Block struct works, TODO: Fix rectangle collisions! Fix texture

This commit is contained in:
Michael Chen 2018-01-12 10:47:14 +01:00
parent ab98ff12c5
commit cc5211f84f
4 changed files with 73 additions and 36 deletions

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@ -10,4 +10,4 @@ args = -o
all:
$(compiler) $(warningLevel) $(includes) $(sources) $(linker) $(libs) $(args) $(dir)\$(target)
cd $(dir) && $(target)
start cmd /K "cd $(dir) && $(target)"

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After

Width:  |  Height:  |  Size: 58 KiB

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@ -14,6 +14,7 @@
#define Nullptr(type) (type *)0
#endif // __nullptr__
int BLOCK_TextureCount = 24;
int BREAKOUT_BoxWidth, BREAKOUT_BoxHeight;
SDL_Texture * BALL_Texture;
SDL_Texture * PADDLE_Texture;
@ -23,6 +24,8 @@ SDL_Rect * PADDLE_SourceRects;
SDL_Rect * BLOCK_SourceRects;
Ball ball;
Paddle paddle;
Block * blocks;
int BlockCount = 25; // Move to scenery
Uint8 * PADDLE_MoveLeftKeys, * PADDLE_MoveRightKeys;
double BALL_Speed = 15.0f;
int PADDLE_Speed = 10;
@ -39,12 +42,23 @@ void BREAKOUT_INITIALIZE(SDL_Renderer * renderer, int width, int height){
BREAKOUT_BoxHeight = height;
BALL_Initialize(renderer);
PADDLE_Initialize(renderer);
BLOCK_Initialize(renderer);
ball = BALL_CreateDefault();
paddle = PADDLE_CreateDefault();
blocks = malloc(BlockCount * sizeof(Block));
int index;
for (int y = 0; y < 5; y++) {
index = 5 * y;
for (int x = 0; x < 5; x++) {
blocks[x + index] = BLOCK_CreateDefault();
blocks[x + index].TargetRect.x = 200 * x;
blocks[x + index].TargetRect.y = 100 * y;
}
}
printf("Game initialized!\n");
BREAKOUT_IsInit = true;
} else printf("Game is already initialized!\n");
}
} /* BREAKOUT_INITIALIZE */
void BREAKOUT_ChangeSize(int width, int height){
BREAKOUT_BoxWidth = width;
@ -54,9 +68,15 @@ void BREAKOUT_ChangeSize(int width, int height){
void BREAKOUT_Update(Uint8 * keystate){
BALL_Update(&ball, &paddle);
PADDLE_Update(&paddle, keystate);
for (size_t i = 0; i < BlockCount; i++) {
BLOCK_Update(blocks + i);
}
}
void BREAKOUT_Draw(SDL_Renderer * renderer){
for (size_t i = 0; i < BlockCount; i++) {
BLOCK_Draw(renderer, blocks + i);
}
BALL_Draw(renderer, &ball);
PADDLE_Draw(renderer, &paddle);
}
@ -64,8 +84,18 @@ void BREAKOUT_Draw(SDL_Renderer * renderer){
void BREAKOUT_DEINITIALIZE(){
if (BREAKOUT_IsInit) {
printf("De-initializing Game...\n");
SDL_DestroyTexture(BALL_Texture);
SDL_DestroyTexture(PADDLE_Texture);
for (size_t i = 0; i < BlockCount; i++) {
BLOCK_DestroyObject(blocks + i);
}
free(blocks);
free(PADDLE_MoveLeftKeys);
free(PADDLE_MoveRightKeys);
free(BALL_SourceRects);
free(PADDLE_SourceRects);
free(BLOCK_SourceRects);
BALL_Deinitialize();
PADDLE_Deinitialize();
BLOCK_Deinitialize();
printf("Game de-initialized!\n");
