Added some graphics, changed score system for other ball sizes
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eb0341bd3d
commit
f64af0d0d9
@ -13,6 +13,8 @@
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#define BG_Path_1 "assets/images/bg/bg1.png"
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#define BG_Path_2 "assets/images/bg/bg2.png"
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#define BG_Path_3 "assets/images/bg/bg3.png"
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#define BG_Path_4 "assets/images/bg/bg4.png"
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int BACKGROUND_BoxWidth, BACKGROUND_BoxHeight;
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int BACKGROUND_TextureCount;
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@ -25,12 +27,13 @@ void BACKGROUND_Initialize(SDL_Renderer * renderer, int width, int height){
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printf("Initializing Background...\n");
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BACKGROUND_BoxWidth = width;
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BACKGROUND_BoxHeight = height;
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BACKGROUND_TextureCount = 2;
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BACKGROUND_TextureCount = 4;
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BACKGROUND_TotalRect = (SDL_Rect) {.x = 0, .y = 0, .w = 1920, .h = 1080 };
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BACKGROUND_Textures = malloc(BACKGROUND_TextureCount * sizeof(SDL_Texture *));
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BACKGROUND_Textures[0] = IMG_LoadTexture(renderer, BG_Path_1);
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BACKGROUND_Textures[1] = IMG_LoadTexture(renderer, BG_Path_2);
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// BACKGROUND_Textures[2] = IMG_LoadTexture(renderer, BG_Path_3);
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BACKGROUND_Textures[2] = IMG_LoadTexture(renderer, BG_Path_3);
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BACKGROUND_Textures[3] = IMG_LoadTexture(renderer, BG_Path_4);
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printf("Background initialized!\n");
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BACKGROUND_IsInit = true;
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} else
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BIN
bin/assets/images/bg/bg3.png
Normal file
BIN
bin/assets/images/bg/bg3.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 1.0 MiB |
BIN
bin/assets/images/bg/bg4.png
Normal file
BIN
bin/assets/images/bg/bg4.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 81 KiB |
@ -511,7 +511,7 @@ void BALL_Update(Ball * obj, Scenery * scenery){
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BLOCK_DealDamage(blocks + i, 1);
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if (blocks[i].HP <= 0) {
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(scenery->DestroyedBlocks)++;
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BREAKOUT_IncreaseScoreBy(scenery, (int)round((((scenery->ball).Speed) * ((scenery->ball).Speed) / 5.0f)));
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BREAKOUT_IncreaseScoreBy(scenery, (int)round((15.0f / ((scenery->ball).Size)) * (((scenery->ball).Speed) * ((scenery->ball).Speed) / 5.0f)));
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}
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(obj->Location) = VECTOR_Add(oldLocation, (obj->Momentum));
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BALL_MoveAwayFromBoundaries(obj);
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135
settings.c
135
settings.c
@ -12,8 +12,8 @@ extern float XScale, YScale;
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#define Slider_height 100
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#define Scalar_width 20
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#define Bar_width 400
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#define round(x) ((int)((x) + .5))
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#define distance(x1,y1,x2,y2) ((int)(sqrt(pow(x2-x1,2)+pow(y2-y1,2))))
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#define round(x) ((int)((x) + .5))
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#define distance(x1, y1, x2, y2) ((int)(sqrt(pow(x2 - x1, 2) + pow(y2 - y1, 2))))
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SDL_Texture * Settings_Texture;
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SDL_Texture * Settings_Ball_Texture;
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@ -37,42 +37,43 @@ Slider BT;
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Uint32 Mousestate;
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bool Settings_IsInit = false;
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bool IsLock=false;
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bool IsLock = false;
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void Settings_Initialize (SDL_Renderer* renderer,Scenery* scenery) {
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Initialize_Slider(400,300,Scalar_width,Bar_width,Slider_height,0,1,&BG,0);
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Initialize_Slider(400,500,Scalar_width,Bar_width,Slider_height,10,100,&BS,scenery->ball.TargetRect.w);
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Initialize_Slider(400,700,Scalar_width,Bar_width,Slider_height,0,8,&BT,scenery->ball.TextureIndex);
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//Initialize_Slider(400,300,Scalar_width,Bar_width,Slider_height,0,8,&BT,scenery->paddle.TextureIndex);
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Settings_Texture = IMG_LoadTexture(renderer, "assets/images/settings_title.png");
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Settings_rect = (SDL_Rect){.x = 647, .y = 50, .w=626, .h=200};
