Added ingame sound effects
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bin/assets/sounds/hit1.wav
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bin/assets/sounds/hit1.wav
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bin/assets/sounds/hit2.wav
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bin/assets/sounds/hit2.wav
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bin/assets/sounds/hit3.wav
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bin/assets/sounds/hit3.wav
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bin/assets/sounds/hit4.wav
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bin/assets/sounds/hit4.wav
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bin/assets/sounds/hit5.wav
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bin/assets/sounds/hit5.wav
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29
breakout.c
29
breakout.c
@ -21,8 +21,13 @@ extern int width, height;
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#define BLOCK_TexturePath "assets/images/spritesheet.png"
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#define BREAKOUT_CountdownTexturePath "assets/images/text.png"
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#define BREAKOUT_PausedTexturePath "assets/images/paused.png"
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#define BREAKOUT_DeathSoundPath "assets/sounds/death.wav"
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#define BREAKOUT_IngameSoundPath "assets/sounds/ingame_music.wav"
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#define BREAKOUT_DeathSoundPath "assets/sounds/death.wav"
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#define BREAKOUT_HitSoundPath1 "assets/sounds/hit1.wav"
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#define BREAKOUT_HitSoundPath2 "assets/sounds/hit2.wav"
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#define BREAKOUT_HitSoundPath3 "assets/sounds/hit3.wav"
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#define BREAKOUT_HitSoundPath4 "assets/sounds/hit4.wav"
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#define BREAKOUT_HitSoundPath5 "assets/sounds/hit5.wav"
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#define BALL_MinSpeed 8.0f
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#define BALL_MaxSpeed 25.0f
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#define BALL_AccelerationTime 10000
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@ -60,6 +65,7 @@ bool BALL_IsInit = false;
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bool PADDLE_IsInit = false;
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bool BLOCK_IsInit = false;
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Mix_Chunk * BREAKOUT_DeathSound;
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Mix_Chunk ** BREAKOUT_HitSound;
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Mix_Music * BREAKOUT_IngameMusic;
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void BREAKOUT_INITIALIZE(SDL_Renderer * renderer){
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@ -80,6 +86,12 @@ void BREAKOUT_INITIALIZE(SDL_Renderer * renderer){
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BREAKOUT_CountdownSourceRects[1] = (SDL_Rect) {.x = 1, .y = 1, .w = 242, .h = 665 };
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BREAKOUT_CountdownSourceRects[2] = (SDL_Rect) {.x = 245, .y = 1, .w = 443, .h = 665 };
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BREAKOUT_CountdownSourceRects[3] = (SDL_Rect) {.x = 690, .y = 1, .w = 443, .h = 665 };
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BREAKOUT_HitSound = malloc(5 * sizeof(Mix_Chunk *));
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BREAKOUT_HitSound[0] = Mix_LoadWAV(BREAKOUT_HitSoundPath1);
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BREAKOUT_HitSound[1] = Mix_LoadWAV(BREAKOUT_HitSoundPath2);
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BREAKOUT_HitSound[2] = Mix_LoadWAV(BREAKOUT_HitSoundPath3);
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BREAKOUT_HitSound[3] = Mix_LoadWAV(BREAKOUT_HitSoundPath4);
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BREAKOUT_HitSound[4] = Mix_LoadWAV(BREAKOUT_HitSoundPath5);
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BREAKOUT_DeathSound = Mix_LoadWAV(BREAKOUT_DeathSoundPath);
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BREAKOUT_IngameMusic = Mix_LoadMUS(BREAKOUT_IngameSoundPath);
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printf("Game initialized!\n");
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@ -254,6 +266,10 @@ void BREAKOUT_DrawLivesHUD(SDL_Renderer * renderer, Scenery * scenery){
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void BREAKOUT_DEINITIALIZE(){
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if (BREAKOUT_IsInit) {
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printf("De-initializing Game...\n");
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for (int i = 0; i < 5; i++) {
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Mix_FreeChunk(BREAKOUT_HitSound[i]);
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}
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free(BREAKOUT_HitSound);
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Mix_FreeChunk(BREAKOUT_DeathSound);
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Mix_FreeMusic(BREAKOUT_IngameMusic);
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SDL_DestroyTexture(BREAKOUT_CountdownTexture);
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@ -270,7 +286,7 @@ void BREAKOUT_DEINITIALIZE(){
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printf("Game de-initialized!\n");
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BREAKOUT_IsInit = false;
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} else printf("Game is already de-initialized!\n");
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}
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} /* BREAKOUT_DEINITIALIZE */
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void BREAKOUT_DestroyObject(Scenery * scenery){
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for (size_t i = 0; i < (scenery->BlockCount); i++) {
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@ -445,6 +461,7 @@ bool BALL_CollideWithPaddle(Ball * obj, Paddle * paddle){
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RECT_SetTargetPos(&(obj->TargetRect), &(obj->Location));
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}
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(obj->Momentum) = VECTOR_ChangeScaleTo((obj->Momentum), (obj->Speed));
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BALL_PlayCollisionSound();
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return true;
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}
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return false;
