
bool KeyPressed(const Uint8 * keystate, Uint8 * keyArray); 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);

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@ -82,3 +82,7 @@ Vector VECTOR_GetScaledDirectionalUnitVector(double rotation, double Magnitude){
Vector VECTOR_GetScaledVectorFromTo(Vector from, Vector to, double Magnitude){ Vector VECTOR_GetScaledVectorFromTo(Vector from, Vector to, double Magnitude){
return VECTOR_ChangeScaleTo(VECTOR_Subtract(to, from), Magnitude); return VECTOR_ChangeScaleTo(VECTOR_Subtract(to, from), Magnitude);
} }
Vector VECTOR_GetVectorFromTo(Vector from, Vector to){
return VECTOR_Subtract(to, from);
}

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@ -21,6 +21,7 @@ double degreeCos(double x);
Vector VECTOR_GetDirectionalUnitVector(double rotation); Vector VECTOR_GetDirectionalUnitVector(double rotation);
Vector VECTOR_GetScaledDirectionalUnitVector(double rotation, double Magnitude); Vector VECTOR_GetScaledDirectionalUnitVector(double rotation, double Magnitude);
Vector VECTOR_GetScaledVectorFromTo(Vector from, Vector to, double Magnitude); Vector VECTOR_GetScaledVectorFromTo(Vector from, Vector to, double Magnitude);
Vector VECTOR_GetVectorFromTo(Vector from, Vector to);
// End Prototypes // End Prototypes
#endif // __vector_h__ #endif // __vector_h__