Added return button and size changer

This commit is contained in:
Andreas Neumann 2018-01-25 14:51:33 +01:00
parent affda45ac5
commit c6608cd3e0
4 changed files with 37 additions and 21 deletions

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After

Width:  |  Height:  |  Size: 48 KiB

2
main.c
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@ -184,7 +184,7 @@ void INITIALIZE() {
Load_Textures(renderer); Load_Textures(renderer);
HIGHSCORES_Initialize(); HIGHSCORES_Initialize();
BACKGROUND_Initialize(renderer, width, height); BACKGROUND_Initialize(renderer, width, height);
Settings_Initialize(renderer); Settings_Initialize(renderer,&scenery);
printf("Initializing finished!\n"); printf("Initializing finished!\n");
} /* INITIALIZE */ } /* INITIALIZE */

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@ -10,42 +10,46 @@
#define Scalar_width 20 #define Scalar_width 20
#define Bar_width 400 #define Bar_width 400
#define round(x) ((int) ((x) + .5)) #define round(x) ((int) ((x) + .5))
#define distance(x1,y1,x2,y2) ((int)(sqrt(pow(x2-x1,2)+pow(y2-y1,2))))
SDL_Texture* Settings_Texture; SDL_Texture* Settings_Texture;
SDL_Texture* Settings_Ball_Texture; SDL_Texture* Settings_Return_Button_Texture;
SDL_Rect Settings_rect; SDL_Rect Settings_rect;
SDL_Rect Settings_Ball_rect; SDL_Rect Settings_Return_Button_rect;
Slider BV; Slider BV;
Slider BS; Slider BS;
Slider BT; Slider BT;
Uint32 Mousestate;
bool Settings_IsInit=false; bool Settings_IsInit=false;
void Settings_Initialize (SDL_Renderer* renderer) { void Settings_Initialize (SDL_Renderer* renderer,Scenery* scenery) {
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,1.5);
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,30,100,&BS,scenery->ball.TargetRect.w);
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,scenery->ball.TextureIndex);
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 = 180, .w=313, .h=100}; Settings_rect = (SDL_Rect){.x = 800, .y = 180, .w=313, .h=100};
Settings_Ball_Texture = IMG_LoadTexture(renderer, "assets/images/ball.png"); Settings_Return_Button_Texture = IMG_LoadTexture(renderer, "assets/images/return_button.png");
Settings_Ball_rect = (SDL_Rect){.x = 1200, .y = 300, .w=100, .h=100}; Settings_Return_Button_rect = (SDL_Rect){.x = 200, .y = 200, .w=75, .h=75};
Settings_IsInit = true; Settings_IsInit = true;
} }
void Settings_Draw (SDL_Renderer* renderer,Scenery* scenery) { void Settings_Draw (SDL_Renderer* renderer,Scenery* scenery) {
double x; double x;
scenery->ball.TargetRect.x=900;
scenery->ball.TargetRect.y=700;
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_Return_Button_Texture, NULL, &Settings_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);
mapping(&x,&BS);
scenery->ball.Speed=x;
mapping(&x,&BT); mapping(&x,&BT);
x=round(x); scenery->ball.TextureIndex=round(x);
scenery->ball.TextureIndex=x; mapping(&x,&BS);
scenery->ball.TargetRect.w=x;
scenery->ball.TargetRect.h=x;
Settings_Return();
} }
void Settings_Deinitialize(){ void Settings_Deinitialize(){
@ -60,7 +64,7 @@ void Draw_Slider(SDL_Renderer* renderer,Slider* beta){
SDL_SetRenderDrawColor(renderer,255,255,255,255); SDL_SetRenderDrawColor(renderer,255,255,255,255);
SDL_RenderDrawRect(renderer,&beta->Bar_rect); SDL_RenderDrawRect(renderer,&beta->Bar_rect);
int x,y; int x,y;
Uint32 Mousestate=SDL_GetMouseState(&x,&y); Mousestate=SDL_GetMouseState(&x,&y);
if(y<=((beta->Bar_rect.y)+(beta->Bar_rect.h))&&y>=(beta->Bar_rect.y)&&x<=(beta->Bar_rect.w+beta->Bar_rect.x)&&x>=(beta->Bar_rect.x)&&(Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT))){ if(y<=((beta->Bar_rect.y)+(beta->Bar_rect.h))&&y>=(beta->Bar_rect.y)&&x<=(beta->Bar_rect.w+beta->Bar_rect.x)&&x>=(beta->Bar_rect.x)&&(Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT))){
SDL_RenderFillRect(renderer,&beta->Scalar_rect); SDL_RenderFillRect(renderer,&beta->Scalar_rect);
SDL_RenderDrawRect(renderer,&beta->Scalar_rect); SDL_RenderDrawRect(renderer,&beta->Scalar_rect);
@ -90,10 +94,17 @@ void mapping(double *x,Slider* beta){
*x=((beta->max-beta->min)/(beta->Bar_rect.w-(beta->Scalar_rect.w)))*(beta->Slider_value-beta->Bar_rect.x-beta->Scalar_rect.w/2)+beta->min; *x=((beta->max-beta->min)/(beta->Bar_rect.w-(beta->Scalar_rect.w)))*(beta->Slider_value-beta->Bar_rect.x-beta->Scalar_rect.w/2)+beta->min;
} }
void Initialize_Slider(int x,int y,int sw,int bw,int h,double min,double max,Slider* beta){ void Initialize_Slider(int x,int y,int sw,int bw,int h,double min,double max,Slider* beta,double defaultvalue){
beta->Scalar_rect = (SDL_Rect){.x=x,.y=y,.w=sw,.h=h}; beta->Scalar_rect = (SDL_Rect){.x=(defaultvalue-min)/(max-min)*(bw-sw/2)+x,.y=y,.w=sw,.h=h};
beta->Bar_rect = (SDL_Rect){.x=x,.y=y,.w=bw,.h=h}; beta->Bar_rect = (SDL_Rect){.x=x,.y=y,.w=bw,.h=h};
beta->max=max; beta->max=max;
beta->min=min; beta->min=min;
beta->Slider_value=x+beta->Scalar_rect.w/2; beta->Slider_value=(defaultvalue-min)/(max-min)*(bw-sw/2)+x;
}
void Settings_Return(Scenery* scenery){
int x,y;
Mousestate=SDL_GetMouseState(&x,&y);
if((distance(x,y,237,237)<=37)&&(Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT)))
GAME_ChangeState(MainMenu);
} }

