Fixed collision system! Minor bug fixes
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Before Width: | Height: | Size: 548 KiB After Width: | Height: | Size: 620 KiB |
11
breakout.c
11
breakout.c
@ -151,7 +151,6 @@ void BREAKOUT_Update(Scenery * scenery, const Uint8 * keystate){
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PADDLE_ResetPosition(&(scenery->paddle));
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PADDLE_ResetPosition(&(scenery->paddle));
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scenery->StartCountdown = 240;
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scenery->StartCountdown = 240;
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scenery->IsGameOver = false;
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scenery->IsGameOver = false;
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scenery->Frames = 0;
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if (--(scenery->Lives) <= 0)
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if (--(scenery->Lives) <= 0)
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GAME_ChangeState(GameOver);
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GAME_ChangeState(GameOver);
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else
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else
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@ -246,7 +245,7 @@ void BALL_Initialize(SDL_Renderer * renderer){
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Ball BALL_CreateDefault(){
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Ball BALL_CreateDefault(){
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return (Ball) {
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return (Ball) {
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.Location = (Vector) {.x = (width / 2) - 15, .y = height - 132 },
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.Location = (Vector) {.x = (width / 2) - 15, .y = height - 131 },
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.Momentum = (Vector) {.x = 0.0f, .y = BALL_MinSpeed },
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.Momentum = (Vector) {.x = 0.0f, .y = BALL_MinSpeed },
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.TargetRect = (SDL_Rect) {.x = width / 2 - 15, .y = height - 130, .w = 30, .h = 30 },
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.TargetRect = (SDL_Rect) {.x = width / 2 - 15, .y = height - 130, .w = 30, .h = 30 },
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.Size = 15.0f,
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.Size = 15.0f,
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@ -258,8 +257,8 @@ Ball BALL_CreateDefault(){
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}
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}
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void BALL_ResetPosition(Ball * obj){
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void BALL_ResetPosition(Ball * obj){
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(obj->Location).x = width / 2 - 15;
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(obj->Location).x = width / 2 - (obj->Size);
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(obj->Location).y = height - 130;
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(obj->Location).y = height - 101 - (2 * (obj->Size));
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RECT_SetTargetPos(&(obj->TargetRect), &(obj->Location));
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RECT_SetTargetPos(&(obj->TargetRect), &(obj->Location));
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(obj->Momentum) = VECTOR_GetScaledDirectionalUnitVector(0.0f, (obj->Speed));
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(obj->Momentum) = VECTOR_GetScaledDirectionalUnitVector(0.0f, (obj->Speed));
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}
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}
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@ -310,7 +309,9 @@ bool BALL_CollideWithRect(Ball * obj, SDL_Rect * rect){
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// printf("Hit corner at %.0f|%.0f!\n", corner.x, corner.y);
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// printf("Hit corner at %.0f|%.0f!\n", corner.x, corner.y);
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// printf("Ball center at %.0f|%.0f!\n", center.x, center.y);
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// printf("Ball center at %.0f|%.0f!\n", center.x, center.y);
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// TODO: Reflection at lot
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// TODO: Reflection at lot
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double lot = VECTOR_GetRotation(VECTOR_GetVectorFromTo(corner, center));
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Vector cornerToMid = VECTOR_GetVectorFromTo(corner, center);
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if (VECTOR_GetMagnitude(cornerToMid) > (obj->Size)) return false;
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double lot = VECTOR_GetRotation(cornerToMid);
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double inRotation = fmod(VECTOR_GetRotation(obj->Momentum) + 180.0f, 360.0f);
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double inRotation = fmod(VECTOR_GetRotation(obj->Momentum) + 180.0f, 360.0f);
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double outAngle = fmod(lot + (0.5 * (lot - inRotation)), 360.0f);
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double outAngle = fmod(lot + (0.5 * (lot - inRotation)), 360.0f);
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printf("In: %.2f | Lot: %.2f | Out: %.2f\n", inRotation, lot, outAngle);
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printf("In: %.2f | Lot: %.2f | Out: %.2f\n", inRotation, lot, outAngle);
