Increasing Difficulty and Start Countdown added

This commit is contained in:
Michael Chen 2018-01-22 23:06:22 +01:00
parent 8aa3cd3550
commit ca643ec62f
5 changed files with 81 additions and 29 deletions

1
.gitignore vendored
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@ -8,6 +8,7 @@ sdl2-config
*.o
*.psd
*.exe
*.json
!bhi.exe
.tags*
*.txt

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bin/assets/images/text.png Normal file

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

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@ -41,6 +41,7 @@ typedef struct sceneryStruct {
Block * blocks;
int BlockCount, Lives, StartCountdown;
bool IsPaused, IsGameOver;
int Frames;
} Scenery; // Objekt für die Objekte und Eigenschaften einer Szenerie
// End Structs