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@ -457,6 +474,13 @@ void BALL_AdaptSpeedGradient(Ball * obj, int FrameCount){
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obj->Speed = BALL_MinSpeed + (((double)FrameCount / (double)BALL_AccelerationTime) * (BALL_MaxSpeed - BALL_MinSpeed));
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}
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void BALL_PlayCollisionSound(){
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int sound;
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Mix_PlayChannel(-1, BREAKOUT_HitSound[(sound = (rand() % 5))], 0);
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printf("Collision sound %d played...\n", sound);
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}
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void BALL_Update(Ball * obj, Scenery * scenery){
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BALL_AdaptSpeedGradient(obj, (scenery->Frames));
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(obj->Momentum) = VECTOR_ChangeScaleTo((obj->Momentum), (obj->Speed));
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@ -476,6 +500,7 @@ void BALL_Update(Ball * obj, Scenery * scenery){
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oldMomentum = obj->Momentum;
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oldLocation = obj->Location;
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if (BALL_CollideWithRect(obj, &(blocks[i].TargetRect))) {
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BALL_PlayCollisionSound();
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BLOCK_DealDamage(blocks + i, 1);
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if (blocks[i].HP <= 0) {
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(scenery->DestroyedBlocks)++;
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@ -76,6 +76,7 @@ void BALL_CollideWithBorders(Ball * obj);
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void BALL_MoveAwayFromBoundaries(Ball * obj);
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bool BALL_CollideWithPaddle(Ball * obj, Paddle * paddle);
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void BALL_AdaptSpeedGradient(Ball * obj, int FrameCount);
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void BALL_PlayCollisionSound();
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void BALL_Update(Ball * obj, Scenery * scenery);
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void BALL_DestroyObject(Ball * obj);
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void BALL_Deinitialize();
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27
gameover.c
27
gameover.c
@ -11,6 +11,7 @@
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#include "gamestate.h"
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#include "breakout.h"
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#include "vector.h"
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#include "highscores.h"
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#include "background.h"
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#include "main.h"
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@ -33,7 +34,7 @@ SDL_Rect * GAMEOVER_UploadRects;
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SDL_Rect GAMEOVER_TargetRect;
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SDL_Rect GAMEOVER_ScoreTargetRect;
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SDL_Rect GAMEOVER_HUDScoreTargetRect;
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SDL_Rect GAMEOVER_UploadTargetRect;
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SDL_Rect * GAMEOVER_UploadTargetRects;
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int * GAMEOVER_Digits;
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bool GAMEOVER_IsInit = false;
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UploadState GAMEOVER_UploadState = Initial;
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@ -74,13 +75,17 @@ void GAMEOVER_Initialize(SDL_Renderer * renderer){
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GAMEOVER_ScoreTargetRect.y = 450;
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GAMEOVER_ScoreTargetRect.h = 183;
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GAMEOVER_ScoreTargetRect.w = 1000;
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GAMEOVER_UploadTargetRect = (SDL_Rect) {.x = 0, .y = 600, .w = 1000, .h = 200 };
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GAMEOVER_UploadRects = malloc(4 * sizeof(SDL_Rect));
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if (!GAMEOVER_UploadRects) printf("FATAL: Memory Allocation Failed!\n");
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GAMEOVER_UploadRects[0] = (SDL_Rect) {.x = 1, .y = 1, .w = 4634, .h = 732 };
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GAMEOVER_UploadRects[1] = (SDL_Rect) {.x = 1, .y = 735, .w = 3981, .h = 734 };
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GAMEOVER_UploadRects[2] = (SDL_Rect) {.x = 1, .y = 1471, .w = 3024, .h = 666 };
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GAMEOVER_UploadRects[3] = (SDL_Rect) {.x = 3027, .y = 1471, .w = 2391, .h = 666 };
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GAMEOVER_UploadTargetRects = malloc(4 * sizeof(SDL_Rect));
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if (!GAMEOVER_UploadTargetRects) printf("FATAL: Memory Allocation Failed!\n");
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for (int i = 0; i < 4; i++) {
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GAMEOVER_UploadTargetRects[i] = (SDL_Rect) {.x = 0, .y = 650, .w = ((GAMEOVER_UploadRects[i].w) / 5), .h = ((GAMEOVER_UploadRects[i].h) / 5) };
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}
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GAMEOVER_HUDScoreTargetRect = (SDL_Rect) {.x = GAMEOVER_HUDMargin, .y = GAMEOVER_HUDMargin, .w = 250, .h = 46 };
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GAMEOVER_Digits = malloc(25 * sizeof(int));
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printf("Gameover initialized!\n");
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@ -89,6 +94,21 @@ void GAMEOVER_Initialize(SDL_Renderer * renderer){
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printf("Gameover already initialized!\n");
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} /* GAMEOVER_Initialize */
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void GAMEOVER_MouseClicked(SDL_MouseButtonEvent b){
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if (b.button == SDL_BUTTON_LEFT) {
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if (GAMEOVER_UploadState == Initial || GAMEOVER_UploadState == Failed) {
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if (clickInRect(b, (GAMEOVER_UploadTargetRects + GAMEOVER_UploadState))) {
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GAMEOVER_UploadState = Uploading;
