Block struct works, TODO: Fix rectangle collisions! Fix texture
This commit is contained in:
parent
ab98ff12c5
commit
cc5211f84f
2
Makefile
2
Makefile
@ -10,4 +10,4 @@ args = -o
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all:
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all:
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$(compiler) $(warningLevel) $(includes) $(sources) $(linker) $(libs) $(args) $(dir)\$(target)
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$(compiler) $(warningLevel) $(includes) $(sources) $(linker) $(libs) $(args) $(dir)\$(target)
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cd $(dir) && $(target)
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start cmd /K "cd $(dir) && $(target)"
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BIN
bin/assets/images/blocks_debug.png
Normal file
BIN
bin/assets/images/blocks_debug.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 58 KiB |
100
breakout.c
100
breakout.c
@ -14,6 +14,7 @@
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#define Nullptr(type) (type *)0
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#define Nullptr(type) (type *)0
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#endif // __nullptr__
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#endif // __nullptr__
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int BLOCK_TextureCount = 24;
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int BREAKOUT_BoxWidth, BREAKOUT_BoxHeight;
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int BREAKOUT_BoxWidth, BREAKOUT_BoxHeight;
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SDL_Texture * BALL_Texture;
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SDL_Texture * BALL_Texture;
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SDL_Texture * PADDLE_Texture;
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SDL_Texture * PADDLE_Texture;
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@ -23,6 +24,8 @@ SDL_Rect * PADDLE_SourceRects;
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SDL_Rect * BLOCK_SourceRects;
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SDL_Rect * BLOCK_SourceRects;
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Ball ball;
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Ball ball;
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Paddle paddle;
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Paddle paddle;
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Block * blocks;
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int BlockCount = 25; // Move to scenery
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Uint8 * PADDLE_MoveLeftKeys, * PADDLE_MoveRightKeys;
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Uint8 * PADDLE_MoveLeftKeys, * PADDLE_MoveRightKeys;
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double BALL_Speed = 15.0f;
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double BALL_Speed = 15.0f;
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int PADDLE_Speed = 10;
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int PADDLE_Speed = 10;
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@ -39,12 +42,23 @@ void BREAKOUT_INITIALIZE(SDL_Renderer * renderer, int width, int height){
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BREAKOUT_BoxHeight = height;
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BREAKOUT_BoxHeight = height;
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BALL_Initialize(renderer);
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BALL_Initialize(renderer);
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PADDLE_Initialize(renderer);
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PADDLE_Initialize(renderer);
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BLOCK_Initialize(renderer);
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ball = BALL_CreateDefault();
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ball = BALL_CreateDefault();
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paddle = PADDLE_CreateDefault();
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paddle = PADDLE_CreateDefault();
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blocks = malloc(BlockCount * sizeof(Block));
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int index;
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for (int y = 0; y < 5; y++) {
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index = 5 * y;
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for (int x = 0; x < 5; x++) {
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blocks[x + index] = BLOCK_CreateDefault();
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blocks[x + index].TargetRect.x = 200 * x;
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blocks[x + index].TargetRect.y = 100 * y;
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}
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}
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printf("Game initialized!\n");
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printf("Game initialized!\n");
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BREAKOUT_IsInit = true;
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BREAKOUT_IsInit = true;
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} else printf("Game is already initialized!\n");
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} else printf("Game is already initialized!\n");
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}
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} /* BREAKOUT_INITIALIZE */
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void BREAKOUT_ChangeSize(int width, int height){
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void BREAKOUT_ChangeSize(int width, int height){
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BREAKOUT_BoxWidth = width;
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BREAKOUT_BoxWidth = width;
