Merge branch 'dev'
This commit is contained in:
commit
cde0ae9bc9
2
.gitignore
vendored
2
.gitignore
vendored
@ -8,7 +8,9 @@
|
||||
sdl2-config
|
||||
*.exclude
|
||||
*.o
|
||||
highscoretest.c
|
||||
*.psd
|
||||
*.exe
|
||||
!bhi.exe
|
||||
.tags*
|
||||
*.txt
|
||||
|
BIN
Dokumentation.pdf
Normal file
BIN
Dokumentation.pdf
Normal file
Binary file not shown.
5
Makefile
5
Makefile
@ -10,7 +10,4 @@ args = -o
|
||||
|
||||
all:
|
||||
$(compiler) $(warningLevel) $(includes) $(sources) $(linker) $(libs) $(args) $(dir)\$(target)
|
||||
|
||||
run:
|
||||
cd $(dir) && \
|
||||
$(target)
|
||||
cd $(dir) && $(target)
|
||||
|
BIN
bin/System.Web.Helpers.dll
Normal file
BIN
bin/System.Web.Helpers.dll
Normal file
Binary file not shown.
Before Width: | Height: | Size: 151 KiB After Width: | Height: | Size: 151 KiB |
BIN
bin/assets/images/paddle.png
Normal file
BIN
bin/assets/images/paddle.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 59 KiB |
BIN
bin/bhi.exe
BIN
bin/bhi.exe
Binary file not shown.
BIN
bin/zlib1.dll
BIN
bin/zlib1.dll
Binary file not shown.
245
breakout.c
245
breakout.c
@ -1,4 +1,6 @@
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <time.h>
|
||||
#include <stdbool.h>
|
||||
#include <math.h>
|
||||
#include <SDL2/SDL.h>
|
||||
@ -14,25 +16,246 @@
|
||||
|
||||
int BREAKOUT_BoxWidth, BREAKOUT_BoxHeight;
|
||||
SDL_Texture * BALL_Texture;
|
||||
SDL_Rect * BALL_SourceRects;
|
||||
Ball ball;
|
||||
Paddle paddle;
|
||||
SDL_Texture * PADDLE_Texture;
|
||||
SDL_Rect * PADDLE_SourceRects;
|
||||
Uint8 * PADDLE_MoveLeftKeys, * PADDLE_MoveRightKeys;
|
||||
double BALL_Speed = 15.0f;
|
||||
int PADDLE_Speed = 10;
|
||||
bool BREAKOUT_IsInit = false;
|
||||
bool BALL_IsInit = false;
|
||||
bool PADDLE_IsInit = false;
|
||||
|
||||
void BREAKOUT_INITIALIZE(SDL_Renderer * renderer, int width, int height){
|
||||
printf("Initializing Game...\n");
|
||||
if (!BREAKOUT_IsInit) {
|
||||
printf("Initializing Game...\n");
|
||||
srand(time(NULL));
|
||||
BREAKOUT_BoxWidth = width;
|
||||
BREAKOUT_BoxHeight = height;
|
||||
BALL_Initialize(renderer);
|
||||
PADDLE_Initialize(renderer);
|
||||
printf("Game initialized!\n");
|
||||
BREAKOUT_IsInit = true;
|
||||
} else printf("Game is already initialized!\n");
|
||||
}
|
||||
|
||||
void BREAKOUT_ChangeSize(int width, int height){
|
||||
BREAKOUT_BoxWidth = width;
|
||||
BREAKOUT_BoxHeight = height;
|
||||
BALL_Texture = IMG_LoadTexture(renderer, "assets/images/ball.png");
|
||||
if (!BALL_Texture) printf("Ball texture cannot be loaded!\n");
|
||||
printf("Game initialized!\n");
|
||||
}
|
||||
|
||||
void BREAKOUT_GAMELOOP(Uint8 * keystate){
|
||||
|
||||
void BREAKOUT_Update(Uint8 * keystate){
|
||||
BALL_Update(&ball, &paddle);
|
||||
PADDLE_Update(&paddle, keystate);
|
||||
}
|
||||
|
||||
void BALL_DRAW(Ball * ball){
|
||||
void BREAKOUT_Draw(SDL_Renderer * renderer){