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@ -7,7 +7,10 @@
#include <SDL2/SDL.h> #include <SDL2/SDL.h>
#include <SDL2/SDL_image.h> #include <SDL2/SDL_image.h>
#include <stdbool.h> #include <stdbool.h>
#include <math.h>
#include "breakout.h" #include "breakout.h"
#include "gamestate.h"
#include "main.h"
typedef struct sliderstruct { typedef struct sliderstruct {
SDL_Rect Bar_rect; SDL_Rect Bar_rect;
@ -22,12 +25,14 @@ void Draw_Slider(SDL_Renderer* renderer,Slider* beta);
void Draw_Ballstate(SDL_Renderer* renderer,Scenery* scenery); void Draw_Ballstate(SDL_Renderer* renderer,Scenery* scenery);
void Settings_Initialize (SDL_Renderer* renderer); void Settings_Initialize (SDL_Renderer* renderer,Scenery* scenery);
void Initialize_Slider(int x,int y,int sw,int bw,int h,double min,double max,Slider* beta); void Initialize_Slider(int x,int y,int sw,int bw,int h,double min,double max,Slider* beta,double defaultvalue);
void Settings_Deinitialize(); void Settings_Deinitialize();
void mapping(double *x,Slider* beta); void mapping(double *x,Slider* beta);
void Settings_Return();
#endif #endif