BREAKOUT_IsInit = false;
} else printf("Game is already de-initialized!\n");
@ -88,7 +118,7 @@ Ball BALL_CreateDefault(){
double rotation = (double)(rand() % 360);
return (Ball) {
.Location = (Vector) {.x = BREAKOUT_BoxWidth / 2, .y = BREAKOUT_BoxHeight / 2 },
.Location = (Vector) {.x = BREAKOUT_BoxWidth / 2 + 300, .y = BREAKOUT_BoxHeight / 2 },
.Momentum = (Vector) {.x = 0.0f, .y = BALL_Speed },
.TargetRect = (SDL_Rect) {.x = 0, .y = 0, .w = 50, .h = 50 },
.Size = 25.0f,
@ -166,9 +196,16 @@ void BALL_Update(Ball * obj, Paddle * paddle){
BALL_SteerMomentum(obj, paddle);
(obj->Location) = vectorAdd((obj->Location), (obj->Momentum)); // Maybe remove this
}
oldMomentum = obj->Momentum;
for (size_t i = 0; i < BlockCount; i++) {
BALL_CollideWithRect(obj, &(blocks[i].TargetRect));
(obj->Location) = vectorSub((obj->Location), oldMomentum); // Maybe remove this
(obj->Location) = vectorAdd((obj->Location), (obj->Momentum));
oldMomentum = obj->Momentum;
}
if ((obj->Location).y > BREAKOUT_BoxHeight)
(obj->Location) = (Vector) {.x = BREAKOUT_BoxWidth / 2, .y = BREAKOUT_BoxHeight / 2 }; // Dead
(obj->Location) = (Vector) {.x = BREAKOUT_BoxWidth / 2 + 300, .y = BREAKOUT_BoxHeight / 2 }; // Dead
if ((obj->Location).y < 0.0f)
(obj->Momentum).y = -(obj->Momentum).y;
if ((obj->Location).x < 0.0f || (obj->Location).x > BREAKOUT_BoxWidth - (2 * (obj->Size)))
@ -181,7 +218,7 @@ void BALL_DestroyObject(Ball * obj){
void BALL_Deinitialize(){
if (BALL_IsInit) {
printf("De-initializing Ball...\n");
SDL_DestroyTexture(BALL_Texture);
printf("Ball de-initialized!\n");
BALL_IsInit = false;
} else printf("Ball is already de-initialized!\n");
@ -255,6 +292,7 @@ void PADDLE_DestroyObject(Paddle * obj){
void PADDLE_Deinitialize(){
if (PADDLE_IsInit) {
printf("De-initializing Paddle...\n");
SDL_DestroyTexture(PADDLE_Texture);
printf("Paddle de-initialized!\n");
PADDLE_IsInit = false;
} else printf("Paddle is already de-initialized!\n");
@ -263,51 +301,43 @@ void PADDLE_Deinitialize(){
void BLOCK_Initialize(SDL_Renderer * renderer){
if (!BLOCK_IsInit) {
printf("Initializing Block...\n");
BLOCK_Texture = IMG_LoadTexture(renderer, "assets/images/blocks.png");
if (!BLOCK_Texture) printf("Blocktexture failed to load!\n");
BLOCK_SourceRects = (SDL_Rect *)malloc(24 * sizeof(SDL_Rect));
BLOCK_Texture = IMG_LoadTexture(renderer, "assets/images/blocks_debug.png");
if (!BLOCK_Texture) printf("Block texture failed to load!\n");
BLOCK_SourceRects = (SDL_Rect *)malloc(BLOCK_TextureCount * sizeof(SDL_Rect));
if (!BLOCK_SourceRects) printf("FATAL! Memory allocation failed!\n");
for (int i = 0; i < 24; i++) {
BLOCK_SourceRects[i] = (SDL_Rect) {.x = 0, .y = 500 * i, .w = 1000, .h = 500 };
for (int i = 0; i < BLOCK_TextureCount; i++) {
// TODO: All textures!
BLOCK_SourceRects[i] = (SDL_Rect) {.x = 0, .y = 500 * i * 0, .w = 1000, .h = 500 };