|
||||
BALL_Draw(renderer, &ball);
|
||||
PADDLE_Draw(renderer, &paddle);
|
||||
}
|
||||
|
||||
void BREAKOUT_DEINITIALIZE(SDL_Renderer * renderer, int width, int height){
|
||||
printf("De-initializing Game...\n");
|
||||
SDL_DestroyTexture(BALL_Texture);
|
||||
printf("Game de-initialized!\n");
|
||||
void BREAKOUT_DEINITIALIZE(){
|
||||
if (BREAKOUT_IsInit) {
|
||||
printf("De-initializing Game...\n");
|
||||
SDL_DestroyTexture(BALL_Texture);
|
||||
SDL_DestroyTexture(PADDLE_Texture);
|
||||
printf("Game de-initialized!\n");
|
||||
BREAKOUT_IsInit = false;
|
||||
} else printf("Game is already de-initialized!\n");
|
||||
}
|
||||
|
||||
void BALL_Initialize(SDL_Renderer * renderer){
|
||||
if (!BALL_IsInit) {
|
||||
printf("Initializing Ball...\n");
|
||||
BALL_Texture = IMG_LoadTexture(renderer, "assets/images/ball.png");
|
||||
if (!BALL_Texture) printf("Ball texture failed to load!\n");
|
||||
BALL_SourceRects = (SDL_Rect *)malloc(1 * 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 = BALL_CreateDefault();
|
||||
paddle = PADDLE_CreateDefault();
|
||||
printf("Ball initialized!\n");
|
||||
BALL_IsInit = true;
|
||||
} else printf("Ball is already initialized!\n");
|
||||
}
|
||||
|
||||
Ball BALL_CreateDefault(){
|
||||
double rotation = (double)(rand() % 360);
|
||||
|
||||
return (Ball) {
|
||||
.Location = (Vector) {.x = BREAKOUT_BoxWidth / 2, .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,
|
||||
.Rotation = rotation,
|
||||
.RotationValue = 2,
|
||||
.TextureIndex = 0
|
||||
}; // Objekt für die Eigenschaften des Balls
|
||||
}
|
||||
|
||||
void BALL_Draw(SDL_Renderer * renderer, Ball * obj){
|
||||
// printf("Ball drawn at (%d|%d)!\n", (obj->TargetRect).x, (obj->TargetRect).x);
|
||||
SDL_RenderCopyEx(renderer, BALL_Texture, BALL_SourceRects + (obj->TextureIndex), &(obj->TargetRect), obj->Rotation, NULL, SDL_FLIP_NONE);
|
||||
}
|
||||
|
||||
bool BALL_CollideWithRect(Ball * obj, SDL_Rect * rect){
|
||||
SDL_Point ballCenter = (SDL_Point) {.x = ((obj->TargetRect).x) + (obj->Size), .y = ((obj->TargetRect).y) + (obj->Size) };
|
||||
|
||||
// THIS IS CURRENTLY A RECTANGLE COLLIDE
|
||||
if (((obj->TargetRect).x) + ((obj->TargetRect).w) < (rect->x)) {
|
||||
return false;
|
||||
}
|
||||
if (((obj->TargetRect).x) > (rect->x) + (rect->w)) {
|
||||
return false;
|
||||
}
|
||||
if (((obj->TargetRect).y) + ((obj->TargetRect).w) < (rect->y)) {
|
||||
return false;
|
||||
}
|
||||
if (((obj->TargetRect).y) > (rect->y) + (rect->h)) {
|
||||
return false;
|
||||
}
|
||||
// Folgender Algorithmus ist gefickt, wenn der Ballmittelpunkt
|
||||
if ((ballCenter.x) < (rect->x) || (ballCenter.x) > (rect->x) + (rect->w)) {
|
||||
(obj->Momentum).x = -(obj->Momentum).x;
|
||||
}
|
||||
if ((ballCenter.y) < (rect->y) || (ballCenter.y) > (rect->y) + (rect->h)) {
|
||||
(obj->Momentum).y = -(obj->Momentum).y;