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47
gameover.c
47
gameover.c
@ -9,47 +9,47 @@
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#include "gameover.h"
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#include "gameover.h"
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#include "gamestate.h"
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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 "background.h"
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#include "main.h"
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#include "main.h"
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#define GAMEOVER_TexturePath "assets/images/gameover.png"
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#define GAMEOVER_TexturePath "assets/images/gameover.png"
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#define GAMEOVER_NumbersTexturePath "assets/images/numbers.png"
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#define GAMEOVER_NumbersTexturePath "assets/images/numbers.png"
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#define GAMEOVER_ScoreTexturePath "assets/images/yourscore.png"
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#define GAMEOVER_ScoreTexturePath "assets/images/yourscore.png"
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#define GAMEOVER_UploadTexturePath "assets/images/upload.png"
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#define GAMEOVER_HUDScale 16.0f
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#define GAMEOVER_HUDScale 16.0f
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#define GAMEOVER_Scale 4.0f
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#define GAMEOVER_Scale 4.0f
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#include <stdio.h>
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extern int width, height;
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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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#include <SDL2/SDL_image.h>
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#include <SDL2/SDL_ttf.h>
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#include "breakout.h"
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#include "vector.h"
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#include "background.h"
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int GAMEOVER_HUDMargin = 5;
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int GAMEOVER_HUDMargin = 5;
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SDL_Texture * GAMEOVER_Texture;
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SDL_Texture * GAMEOVER_Texture;
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SDL_Texture * GAMEOVER_Numbers;
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SDL_Texture * GAMEOVER_Numbers;
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SDL_Texture * GAMEOVER_ScoreTexture;
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SDL_Texture * GAMEOVER_ScoreTexture;
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SDL_Texture * GAMEOVER_UploadTexture;
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SDL_Rect * GAMEOVER_NumberRects;
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SDL_Rect * GAMEOVER_NumberRects;
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SDL_Rect * GAMEOVER_UploadRects;
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SDL_Rect GAMEOVER_TargetRect;
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SDL_Rect GAMEOVER_TargetRect;
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SDL_Rect GAMEOVER_ScoreTargetRect;
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SDL_Rect GAMEOVER_ScoreTargetRect;
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SDL_Rect GAMEOVER_HUDScoreTargetRect;
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SDL_Rect GAMEOVER_HUDScoreTargetRect;
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SDL_Rect GAMEOVER_UploadTargetRect;
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int * GAMEOVER_Digits;
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int * GAMEOVER_Digits;
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bool GAMEOVER_IsInit = false;
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bool GAMEOVER_IsInit = false;
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UploadState GAMEOVER_UploadState = Initial;
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void GAMEOVER_Initialize(SDL_Renderer * renderer){
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void GAMEOVER_Initialize(SDL_Renderer * renderer){
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if (!GAMEOVER_IsInit) {
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if (!GAMEOVER_IsInit) {
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printf("Initializing Gameover...\n");
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printf("Initializing Gameover...\n");
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GAMEOVER_UploadState = Initial;
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GAMEOVER_Texture = IMG_LoadTexture(renderer, GAMEOVER_TexturePath);
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GAMEOVER_Texture = IMG_LoadTexture(renderer, GAMEOVER_TexturePath);
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if (!GAMEOVER_Texture) printf("Gameover Texture couldn't be loaded!\n");
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if (!GAMEOVER_Texture) printf("Gameover Texture couldn't be loaded!\n");
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GAMEOVER_Numbers = IMG_LoadTexture(renderer, GAMEOVER_NumbersTexturePath);
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GAMEOVER_Numbers = IMG_LoadTexture(renderer, GAMEOVER_NumbersTexturePath);
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if (!GAMEOVER_Numbers) printf("Gameover Numbers couldn't be loaded!\n");