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@ -54,9 +68,15 @@ void BREAKOUT_ChangeSize(int width, int height){
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void BREAKOUT_Update(Uint8 * keystate){
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void BREAKOUT_Update(Uint8 * keystate){
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BALL_Update(&ball, &paddle);
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BALL_Update(&ball, &paddle);
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PADDLE_Update(&paddle, keystate);
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PADDLE_Update(&paddle, keystate);
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for (size_t i = 0; i < BlockCount; i++) {
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BLOCK_Update(blocks + i);
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}
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}
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}
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void BREAKOUT_Draw(SDL_Renderer * renderer){
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void BREAKOUT_Draw(SDL_Renderer * renderer){
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for (size_t i = 0; i < BlockCount; i++) {
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BLOCK_Draw(renderer, blocks + i);
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}
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BALL_Draw(renderer, &ball);
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BALL_Draw(renderer, &ball);
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PADDLE_Draw(renderer, &paddle);
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PADDLE_Draw(renderer, &paddle);
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}
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}
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@ -64,8 +84,18 @@ void BREAKOUT_Draw(SDL_Renderer * renderer){
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void BREAKOUT_DEINITIALIZE(){
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void BREAKOUT_DEINITIALIZE(){
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if (BREAKOUT_IsInit) {
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if (BREAKOUT_IsInit) {
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printf("De-initializing Game...\n");
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printf("De-initializing Game...\n");
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SDL_DestroyTexture(BALL_Texture);
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for (size_t i = 0; i < BlockCount; i++) {
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SDL_DestroyTexture(PADDLE_Texture);
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BLOCK_DestroyObject(blocks + i);
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}
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free(blocks);
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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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BALL_Deinitialize();
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PADDLE_Deinitialize();
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BLOCK_Deinitialize();
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printf("Game de-initialized!\n");
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printf("Game de-initialized!\n");
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BREAKOUT_IsInit = false;
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BREAKOUT_IsInit = false;
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} else printf("Game is already de-initialized!\n");
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} else printf("Game is already de-initialized!\n");
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@ -88,7 +118,7 @@ Ball BALL_CreateDefault(){
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double rotation = (double)(rand() % 360);
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double rotation = (double)(rand() % 360);
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return (Ball) {
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return (Ball) {
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.Location = (Vector) {.x = BREAKOUT_BoxWidth / 2, .y = BREAKOUT_BoxHeight / 2 },
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.Location = (Vector) {.x = BREAKOUT_BoxWidth / 2 + 300, .y = BREAKOUT_BoxHeight / 2 },
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.Momentum = (Vector) {.x = 0.0f, .y = BALL_Speed },
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.Momentum = (Vector) {.x = 0.0f, .y = BALL_Speed },
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.TargetRect = (SDL_Rect) {.x = 0, .y = 0, .w = 50, .h = 50 },
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.TargetRect = (SDL_Rect) {.x = 0, .y = 0, .w = 50, .h = 50 },
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.Size = 25.0f,
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.Size = 25.0f,
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@ -166,9 +196,16 @@ void BALL_Update(Ball * obj, Paddle * paddle){
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BALL_SteerMomentum(obj, paddle);
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BALL_SteerMomentum(obj, paddle);
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(obj->Location) = vectorAdd((obj->Location), (obj->Momentum)); // Maybe remove this
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(obj->Location) = vectorAdd((obj->Location), (obj->Momentum)); // Maybe remove this
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}
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}
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oldMomentum = obj->Momentum;
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for (size_t i = 0; i < BlockCount; i++) {
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BALL_CollideWithRect(obj, &(blocks[i].TargetRect));