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if (HIGHSCORES_UploadScore("TestUser", 244)) {
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GAMEOVER_UploadState = Finished;
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} else {
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GAMEOVER_UploadState = Failed;
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}
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}
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}
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}
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}
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void GAMEOVER_Draw(SDL_Renderer * renderer, Scenery * scenery){
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int i, count;
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@ -110,7 +130,7 @@ void GAMEOVER_Draw(SDL_Renderer * renderer, Scenery * scenery){
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SDL_RenderCopy(renderer, GAMEOVER_Numbers, (GAMEOVER_NumberRects + GAMEOVER_Digits[i]), &target);
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xOffset += target.w - 1;
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}
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GAMEOVER_DrawHorizontalCenter(renderer, GAMEOVER_UploadTexture, (GAMEOVER_UploadRects + GAMEOVER_UploadState), &GAMEOVER_UploadTargetRect);
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GAMEOVER_DrawHorizontalCenter(renderer, GAMEOVER_UploadTexture, (GAMEOVER_UploadRects + GAMEOVER_UploadState), (GAMEOVER_UploadTargetRects + GAMEOVER_UploadState));
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} /* GAMEOVER_Draw */
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void GAMEOVER_DrawHorizontalCenter(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Rect * srcRect, SDL_Rect * dstRect){
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@ -163,6 +183,7 @@ void GAMEOVER_Deinitialize(){
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free(GAMEOVER_Digits);
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free(GAMEOVER_NumberRects);
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free(GAMEOVER_UploadRects);
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free(GAMEOVER_UploadTargetRects);
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SDL_DestroyTexture(GAMEOVER_Texture);
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SDL_DestroyTexture(GAMEOVER_ScoreTexture);
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SDL_DestroyTexture(GAMEOVER_Numbers);
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@ -15,11 +15,12 @@
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#include "main.h"
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// Enums
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typedef enum uploadStateEnum { Initial = 0, Uploading = 1, Finished = 2 } UploadState;
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typedef enum uploadStateEnum { Initial = 0, Uploading = 1, Finished = 2, Failed = 3 } UploadState;
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// Enums
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// Prototypes
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void GAMEOVER_Initialize(SDL_Renderer * renderer);
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void GAMEOVER_MouseClicked(SDL_MouseButtonEvent b);
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void GAMEOVER_Draw(SDL_Renderer * renderer, Scenery * scenery);
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void GAMEOVER_DrawHorizontalCenter(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Rect * srcRect, SDL_Rect * dstRect);
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void GAMEOVER_GetDigits(int input, int * digitCount);
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main.c
17
main.c
@ -33,12 +33,15 @@ const Uint8 * keystate; // TODO: export all this into scenery and enemy waves
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SDL_Window * window;
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SDL_Renderer * renderer;
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SDL_Event event;
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bool running = true, fullscreen = false;
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bool running = true, fullscreen = false, LoggedIn = false;
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GameState gameState = MainMenu;
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Scenery scenery;
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Mix_Music * MenuLoop;
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char Username[50];
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char Password[50];
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int main(int argc, char * args[]){
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// AttemptLogin();
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INITIALIZE();
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Uint32 fps_lasttime = SDL_GetTicks(); // the last recorded time.
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Uint32 fps_current; // the current FPS.
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@ -84,6 +87,10 @@ int main(int argc, char * args[]){
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return 0;
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} /* main */
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void AttemptLogin(){
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}
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void GAME_Escape(){
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running = false;
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printf("GAME_Escape was called!\n");
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@ -158,6 +165,14 @@ void HandleSDLEvents(){
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} /* HandleSDLEvents */
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void mousePress(SDL_MouseButtonEvent b){ // Debug prop
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switch (gameState) {
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case GameOver:
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GAMEOVER_MouseClicked(b);
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break;
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default:
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printf("Gamestate currently ignores Mouse press event: %d!\n", gameState);
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break;
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}
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if (b.button == SDL_BUTTON_LEFT) {
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printf("Left mouse pressed at %d, %d\n", b.x, b.y);
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} else if (b.button == SDL_BUTTON_RIGHT) {
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