|
||||
}
|
||||
return true;
|
||||
} /* BALL_CollideWithRect */
|
||||
|
||||
bool RECT_Collide(SDL_Rect * rect1, SDL_Rect * rect2){
|
||||
if ((rect1->x) + (rect1->w) < (rect2->x)) {
|
||||
return false;
|
||||
}
|
||||
if ((rect1->x) > (rect2->x) + (rect2->w)) {
|
||||
return false;
|
||||
}
|
||||
if ((rect1->y) + (rect1->w) < (rect2->y)) {
|
||||
return false;
|
||||
}
|
||||
if ((rect1->y) > (rect2->y) + (rect2->h)) {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void BALL_SteerMomentum(Ball * obj, Paddle * paddle){
|
||||
int paddleHalfLen = ((paddle->TargetRect).w / 2.0f);
|
||||
double offset = (((obj->TargetRect).x) + (obj->Size)) - ((paddle->TargetRect).x + paddleHalfLen);
|
||||
|
||||
offset *= 60.0f;
|
||||
offset /= (double)(paddleHalfLen);
|
||||
printf("Offset = %.2f\n", offset);
|
||||
(obj->Momentum) = getScaledDirectionalUnitVector(offset, BALL_Speed);
|
||||
}
|
||||
|
||||
void BALL_Update(Ball * obj, Paddle * paddle){
|
||||
Vector oldMomentum = obj->Momentum;
|
||||
|
||||
(obj->Rotation) += (obj->RotationValue);
|
||||
(obj->Location) = vectorAdd((obj->Location), oldMomentum);
|
||||
|
||||
if (BALL_CollideWithRect(obj, &(paddle->TargetRect))) {
|
||||
(obj->Location) = vectorSub((obj->Location), oldMomentum); // Maybe remove this
|
||||
BALL_SteerMomentum(obj, paddle);
|
||||
(obj->Location) = vectorAdd((obj->Location), (obj->Momentum)); // Maybe remove this
|
||||
}
|
||||
|
||||
if ((obj->Location).y > BREAKOUT_BoxHeight)
|
||||
(obj->Location) = (Vector) {.x = BREAKOUT_BoxWidth / 2, .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)))
|
||||
(obj->Momentum).x = -(obj->Momentum).x;
|
||||
(obj->TargetRect).x = (int)round((obj->Location).x);
|
||||
(obj->TargetRect).y = (int)round((obj->Location).y);
|
||||
} /* BALL_Update */
|
||||
void BALL_DestroyObject(Ball * obj){
|
||||
}
|
||||
void BALL_Deinitialize(){
|
||||
if (BALL_IsInit) {
|
||||
printf("De-initializing Ball...\n");
|
||||
|
||||
printf("Ball de-initialized!\n");
|
||||
BALL_IsInit = false;
|
||||
} else printf("Ball is already de-initialized!\n");
|
||||
}
|
||||
|
||||
|
||||
void PADDLE_Initialize(SDL_Renderer * renderer){
|
||||
if (!PADDLE_IsInit) {
|
||||
printf("Initializing Paddle...\n");
|
||||
PADDLE_Texture = IMG_LoadTexture(renderer, "assets/images/paddle.png");
|
||||
if (!PADDLE_Texture) printf("Paddle texture failed to load!\n");
|
||||
PADDLE_SourceRects = (SDL_Rect *)malloc(1 * sizeof(SDL_Rect));
|
||||
if (!PADDLE_SourceRects) printf("FATAL! Memory allocation failed!\n");
|
||||
PADDLE_SourceRects[0] = (SDL_Rect) {.x = 0, .y = 0, .w = 512, .h = 512 };
|
||||
PADDLE_MoveLeftKeys = (Uint8 *)malloc(2 * sizeof(Uint8));
|
||||
if (!PADDLE_MoveLeftKeys) printf("FATAL! Memory allocation failed!\n");
|
||||
PADDLE_MoveRightKeys = (Uint8 *)malloc(2 * sizeof(Uint8));
|
||||