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(obj->Location) = vectorSub((obj->Location), oldMomentum); // Maybe remove this
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(obj->Location) = vectorAdd((obj->Location), (obj->Momentum));
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oldMomentum = obj->Momentum;
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}
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if ((obj->Location).y > BREAKOUT_BoxHeight)
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if ((obj->Location).y > BREAKOUT_BoxHeight)
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(obj->Location) = (Vector) {.x = BREAKOUT_BoxWidth / 2, .y = BREAKOUT_BoxHeight / 2 }; // Dead
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(obj->Location) = (Vector) {.x = BREAKOUT_BoxWidth / 2 + 300, .y = BREAKOUT_BoxHeight / 2 }; // Dead
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if ((obj->Location).y < 0.0f)
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if ((obj->Location).y < 0.0f)
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(obj->Momentum).y = -(obj->Momentum).y;
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(obj->Momentum).y = -(obj->Momentum).y;
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if ((obj->Location).x < 0.0f || (obj->Location).x > BREAKOUT_BoxWidth - (2 * (obj->Size)))
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if ((obj->Location).x < 0.0f || (obj->Location).x > BREAKOUT_BoxWidth - (2 * (obj->Size)))
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@ -181,7 +218,7 @@ void BALL_DestroyObject(Ball * obj){
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void BALL_Deinitialize(){
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void BALL_Deinitialize(){
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if (BALL_IsInit) {
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if (BALL_IsInit) {
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printf("De-initializing Ball...\n");
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printf("De-initializing Ball...\n");
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SDL_DestroyTexture(BALL_Texture);
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printf("Ball de-initialized!\n");
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printf("Ball de-initialized!\n");
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BALL_IsInit = false;
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BALL_IsInit = false;
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} else printf("Ball is already de-initialized!\n");
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} else printf("Ball is already de-initialized!\n");
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@ -255,6 +292,7 @@ void PADDLE_DestroyObject(Paddle * obj){
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void PADDLE_Deinitialize(){
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void PADDLE_Deinitialize(){
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if (PADDLE_IsInit) {
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if (PADDLE_IsInit) {
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printf("De-initializing Paddle...\n");
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printf("De-initializing Paddle...\n");
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SDL_DestroyTexture(PADDLE_Texture);
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printf("Paddle de-initialized!\n");
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printf("Paddle de-initialized!\n");
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PADDLE_IsInit = false;
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PADDLE_IsInit = false;
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} else printf("Paddle is already de-initialized!\n");
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} else printf("Paddle is already de-initialized!\n");
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@ -263,51 +301,43 @@ void PADDLE_Deinitialize(){
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void BLOCK_Initialize(SDL_Renderer * renderer){
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void BLOCK_Initialize(SDL_Renderer * renderer){
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if (!BLOCK_IsInit) {
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if (!BLOCK_IsInit) {
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printf("Initializing Block...\n");
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printf("Initializing Block...\n");
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BLOCK_Texture = IMG_LoadTexture(renderer, "assets/images/blocks.png");
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BLOCK_Texture = IMG_LoadTexture(renderer, "assets/images/blocks_debug.png");
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if (!BLOCK_Texture) printf("Blocktexture failed to load!\n");
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if (!BLOCK_Texture) printf("Block texture failed to load!\n");
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BLOCK_SourceRects = (SDL_Rect *)malloc(24 * sizeof(SDL_Rect));
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BLOCK_SourceRects = (SDL_Rect *)malloc(BLOCK_TextureCount * sizeof(SDL_Rect));
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if (!BLOCK_SourceRects) printf("FATAL! Memory allocation failed!\n");
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if (!BLOCK_SourceRects) printf("FATAL! Memory allocation failed!\n");
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for (int i = 0; i < 24; i++) {
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for (int i = 0; i < BLOCK_TextureCount; i++) {
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BLOCK_SourceRects[i] = (SDL_Rect) {.x = 0, .y = 500 * i, .w = 1000, .h = 500 };
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// TODO: All textures!
