Proper block scaling (ingame) // BUG: Missing block
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							| @@ -25,7 +25,7 @@ SDL_Rect * BLOCK_SourceRects; | ||||
| Ball ball; | ||||
| Paddle paddle; | ||||
| Block * blocks; | ||||
| int BlockCount = 25; // Move to scenery | ||||
| int BlockCount = 60; // Move to scenery | ||||
| Uint8 * PADDLE_MoveLeftKeys, * PADDLE_MoveRightKeys; | ||||
| double BALL_Speed = 15.0f; | ||||
| int PADDLE_Speed = 10; | ||||
| @@ -47,12 +47,11 @@ void BREAKOUT_INITIALIZE(SDL_Renderer * renderer, int width, int height){ | ||||
|         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++) { | ||||
|         for (int y = 0; y < 6; y++) { | ||||
|             index = 10 * y; | ||||
|             for (int x = 0; x < 10; x++) { | ||||
|                 blocks[x + index] = BLOCK_CreateDefault(); | ||||
|                 blocks[x + index].TargetRect.x = 200 * x; | ||||
|                 blocks[x + index].TargetRect.y = 100 * y; | ||||
|                 blocks[x + index].TargetRect = (SDL_Rect) {.x = ((192 * x) + 4), .y = ((96 * y) + 2), .w = 184, .h = 92 }; | ||||
|             } | ||||
|         } | ||||
|         printf("Game initialized!\n"); | ||||
| @@ -74,8 +73,8 @@ void BREAKOUT_Update(Uint8 * keystate){ | ||||
| } | ||||
|  | ||||
| void BREAKOUT_Draw(SDL_Renderer * renderer){ | ||||
|     for (size_t i = 0; i < BlockCount; i++) { | ||||
|         BLOCK_Draw(renderer, blocks + i); | ||||
|     for (int i = 0; i < BlockCount; i++) { | ||||
|         BLOCK_Draw(renderer, &(blocks[i])); | ||||
|     } | ||||
|     BALL_Draw(renderer, &ball); | ||||
|     PADDLE_Draw(renderer, &paddle); | ||||
|   | ||||
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