}
printf("Block initialized!\n");
BLOCK_IsInit = true;
} else printf("Block is already initialized!\n");
} /* PADDLE_Initialize */
Block BLOCK_CreateDefault(){
Block BLOCK_CreateDefault() {
int defaultpaddlewidth = 300;
return (Block) {
.TargetRect = (SDL_Rect) {.x = (BREAKOUT_BoxWidth - defaultpaddlewidth) / 2, .y = BREAKOUT_BoxHeight - 100, .w = defaultpaddlewidth, .h = 30 },
.TextureIndex = 0
.TargetRect = (SDL_Rect) {.x = (BREAKOUT_BoxWidth - defaultpaddlewidth) / 2, .y = BREAKOUT_BoxHeight - 100, .w = 150, .h = 75 },
.TextureIndex = (rand() % BLOCK_TextureCount)
}; // Objekt für die Eigenschaften des Balls
}
void BLOCK_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));
void BLOCK_Draw(SDL_Renderer * renderer, Block * obj){
// printf("Block drawn at (%d|%d)!\n", (obj->TargetRect).x, (obj->TargetRect).y);
SDL_RenderCopy(renderer, BLOCK_Texture, (BLOCK_SourceRects + (obj->TextureIndex)), &(obj->TargetRect));
}
void BLOCK_Update(Paddle * obj, Uint8 * keystate){
bool leftKeyPressed = KeyPressed(keystate, PADDLE_MoveLeftKeys), rightKeyPressed = KeyPressed(keystate, PADDLE_MoveRightKeys);
if (leftKeyPressed && (!rightKeyPressed)) {
((obj->TargetRect).x) -= PADDLE_Speed;
} else if ((!leftKeyPressed) && rightKeyPressed) {
((obj->TargetRect).x) += PADDLE_Speed;
}
constrain(&((obj->TargetRect).x), 0, (BREAKOUT_BoxWidth - ((obj->TargetRect).w)));
void BLOCK_Update(Block * obj){
// Do nothing currently
}
void BLOCK_DestroyObject(Paddle * obj){
void BLOCK_DestroyObject(Block * obj){
}
void BLOCK_Deinitialize(){
if (PADDLE_IsInit) {
printf("De-initializing Paddle...\n");
printf("Paddle de-initialized!\n");
PADDLE_IsInit = false;
} else printf("Paddle is already de-initialized!\n");
if (BLOCK_IsInit) {
printf("De-initializing Block...\n");
SDL_DestroyTexture(BLOCK_Texture);
printf("Block de-initialized!\n");
BLOCK_IsInit = false;
} else printf("Block is already de-initialized!\n");
}

View File

@ -39,6 +39,7 @@ Ball BALL_CreateDefault();
void BALL_Draw(SDL_Renderer * renderer, Ball * obj);
bool BALL_CollideWithRect(Ball * obj, SDL_Rect * rect);
bool RECT_Collide(SDL_Rect * rect1, SDL_Rect * rect2);
void BALL_SteerMomentum(Ball * obj, Paddle * paddle);
void BALL_Update(Ball * obj, Paddle * paddle);
void BALL_DestroyObject(Ball * obj);
void BALL_Deinitialize();
@ -50,6 +51,12 @@ void constrain(int * variable, int min, int max);
void PADDLE_Update(Paddle * obj, Uint8 * keystate);
void PADDLE_DestroyObject(Paddle * obj);
void PADDLE_Deinitialize();
void BLOCK_Initialize(SDL_Renderer * renderer);
Block BLOCK_CreateDefault() ;
void BLOCK_Draw(SDL_Renderer * renderer, Block * obj);
void BLOCK_Update(Block * obj);
void BLOCK_DestroyObject(Block * obj);
void BLOCK_Deinitialize();
// End Prototypes
#endif // __breakout_h__