Increasing Difficulty and Start Countdown added
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.gitignore
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@ -8,6 +8,7 @@ sdl2-config
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*.o
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*.psd
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*.exe
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*.json
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!bhi.exe
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.tags*
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*.txt
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Before Width: | Height: | Size: 155 KiB After Width: | Height: | Size: 2.5 MiB |
BIN
bin/assets/images/text.png
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BIN
bin/assets/images/text.png
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After Width: | Height: | Size: 184 KiB |
108
breakout.c
108
breakout.c
@ -12,20 +12,30 @@
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extern float XScale, YScale;
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#define BALL_TexturePath "assets/images/ball.png"
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#define PADDLE_TexturePath "assets/images/paddle.png"
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#define BLOCK_TexturePath "assets/images/spritesheet.png"
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#define BALL_TexturePath "assets/images/ball.png"
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#define PADDLE_TexturePath "assets/images/paddle.png"
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#define BLOCK_TexturePath "assets/images/spritesheet.png"
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#define BRAEKOUT_CountdownTexturePath "assets/images/text.png"
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#define BALL_MinSpeed 8.0f
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#define BALL_MaxSpeed 50.0f
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#define BALL_AccelerationTime 18000
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#ifndef __nullptr__
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#define Nullptr(type) (type *)0
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#endif // __nullptr__
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float PADDLE_SmoothFactor = 0.1f;
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int BLOCK_TextureCount = 24;
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int BALL_TextureCount = 9;
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int GAME_CountdownTextureCount = 4;
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int PADDLE_TextureCount = 9;
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int BREAKOUT_BoxWidth, BREAKOUT_BoxHeight;
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SDL_Texture * BALL_Texture;
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SDL_Texture * GAME_CountdownTexture;
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SDL_Texture * PADDLE_Texture;
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SDL_Texture * BLOCK_Texture;
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SDL_Rect * BALL_SourceRects;
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SDL_Rect * GAME_CountdownSourceRects;
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SDL_Rect * PADDLE_SourceRects;
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SDL_Rect * BLOCK_SourceRects;
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Uint8 * PADDLE_MoveLeftKeys, * PADDLE_MoveRightKeys;
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@ -43,6 +53,15 @@ void BREAKOUT_INITIALIZE(SDL_Renderer * renderer, int width, int height){
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BALL_Initialize(renderer);
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PADDLE_Initialize(renderer);
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BLOCK_Initialize(renderer);
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GAME_CountdownTexture = IMG_LoadTexture(renderer, BRAEKOUT_CountdownTexturePath);
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if (!GAME_CountdownTexture) printf("Coutndown texture failed to load!\n");
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GAME_CountdownTextureCount = 4;
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GAME_CountdownSourceRects = (SDL_Rect *)malloc(GAME_CountdownTextureCount * sizeof(SDL_Rect));
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if (!GAME_CountdownSourceRects) printf("FATAL! Memory allocation failed!\n");
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GAME_CountdownSourceRects[0] = (SDL_Rect) {.x = 1, .y = 668, .w = 1000, .h = 732 };
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GAME_CountdownSourceRects[1] = (SDL_Rect) {.x = 1, .y = 1, .w = 242, .h = 665 };
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GAME_CountdownSourceRects[2] = (SDL_Rect) {.x = 245, .y = 1, .w = 443, .h = 665 };
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GAME_CountdownSourceRects[3] = (SDL_Rect) {.x = 690, .y = 1, .w = 443, .h = 665 };
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printf("Game initialized!\n");
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BREAKOUT_IsInit = true;
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} else printf("Game is already initialized!\n");
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@ -57,6 +76,7 @@ Scenery BREAKOUT_CreateDefault(){
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scenery.ball = BALL_CreateDefault();
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scenery.paddle = PADDLE_CreateDefault();
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scenery.blocks = malloc(scenery.BlockCount * sizeof(Block));
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scenery.Frames = 0;
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if (!(scenery.blocks)) printf("FATAL! Memory allocation failed!\n");
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scenery.IsPaused = false;
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scenery.Lives = 3;
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@ -87,11 +107,13 @@ void BREAKOUT_Update(Scenery * scenery, const Uint8 * keystate){
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// Render "Countdown"
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return;
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}
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(scenery->Frames)++;
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if (scenery->IsGameOver) {
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BALL_ResetPosition(&(scenery->ball));
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PADDLE_ResetPosition(&(scenery->paddle));
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scenery->StartCountdown = 240;
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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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printf("Game over, no lives left!\n");
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else
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@ -111,16 +133,27 @@ void BREAKOUT_Draw(Scenery * scenery, SDL_Renderer * renderer){
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}
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BALL_Draw(renderer, &(scenery->ball));
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PADDLE_Draw(renderer, &(scenery->paddle));
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if ((scenery->StartCountdown) > 0) { // ! Render Z-Layer !