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if (!GAMEOVER_Numbers) printf("Gameover Numbers couldn't be loaded!\n");
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GAMEOVER_ScoreTexture = IMG_LoadTexture(renderer, GAMEOVER_ScoreTexturePath);
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GAMEOVER_ScoreTexture = IMG_LoadTexture(renderer, GAMEOVER_ScoreTexturePath);
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if (!GAMEOVER_ScoreTexture) printf("Gameover Score Texture couldn't be loaded!\n");
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if (!GAMEOVER_ScoreTexture) printf("Gameover Score Texture couldn't be loaded!\n");
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GAMEOVER_UploadTexture = IMG_LoadTexture(renderer, GAMEOVER_UploadTexturePath);
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if (!GAMEOVER_UploadTexture) printf("Gameover Score Texture couldn't be loaded!\n");
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int w, h;
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int w, h;
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SDL_QueryTexture(GAMEOVER_Texture, NULL, NULL, &w, &h);
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SDL_QueryTexture(GAMEOVER_Texture, NULL, NULL, &w, &h);
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w /= 2;
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w /= 2;
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@ -70,9 +70,17 @@ void GAMEOVER_Initialize(SDL_Renderer * renderer){
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GAMEOVER_NumberRects[7] = (SDL_Rect) {.x = 890, .y = 1335, .w = 407, .h = 665 };
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GAMEOVER_NumberRects[7] = (SDL_Rect) {.x = 890, .y = 1335, .w = 407, .h = 665 };
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GAMEOVER_NumberRects[8] = (SDL_Rect) {.x = 446, .y = 1335, .w = 442, .h = 665 };
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GAMEOVER_NumberRects[8] = (SDL_Rect) {.x = 446, .y = 1335, .w = 442, .h = 665 };
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GAMEOVER_NumberRects[9] = (SDL_Rect) {.x = 890, .y = 668, .w = 442, .h = 665 };
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GAMEOVER_NumberRects[9] = (SDL_Rect) {.x = 890, .y = 668, .w = 442, .h = 665 };
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GAMEOVER_ScoreTargetRect.x = 0;
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GAMEOVER_ScoreTargetRect.y = 450;
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GAMEOVER_ScoreTargetRect.y = 450;
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GAMEOVER_ScoreTargetRect.h = 183;
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GAMEOVER_ScoreTargetRect.h = 183;
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GAMEOVER_ScoreTargetRect.w = 1000;
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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_HUDScoreTargetRect = (SDL_Rect) {.x = GAMEOVER_HUDMargin, .y = GAMEOVER_HUDMargin, .w = 250, .h = 46 };
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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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GAMEOVER_Digits = malloc(25 * sizeof(int));
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printf("Gameover initialized!\n");
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printf("Gameover initialized!\n");
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@ -100,10 +108,18 @@ void GAMEOVER_Draw(SDL_Renderer * renderer, Scenery * scenery){
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target.h = (int)roundf((float)(GAMEOVER_NumberRects[GAMEOVER_Digits[i]].h) / GAMEOVER_Scale);
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target.h = (int)roundf((float)(GAMEOVER_NumberRects[GAMEOVER_Digits[i]].h) / GAMEOVER_Scale);
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target.w = (int)roundf((float)(GAMEOVER_NumberRects[GAMEOVER_Digits[i]].w) / GAMEOVER_Scale);
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target.w = (int)roundf((float)(GAMEOVER_NumberRects[GAMEOVER_Digits[i]].w) / GAMEOVER_Scale);
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SDL_RenderCopy(renderer, GAMEOVER_Numbers, (GAMEOVER_NumberRects + GAMEOVER_Digits[i]), &target);
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SDL_RenderCopy(renderer, GAMEOVER_Numbers, (GAMEOVER_NumberRects + GAMEOVER_Digits[i]), &target);
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xOffset += target.w;
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xOffset += target.w - 1;
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}
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}
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GAMEOVER_DrawHorizontalCenter(renderer, GAMEOVER_UploadTexture, (GAMEOVER_UploadRects + GAMEOVER_UploadState), &GAMEOVER_UploadTargetRect);
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} /* GAMEOVER_Draw */
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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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SDL_Rect target = *dstRect;
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target.x = ((width - target.w) / 2);
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SDL_RenderCopy(renderer, texture, srcRect, &target);
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}
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void GAMEOVER_GetDigits(int input, int * digitCount){
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void GAMEOVER_GetDigits(int input, int * digitCount){
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int score = input;
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int score = input;
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int count = 0;
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int count = 0;