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void Settings_Initialize(SDL_Renderer * renderer, Scenery * scenery) {
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Initialize_Slider(400, 300, Scalar_width, Bar_width, Slider_height, 0, 3, &BG, 0);
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Initialize_Slider(400, 500, Scalar_width, Bar_width, Slider_height, 10, 100, &BS, scenery->ball.TargetRect.w);
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Initialize_Slider(400, 700, Scalar_width, Bar_width, Slider_height, 0, 8, &BT, scenery->ball.TextureIndex);
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// Initialize_Slider(400,300,Scalar_width,Bar_width,Slider_height,0,8,&BT,scenery->paddle.TextureIndex);
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Settings_Texture = IMG_LoadTexture(renderer, "assets/images/settings_title.png");
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Settings_rect = (SDL_Rect) {.x = 647, .y = 50, .w = 626, .h = 200 };
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Settings_Ball_rect = (SDL_Rect){.x = 1200, .y = 700, .w=90, .h=90};
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Settings_Ball_rect = (SDL_Rect) {.x = 1200, .y = 700, .w = 90, .h = 90 };
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Settings_Skins_Texture = IMG_LoadTexture(renderer, "assets/images/skins_button.png");
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Settings_Skins_rect = (SDL_Rect){.x = 50, .y = 710, .w=315, .h=70};
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Settings_Skins_Texture = IMG_LoadTexture(renderer, "assets/images/skins_button.png");
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Settings_Skins_rect = (SDL_Rect) {.x = 50, .y = 710, .w = 315, .h = 70 };
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Return_Button_Texture = IMG_LoadTexture(renderer, "assets/images/return_button.png");
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Return_Button_rect = (SDL_Rect){.x = 200, .y = 200, .w=75, .h=75};
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Return_Button_Texture = IMG_LoadTexture(renderer, "assets/images/return_button.png");
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Return_Button_rect = (SDL_Rect) {.x = 200, .y = 200, .w = 75, .h = 75 };
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Bar_Texture = IMG_LoadTexture(renderer, "assets/images/bar_texture.png");
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Scalar_Button_Texture0 = IMG_LoadTexture(renderer, "assets/images/scalar_button_unpressed.png");
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Scalar_Button_Texture1 = IMG_LoadTexture(renderer, "assets/images/scalar_button_pressed.png");
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Bar_Texture = IMG_LoadTexture(renderer, "assets/images/bar_texture.png");
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Scalar_Button_Texture0 = IMG_LoadTexture(renderer, "assets/images/scalar_button_unpressed.png");
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Scalar_Button_Texture1 = IMG_LoadTexture(renderer, "assets/images/scalar_button_pressed.png");
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Circle_Texture = IMG_LoadTexture(renderer,"assets/images/circle.png");
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Circle_rect = (SDL_Rect){.x = 1250, .y = 500, .w=75, .h=75};
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Circle_Texture = IMG_LoadTexture(renderer, "assets/images/circle.png");
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Circle_rect = (SDL_Rect) {.x = 1250, .y = 500, .w = 75, .h = 75 };
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Settings_IsInit = true;
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}
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Settings_IsInit = true;
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} /* Settings_Initialize */
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void Settings_Draw(SDL_Renderer * renderer, Scenery * scenery,int *backgroundcount) {
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void Settings_Draw(SDL_Renderer * renderer, Scenery * scenery, int * backgroundcount) {
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double x;
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if(!(Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT))){
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IsLock=BG.IsLock=BS.IsLock=BT.IsLock=false;
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}else{
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IsLock=true;
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if (!(Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT))) {
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IsLock = BG.IsLock = BS.IsLock = BT.IsLock = false;
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} else {
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IsLock = true;
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}
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BACKGROUND_Draw(renderer,*backgroundcount);
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BACKGROUND_Draw(renderer, *backgroundcount);
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Draw_Slider(renderer, &BG);
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Draw_Slider(renderer, &BS);
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Draw_Slider(renderer, &BT);
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@ -86,18 +87,18 @@ void Settings_Draw(SDL_Renderer * renderer, Scenery * scenery,int *backgroundcou
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scenery->ball.TargetRect.w = x;
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scenery->ball.TargetRect.h = x;
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scenery->ball.Size = ((double)x / 2.0f);
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int posx=1250,posy=500;
