Merge branch 'dev'

This commit is contained in:
Michael Chen 2018-01-11 19:08:23 +01:00
commit cde0ae9bc9
11 changed files with 272 additions and 27 deletions

2
.gitignore vendored
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@ -8,7 +8,9 @@
sdl2-config sdl2-config
*.exclude *.exclude
*.o *.o
highscoretest.c
*.psd *.psd
*.exe *.exe
!bhi.exe !bhi.exe
.tags* .tags*
*.txt

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@ -10,7 +10,4 @@ args = -o
all: all:
$(compiler) $(warningLevel) $(includes) $(sources) $(linker) $(libs) $(args) $(dir)\$(target) $(compiler) $(warningLevel) $(includes) $(sources) $(linker) $(libs) $(args) $(dir)\$(target)
cd $(dir) && $(target)
run:
cd $(dir) && \
$(target)

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@ -1,4 +1,6 @@
#include <stdio.h> #include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <stdbool.h> #include <stdbool.h>
#include <math.h> #include <math.h>
#include <SDL2/SDL.h> #include <SDL2/SDL.h>
@ -14,25 +16,246 @@
int BREAKOUT_BoxWidth, BREAKOUT_BoxHeight; int BREAKOUT_BoxWidth, BREAKOUT_BoxHeight;
SDL_Texture * BALL_Texture; 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){ void BREAKOUT_INITIALIZE(SDL_Renderer * renderer, int width, int height){
if (!BREAKOUT_IsInit) {
printf("Initializing Game...\n"); printf("Initializing Game...\n");
srand(time(NULL));
BREAKOUT_BoxWidth = width; BREAKOUT_BoxWidth = width;
BREAKOUT_BoxHeight = height; BREAKOUT_BoxHeight = height;
BALL_Texture = IMG_LoadTexture(renderer, "assets/images/ball.png"); BALL_Initialize(renderer);
if (!BALL_Texture) printf("Ball texture cannot be loaded!\n"); PADDLE_Initialize(renderer);
printf("Game initialized!\n"); printf("Game initialized!\n");
BREAKOUT_IsInit = true;
} else printf("Game is already initialized!\n");
} }
void BREAKOUT_GAMELOOP(Uint8 * keystate){ void BREAKOUT_ChangeSize(int width, int height){
BREAKOUT_BoxWidth = width;
BREAKOUT_BoxHeight = height;
} }
void BALL_DRAW(Ball * ball){ void BREAKOUT_Update(Uint8 * keystate){
BALL_Update(&ball, &paddle);
PADDLE_Update(&paddle, keystate);
} }
void BREAKOUT_DEINITIALIZE(SDL_Renderer * renderer, int width, int height){ void BREAKOUT_Draw(SDL_Renderer * renderer){
BALL_Draw(renderer, &ball);
PADDLE_Draw(renderer, &paddle);
}
void BREAKOUT_DEINITIALIZE(){
if (BREAKOUT_IsInit) {
printf("De-initializing Game...\n"); printf("De-initializing Game...\n");
SDL_DestroyTexture(BALL_Texture); SDL_DestroyTexture(BALL_Texture);
SDL_DestroyTexture(PADDLE_Texture);
printf("Game de-initialized!\n"); 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");
} }

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@ -1,5 +1,11 @@
#ifndef __breakout_h__ #ifndef __breakout_h__
#define __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" #include "vector.h"
@ -12,9 +18,8 @@ typedef struct ballStruct {
} Ball; // Objekt für die Eigenschaften des Balls } Ball; // Objekt für die Eigenschaften des Balls
typedef struct paddleStruct { typedef struct paddleStruct {
double XLocation; // Notice: Locked Y-Coordinate
SDL_Rect TargetRect; SDL_Rect TargetRect;
int XSize, TextureIndex; int TextureIndex;
} Paddle; // Objekt für die Eigenschaften des Paddles } Paddle; // Objekt für die Eigenschaften des Paddles
typedef struct blockStruct { typedef struct blockStruct {
@ -26,8 +31,26 @@ typedef struct blockStruct {
// Prototypes // Prototypes
void BREAKOUT_INITIALIZE(SDL_Renderer * renderer, int width, int height); void BREAKOUT_INITIALIZE(SDL_Renderer * renderer, int width, int height);
void BREAKOUT_GAMELOOP(Uint8 * keystate); void BREAKOUT_ChangeSize(int width, int height);
void BREAKOUT_DEINITIALIZE(SDL_Renderer * renderer, 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 // End Prototypes
#endif // __breakout_h__ #endif // __breakout_h__

16
main.c
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@ -38,8 +38,6 @@ int main(int argc, char * args[]){
// system("bhi.exe"); // system("bhi.exe");
INITIALIZE(); INITIALIZE();
while (running) { // Gameloop while (running) { // Gameloop
GAMELOOP();
DrawFrame();
while (SDL_PollEvent(&event)) { while (SDL_PollEvent(&event)) {
switch (event.type) { switch (event.type) {
case SDL_QUIT: case SDL_QUIT:
@ -57,6 +55,8 @@ int main(int argc, char * args[]){
break; break;
} }
} }
GAMELOOP();
DrawFrame();
} }
QUIT(); QUIT();
return 0; return 0;
@ -64,6 +64,7 @@ int main(int argc, char * args[]){
void GAMELOOP() { void GAMELOOP() {
keystate = SDL_GetKeyboardState(NULL); keystate = SDL_GetKeyboardState(NULL);
BREAKOUT_Update(keystate);
} /* GAMELOOP */ } /* GAMELOOP */
void mousePress(SDL_MouseButtonEvent b){ // Debug prop 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 void keyPress(SDL_KeyboardEvent b){ // Debug prop
printf("Key pressed: ID is %d\n", b.keysym.scancode); 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(); toggleFullscreen();
} }
} }
@ -96,18 +97,15 @@ void windowChanged(SDL_WindowEvent b){ // Debug prop
switch (b.event) { switch (b.event) {
case SDL_WINDOWEVENT_SIZE_CHANGED: case SDL_WINDOWEVENT_SIZE_CHANGED:
printf("Window was resized to (%d|%d)!\n", event.window.data1, event.window.data2); printf("Window was resized to (%d|%d)!\n", event.window.data1, event.window.data2);
BREAKOUT_ChangeSize(event.window.data1, event.window.data2);
break; break;
} }
} }
void DrawFrame(){ void DrawFrame(){
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer); SDL_RenderClear(renderer);
// BALL_DRAW(); BREAKOUT_Draw(renderer);
SDL_RenderPresent(renderer);
SDL_RenderPresent(renderer); SDL_RenderPresent(renderer);
} }
@ -124,10 +122,12 @@ void INITIALIZE() {
printf("Window was created!\n"); printf("Window was created!\n");
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
printf("Renderer was created!\n"); printf("Renderer was created!\n");
BREAKOUT_INITIALIZE(renderer, width, height);
} /* INITIALIZE */ } /* INITIALIZE */
void QUIT(){ void QUIT(){
printf("De-initializing started...\n"); printf("De-initializing started...\n");
BREAKOUT_DEINITIALIZE();
free(keystate); free(keystate);
TTF_Quit(); TTF_Quit();
IMG_Quit(); IMG_Quit();