if (!PADDLE_MoveRightKeys) printf("FATAL! Memory allocation failed!\n");
|
||||
PADDLE_MoveLeftKeys[0] = 2; // Erster wert gibt größe des arrays an
|
||||
PADDLE_MoveLeftKeys[1] = SDL_SCANCODE_LEFT;
|
||||
PADDLE_MoveLeftKeys[2] = SDL_SCANCODE_A;
|
||||
PADDLE_MoveRightKeys[0] = 2;
|
||||
PADDLE_MoveRightKeys[1] = SDL_SCANCODE_RIGHT;
|
||||
PADDLE_MoveRightKeys[2] = SDL_SCANCODE_D;
|
||||
ball = BALL_CreateDefault();
|
||||
printf("Paddle initialized!\n");
|
||||
PADDLE_IsInit = true;
|
||||
} else printf("Paddle is already initialized!\n");
|
||||
} /* PADDLE_Initialize */
|
||||
|
||||
Paddle PADDLE_CreateDefault(){
|
||||
int defaultpaddlewidth = 300;
|
||||
|
||||
return (Paddle) {
|
||||
.TargetRect = (SDL_Rect) {.x = (BREAKOUT_BoxWidth - defaultpaddlewidth) / 2, .y = BREAKOUT_BoxHeight - 100, .w = defaultpaddlewidth, .h = 30 },
|
||||
.TextureIndex = 0
|
||||
}; // Objekt für die Eigenschaften des Balls
|
||||
}
|
||||
|
||||
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(Uint8 * keystate, Uint8 * keyArray){
|
||||
for (int i = 0; i < (*keyArray); i++) {
|
||||
if (keystate[keyArray[(i + 1)]]) return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void constrain(int * variable, int min, int max){
|
||||
if (*variable > max)
|
||||
*variable = max;
|
||||
else if (*variable < min)
|
||||
*variable = min;
|
||||
}
|
||||
|
||||
void PADDLE_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 PADDLE_DestroyObject(Paddle * obj){
|
||||
}
|
||||
void PADDLE_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");
|
||||
}
|
||||
|
31
breakout.h
31
breakout.h
@ -1,5 +1,11 @@
|
||||
#ifndef __breakout_h__
|
||||
#define __breakout_h__
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <stdbool.h>
|
||||
#include <math.h>
|
||||
#include <time.h>
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
#include "vector.h"
|
||||
|
||||
@ -12,9 +18,8 @@ typedef struct ballStruct {
|
||||
} Ball; // Objekt für die Eigenschaften des Balls
|
||||
|
||||
typedef struct paddleStruct {
|
||||
double XLocation; // Notice: Locked Y-Coordinate
|
||||
SDL_Rect TargetRect;
|
||||
int XSize, TextureIndex;
|
||||
int TextureIndex;
|
||||
} Paddle; // Objekt für die Eigenschaften des Paddles
|
||||
|
||||
typedef struct blockStruct {
|
||||
@ -26,8 +31,26 @@ typedef struct blockStruct {
|
||||
|
||||
// Prototypes
|
||||
void BREAKOUT_INITIALIZE(SDL_Renderer * renderer, int width, int height);
|
||||
void BREAKOUT_GAMELOOP(Uint8 * keystate);
|
||||
void BREAKOUT_DEINITIALIZE(SDL_Renderer * renderer, int width, int height);
|
||||
void BREAKOUT_ChangeSize(int width, int height);
|
||||
void BREAKOUT_Update(Uint8 * keystate);
|
||||
void BREAKOUT_Draw(SDL_Renderer * renderer);
|
||||
void BREAKOUT_DEINITIALIZE();
|
||||
void BALL_Initialize(SDL_Renderer * renderer);
|
||||
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_Update(Ball * obj, Paddle * paddle);