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SDL_Rect * rect = GAME_CountdownSourceRects + (((scenery->StartCountdown) - 1) / 60);
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SDL_Rect target = *rect;
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target.x = ((BREAKOUT_BoxWidth - (rect->w)) / 2);
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target.y = ((BREAKOUT_BoxHeight - (rect->h)) / 2);
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printf("Texture From: %d, %d, %d, %d\n", rect->x, rect->y, rect->w, rect->h);
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printf("Texture To: %d, %d, %d, %d\n", target.x, target.y, target.w, target.h);
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SDL_RenderCopy(renderer, GAME_CountdownTexture, rect, &target);
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}
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}
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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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SDL_DestroyTexture(GAME_CountdownTexture);
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free(PADDLE_MoveLeftKeys);
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free(PADDLE_MoveRightKeys);
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free(BALL_SourceRects);
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free(PADDLE_SourceRects);
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free(BLOCK_SourceRects);
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free(GAME_CountdownSourceRects);
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BALL_Deinitialize();
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PADDLE_Deinitialize();
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BLOCK_Deinitialize();
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@ -143,24 +176,33 @@ void BALL_Initialize(SDL_Renderer * renderer){
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printf("Initializing Ball...\n");
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BALL_Texture = IMG_LoadTexture(renderer, BALL_TexturePath);
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if (!BALL_Texture) printf("Ball texture failed to load!\n");
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BALL_SourceRects = (SDL_Rect *)malloc(1 * sizeof(SDL_Rect));
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BALL_TextureCount = 9;
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BALL_SourceRects = (SDL_Rect *)malloc(BALL_TextureCount * sizeof(SDL_Rect));
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if (!BALL_SourceRects) printf("FATAL! Memory allocation failed!\n");
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BALL_SourceRects[0] = (SDL_Rect) {.x = 0, .y = 0, .w = 512, .h = 512 };
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BALL_SourceRects[0] = (SDL_Rect) {.x = 1029, .y = 1029, .w = 512, .h = 512 };
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BALL_SourceRects[1] = (SDL_Rect) {.x = 1, .y = 1, .w = 512, .h = 512 };
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BALL_SourceRects[2] = (SDL_Rect) {.x = 1, .y = 515, .w = 512, .h = 512 };
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BALL_SourceRects[3] = (SDL_Rect) {.x = 1, .y = 1029, .w = 512, .h = 512 };
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BALL_SourceRects[4] = (SDL_Rect) {.x = 515, .y = 1, .w = 512, .h = 512 };
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BALL_SourceRects[5] = (SDL_Rect) {.x = 1029, .y = 1, .w = 512, .h = 512 };
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BALL_SourceRects[6] = (SDL_Rect) {.x = 515, .y = 515, .w = 512, .h = 512 };
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BALL_SourceRects[7] = (SDL_Rect) {.x = 515, .y = 1029, .w = 512, .h = 512 };
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BALL_SourceRects[8] = (SDL_Rect) {.x = 1029, .y = 515, .w = 512, .h = 512 };
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printf("Ball initialized!\n");
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BALL_IsInit = true;
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} else printf("Ball is already initialized!\n");
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}
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} /* BALL_Initialize */
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Ball BALL_CreateDefault(){
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double rotation = (double)(rand() % 360);
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return (Ball) {
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.Location = (Vector) {.x = BREAKOUT_BoxWidth / 2 - 15, .y = BREAKOUT_BoxHeight - 130 },
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.Location = (Vector) {.x = BREAKOUT_BoxWidth / 2 - 15, .y = BREAKOUT_BoxHeight - 132 },
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.Momentum = (Vector) {.x = 0.0f, .y = 15.0f },
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.TargetRect = (SDL_Rect) {.x = BREAKOUT_BoxWidth / 2 - 15, .y = BREAKOUT_BoxHeight - 130, .w = 30, .h = 30 },
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.Size = 15.0f,
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.Rotation = rotation,
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.RotationValue = 2,
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.RotationValue = 5,
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.TextureIndex = 0,
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.Speed = 15.0f
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}; // Objekt für die Eigenschaften des Balls
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@ -170,6 +212,7 @@ void BALL_ResetPosition(Ball * obj){
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(obj->Location).x = BREAKOUT_BoxWidth / 2 - 15;
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(obj->Location).y = BREAKOUT_BoxHeight - 130;
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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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}
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void BALL_Draw(SDL_Renderer * renderer, Ball * obj){
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@ -289,7 +332,16 @@ bool BALL_CollideWithPaddle(Ball * obj, Paddle * paddle){
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return false;
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} /* BALL_CollideWithPaddle */
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void BALL_AdaptSpeedGradient(Ball * obj, int FrameCount){
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if (FrameCount > BALL_AccelerationTime)
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obj->Speed = BALL_MaxSpeed;