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@ -137,7 +153,7 @@ void SCORE_DrawHUD(SDL_Renderer * renderer, Scenery * scenery){
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target.h = (int)roundf((float)(GAMEOVER_NumberRects[GAMEOVER_Digits[i]].h) / GAMEOVER_HUDScale);
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target.h = (int)roundf((float)(GAMEOVER_NumberRects[GAMEOVER_Digits[i]].h) / GAMEOVER_HUDScale);
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target.w = (int)roundf((float)(GAMEOVER_NumberRects[GAMEOVER_Digits[i]].w) / GAMEOVER_HUDScale);
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target.w = (int)roundf((float)(GAMEOVER_NumberRects[GAMEOVER_Digits[i]].w) / GAMEOVER_HUDScale);
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SDL_RenderCopy(renderer, GAMEOVER_Numbers, (GAMEOVER_NumberRects + GAMEOVER_Digits[i]), &target);
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SDL_RenderCopy(renderer, GAMEOVER_Numbers, (GAMEOVER_NumberRects + GAMEOVER_Digits[i]), &target);
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xOffset += target.w;
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xOffset += target.w - 1;
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}
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}
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} /* SCORE_DrawHUD */
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} /* SCORE_DrawHUD */
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@ -145,9 +161,12 @@ void GAMEOVER_Deinitialize(){
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if (GAMEOVER_IsInit) {
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if (GAMEOVER_IsInit) {
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printf("De-initializing Gameover...\n");
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printf("De-initializing Gameover...\n");
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free(GAMEOVER_Digits);
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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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SDL_DestroyTexture(GAMEOVER_Texture);
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SDL_DestroyTexture(GAMEOVER_Texture);
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SDL_DestroyTexture(GAMEOVER_ScoreTexture);
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SDL_DestroyTexture(GAMEOVER_ScoreTexture);
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SDL_DestroyTexture(GAMEOVER_Numbers);
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SDL_DestroyTexture(GAMEOVER_Numbers);
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SDL_DestroyTexture(GAMEOVER_UploadTexture);
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printf("Gameover de-initialized!\n");
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printf("Gameover de-initialized!\n");
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GAMEOVER_IsInit = false;
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GAMEOVER_IsInit = false;
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} else
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} else
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@ -14,9 +14,14 @@
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#include "gamestate.h"
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#include "gamestate.h"
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#include "main.h"
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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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// Enums
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// Prototypes
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// Prototypes
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void GAMEOVER_Initialize(SDL_Renderer * renderer);
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void GAMEOVER_Initialize(SDL_Renderer * renderer);
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void GAMEOVER_Draw(SDL_Renderer * renderer, Scenery * scenery);
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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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void GAMEOVER_GetDigits(int input, int * digitCount);
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void SCORE_DrawHUD(SDL_Renderer * renderer, Scenery * scenery);
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void SCORE_DrawHUD(SDL_Renderer * renderer, Scenery * scenery);
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void GAMEOVER_Deinitialize();
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void GAMEOVER_Deinitialize();
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3
main.c
3
main.c
@ -90,6 +90,9 @@ void GAME_ChangeState(GameState state){
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}
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}
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gameState = state;
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gameState = state;
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switch (gameState) {
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switch (gameState) {
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case Game:
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BALL_ResetPosition(&(scenery.ball));
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break;
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case Highscores:
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case Highscores:
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HIGHSCORES_ReloadList();
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HIGHSCORES_ReloadList();
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HIGHSCORES_GenerateTexture(renderer);
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HIGHSCORES_GenerateTexture(renderer);
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