|
||||
void BALL_DestroyObject(Ball * obj);
|
||||
void BALL_Deinitialize();
|
||||
void PADDLE_Initialize(SDL_Renderer * renderer);
|
||||
Paddle PADDLE_CreateDefault();
|
||||
void PADDLE_Draw(SDL_Renderer * renderer, Paddle * obj);
|
||||
bool KeyPressed(Uint8 * keystate, Uint8 * keyArray);
|
||||
void constrain(int * variable, int min, int max);
|
||||
void PADDLE_Update(Paddle * obj, Uint8 * keystate);
|
||||
void PADDLE_DestroyObject(Paddle * obj);
|
||||
void PADDLE_Deinitialize();
|
||||
// End Prototypes
|
||||
|
||||
#endif // __breakout_h__
|
||||
|
16
main.c
16
main.c
@ -38,8 +38,6 @@ int main(int argc, char * args[]){
|
||||
// system("bhi.exe");
|
||||
INITIALIZE();
|
||||
while (running) { // Gameloop
|
||||
GAMELOOP();
|
||||
DrawFrame();
|
||||
while (SDL_PollEvent(&event)) {
|
||||
switch (event.type) {
|
||||
case SDL_QUIT:
|
||||
@ -57,6 +55,8 @@ int main(int argc, char * args[]){
|
||||
break;
|
||||
}
|
||||
}
|
||||
GAMELOOP();
|
||||
DrawFrame();
|
||||
}
|
||||
QUIT();
|
||||
return 0;
|
||||
@ -64,6 +64,7 @@ int main(int argc, char * args[]){
|
||||
|
||||
void GAMELOOP() {
|
||||
keystate = SDL_GetKeyboardState(NULL);
|
||||
BREAKOUT_Update(keystate);
|
||||
} /* GAMELOOP */
|
||||
|
||||
void mousePress(SDL_MouseButtonEvent b){ // Debug prop
|
||||
@ -78,7 +79,7 @@ void mousePress(SDL_MouseButtonEvent b){ // Debug prop
|
||||
|
||||
void keyPress(SDL_KeyboardEvent b){ // Debug prop
|
||||
printf("Key pressed: ID is %d\n", b.keysym.scancode);
|
||||
if (b.keysym.scancode == SDL_SCANCODE_F11) {
|
||||
if (b.keysym.scancode == SDL_SCANCODE_F11 || b.keysym.scancode == SDL_SCANCODE_5) {
|
||||
toggleFullscreen();
|
||||
}
|
||||
}
|
||||
@ -96,18 +97,15 @@ void windowChanged(SDL_WindowEvent b){ // Debug prop
|
||||
switch (b.event) {
|
||||
case SDL_WINDOWEVENT_SIZE_CHANGED:
|
||||
printf("Window was resized to (%d|%d)!\n", event.window.data1, event.window.data2);
|
||||
BREAKOUT_ChangeSize(event.window.data1, event.window.data2);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void DrawFrame(){
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
|
||||
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
|
||||
SDL_RenderClear(renderer);
|
||||
// BALL_DRAW();
|
||||
SDL_RenderPresent(renderer);
|
||||
|
||||
BREAKOUT_Draw(renderer);
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
||||
|
||||
@ -124,10 +122,12 @@ void INITIALIZE() {
|
||||
printf("Window was created!\n");
|
||||
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
|
||||
printf("Renderer was created!\n");
|
||||
BREAKOUT_INITIALIZE(renderer, width, height);
|
||||
} /* INITIALIZE */
|
||||
|
||||
void QUIT(){
|
||||
printf("De-initializing started...\n");
|
||||
BREAKOUT_DEINITIALIZE();
|
||||
free(keystate);
|
||||
TTF_Quit();
|
||||
IMG_Quit();
|
||||
|
Loading…
Reference in New Issue
Block a user