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BLOCK_SourceRects[i] = (SDL_Rect) {.x = 0, .y = 500 * i * 0, .w = 1000, .h = 500 };
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}
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}
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printf("Block initialized!\n");
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printf("Block initialized!\n");
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BLOCK_IsInit = true;
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BLOCK_IsInit = true;
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} else printf("Block is already initialized!\n");
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} else printf("Block is already initialized!\n");
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} /* PADDLE_Initialize */
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} /* PADDLE_Initialize */
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Block BLOCK_CreateDefault(){
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Block BLOCK_CreateDefault() {
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int defaultpaddlewidth = 300;
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int defaultpaddlewidth = 300;
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return (Block) {
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return (Block) {
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.TargetRect = (SDL_Rect) {.x = (BREAKOUT_BoxWidth - defaultpaddlewidth) / 2, .y = BREAKOUT_BoxHeight - 100, .w = defaultpaddlewidth, .h = 30 },
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.TargetRect = (SDL_Rect) {.x = (BREAKOUT_BoxWidth - defaultpaddlewidth) / 2, .y = BREAKOUT_BoxHeight - 100, .w = 150, .h = 75 },
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.TextureIndex = 0
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.TextureIndex = (rand() % BLOCK_TextureCount)
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}; // Objekt für die Eigenschaften des Balls
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}; // Objekt für die Eigenschaften des Balls
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}
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}
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void BLOCK_Draw(SDL_Renderer * renderer, Paddle * obj){
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void BLOCK_Draw(SDL_Renderer * renderer, Block * obj){
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// printf("Paddle drawn at (%d|%d)!\n", (obj->TargetRect).x, (obj->TargetRect).x);
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// printf("Block drawn at (%d|%d)!\n", (obj->TargetRect).x, (obj->TargetRect).y);
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// SDL_RenderCopy(renderer, PADDLE_Texture, PADDLE_SourceRects + (obj->TextureIndex), &(obj->TargetRect));
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SDL_RenderCopy(renderer, BLOCK_Texture, (BLOCK_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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}
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void BLOCK_Update(Paddle * obj, Uint8 * keystate){
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void BLOCK_Update(Block * obj){
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bool leftKeyPressed = KeyPressed(keystate, PADDLE_MoveLeftKeys), rightKeyPressed = KeyPressed(keystate, PADDLE_MoveRightKeys);
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// Do nothing currently
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if (leftKeyPressed && (!rightKeyPressed)) {
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((obj->TargetRect).x) -= PADDLE_Speed;
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} else if ((!leftKeyPressed) && rightKeyPressed) {
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((obj->TargetRect).x) += PADDLE_Speed;
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}
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constrain(&((obj->TargetRect).x), 0, (BREAKOUT_BoxWidth - ((obj->TargetRect).w)));
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}
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}
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void BLOCK_DestroyObject(Paddle * obj){
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void BLOCK_DestroyObject(Block * obj){
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}
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}
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void BLOCK_Deinitialize(){
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void BLOCK_Deinitialize(){
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if (PADDLE_IsInit) {
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if (BLOCK_IsInit) {
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printf("De-initializing Paddle...\n");
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printf("De-initializing Block...\n");
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SDL_DestroyTexture(BLOCK_Texture);
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printf("Paddle de-initialized!\n");
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printf("Block de-initialized!\n");
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PADDLE_IsInit = false;
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BLOCK_IsInit = false;
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} else printf("Paddle is already de-initialized!\n");
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} else printf("Block is already de-initialized!\n");
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}
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}
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@ -39,6 +39,7 @@ Ball BALL_CreateDefault();
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void BALL_Draw(SDL_Renderer * renderer, Ball * obj);
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void BALL_Draw(SDL_Renderer * renderer, Ball * obj);
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bool BALL_CollideWithRect(Ball * obj, SDL_Rect * rect);
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bool BALL_CollideWithRect(Ball * obj, SDL_Rect * rect);
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bool RECT_Collide(SDL_Rect * rect1, SDL_Rect * rect2);
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bool RECT_Collide(SDL_Rect * rect1, SDL_Rect * rect2);
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void BALL_SteerMomentum(Ball * obj, Paddle * paddle);
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void BALL_Update(Ball * obj, Paddle * paddle);
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void BALL_Update(Ball * obj, Paddle * paddle);
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void BALL_DestroyObject(Ball * obj);
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void BALL_DestroyObject(Ball * obj);
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void BALL_Deinitialize();
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void BALL_Deinitialize();
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@ -50,6 +51,12 @@ void constrain(int * variable, int min, int max);
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void PADDLE_Update(Paddle * obj, Uint8 * keystate);
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void PADDLE_Update(Paddle * obj, Uint8 * keystate);
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void PADDLE_DestroyObject(Paddle * obj);
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void PADDLE_DestroyObject(Paddle * obj);
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void PADDLE_Deinitialize();
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void PADDLE_Deinitialize();
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void BLOCK_Initialize(SDL_Renderer * renderer);
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Block BLOCK_CreateDefault() ;
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void BLOCK_Draw(SDL_Renderer * renderer, Block * obj);
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void BLOCK_Update(Block * obj);
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void BLOCK_DestroyObject(Block * obj);
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void BLOCK_Deinitialize();
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// End Prototypes
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// End Prototypes
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#endif // __breakout_h__
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#endif // __breakout_h__
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