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else
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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_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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Block * blocks = (scenery->blocks);
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Paddle * paddle = &(scenery->paddle);
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int BlockCount = scenery->BlockCount;
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@ -361,7 +413,7 @@ Paddle PADDLE_CreateDefault(){
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.TextureIndex = 0,
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.Speed = 10,
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.SteeringAngle = 40.0f,
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.Mode = KeyboardControl
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.Mode = MouseControl
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}; // Objekt für die Eigenschaften des Balls
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}
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@ -373,8 +425,6 @@ void PADDLE_ResetPosition(Paddle * obj){
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void PADDLE_Draw(SDL_Renderer * renderer, Paddle * obj){
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// printf("Paddle drawn at (%d|%d)!\n", (obj->TargetRect).x, (obj->TargetRect).x);
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SDL_RenderCopy(renderer, PADDLE_Texture, PADDLE_SourceRects + (obj->TextureIndex), &(obj->TargetRect));
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// SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
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// SDL_RenderDrawRect(renderer, &(obj->TargetRect));
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}
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bool KeyPressed(const Uint8 * keystate, Uint8 * keyArray){
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@ -398,36 +448,36 @@ void DOUBLE_Constrain(double * variable, double min, double max){
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*variable = min;
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}
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void PADDLE_MoveSmooth(Paddle * obj){
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int mouseX, paddleXMid, halfPaddle = ((obj->TargetRect).w / 2);
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SDL_GetMouseState(&mouseX, NULL);
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mouseX = (int)roundf((float)mouseX / XScale);
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paddleXMid = halfPaddle + (obj->TargetRect.x); // Current State
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(obj->TargetRect).x = paddleXMid - (int)roundf((float)(paddleXMid - mouseX) * PADDLE_SmoothFactor) - halfPaddle;
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}
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void PADDLE_Update(Paddle * obj, const Uint8 * keystate){
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bool leftKeyPressed = false, rightKeyPressed = false;
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int paddleXMid = (obj->TargetRect).x + ((obj->TargetRect).w / 2);
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int mouseX;
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bool leftKeyPressed, rightKeyPressed;
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switch (obj->Mode) {
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case MouseControl:
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SDL_GetMouseState(&mouseX, NULL);
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mouseX = (int)roundf((float)mouseX / XScale);
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if (abs(mouseX - paddleXMid) > (obj->Speed)) {
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if (mouseX > paddleXMid)
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rightKeyPressed = true;
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else
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leftKeyPressed = true;
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}
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PADDLE_MoveSmooth(obj);
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break;
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case KeyboardControl:
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leftKeyPressed = KeyPressed(keystate, PADDLE_MoveLeftKeys);
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rightKeyPressed = KeyPressed(keystate, PADDLE_MoveRightKeys);
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if (leftKeyPressed && (!rightKeyPressed)) {
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((obj->TargetRect).x) -= (obj->Speed);
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} else if ((!leftKeyPressed) && rightKeyPressed) {
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((obj->TargetRect).x) += (obj->Speed);
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}
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break;
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default:
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printf("Unknown Paddle Control Mode: %d!\n", obj->Mode);
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break;
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}
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if (leftKeyPressed && (!rightKeyPressed)) {
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((obj->TargetRect).x) -= (obj->Speed);
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} else if ((!leftKeyPressed) && rightKeyPressed) {
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((obj->TargetRect).x) += (obj->Speed);
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}
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} /* switch */
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INT_Constrain(&((obj->TargetRect).x), 0, (BREAKOUT_BoxWidth - ((obj->TargetRect).w)));
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} /* PADDLE_Update */
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@ -41,6 +41,7 @@ typedef struct sceneryStruct {
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Block * blocks;
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int BlockCount, Lives, StartCountdown;
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bool IsPaused, IsGameOver;
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int Frames;
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} Scenery; // Objekt für die Objekte und Eigenschaften einer Szenerie
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// End Structs
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