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Circle_rect.x=posx-0.5*Circle_rect.w;
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Circle_rect.y=posy+0.5*(100-Circle_rect.w);
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Circle_rect.w=x;
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Circle_rect.h=x;
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int posx = 1250, posy = 500;
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Circle_rect.x = posx - 0.5 * Circle_rect.w;
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Circle_rect.y = posy + 0.5 * (100 - Circle_rect.w);
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Circle_rect.w = x;
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Circle_rect.h = x;
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mapping(&x, &BT);
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x = round(x);
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scenery->ball.TextureIndex = x;
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mapping(&x,&BG);
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x=round(x);
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*backgroundcount=x;
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}
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mapping(&x, &BG);
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x = round(x);
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*backgroundcount = x;
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} /* Settings_Draw */
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void Settings_Deinitialize(){
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if (Settings_IsInit) {
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@ -120,26 +121,26 @@ void Draw_Slider(SDL_Renderer * renderer, Slider * beta){
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Mousestate = SDL_GetMouseState(&x, &y);
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x = round((float)x / XScale);
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y = round((float)y / YScale);
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if ((y <= ((beta->Bar_rect.y) + (beta->Bar_rect.h)) && y >= (beta->Bar_rect.y) && x <= (beta->Bar_rect.w + beta->Bar_rect.x) && x >= (beta->Bar_rect.x) && (Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT)))||beta->IsLock) {
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if(!IsLock){
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beta->IsLock=true;
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IsLock=true;
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}
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if(beta->IsLock){
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SDL_RenderCopy(renderer, Scalar_Button_Texture1, NULL, &beta->Scalar_rect);
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if (x > (beta->Bar_rect.x + beta->Bar_rect.w - (beta->Scalar_rect.w) / 2)) {
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beta->Scalar_rect.x = (beta->Bar_rect.x + beta->Bar_rect.w - (beta->Scalar_rect.w));
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beta->Slider_value = (beta->Bar_rect.x + beta->Bar_rect.w - (beta->Scalar_rect.w) / 2);
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} else if (x < beta->Bar_rect.x + (beta->Scalar_rect.w) / 2) {
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beta->Scalar_rect.x = beta->Bar_rect.x;
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beta->Slider_value = beta->Bar_rect.x + (beta->Scalar_rect.w) / 2;
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} else {
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beta->Scalar_rect.x = x - (beta->Scalar_rect.w / 2);
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beta->Slider_value = x;
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if ((y <= ((beta->Bar_rect.y) + (beta->Bar_rect.h)) && y >= (beta->Bar_rect.y) && x <= (beta->Bar_rect.w + beta->Bar_rect.x) && x >= (beta->Bar_rect.x) && (Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT))) || beta->IsLock) {
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if (!IsLock) {
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beta->IsLock = true;
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IsLock = true;
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}
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if (beta->IsLock) {
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SDL_RenderCopy(renderer, Scalar_Button_Texture1, NULL, &beta->Scalar_rect);
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if (x > (beta->Bar_rect.x + beta->Bar_rect.w - (beta->Scalar_rect.w) / 2)) {
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beta->Scalar_rect.x = (beta->Bar_rect.x + beta->Bar_rect.w - (beta->Scalar_rect.w));
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beta->Slider_value = (beta->Bar_rect.x + beta->Bar_rect.w - (beta->Scalar_rect.w) / 2);
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} else if (x < beta->Bar_rect.x + (beta->Scalar_rect.w) / 2) {
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beta->Scalar_rect.x = beta->Bar_rect.x;
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beta->Slider_value = beta->Bar_rect.x + (beta->Scalar_rect.w) / 2;
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} else {
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beta->Scalar_rect.x = x - (beta->Scalar_rect.w / 2);
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beta->Slider_value = x;
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}
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} else {
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SDL_RenderCopy(renderer, Scalar_Button_Texture0, NULL, &beta->Scalar_rect);
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}
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} else {
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SDL_RenderCopy(renderer, Scalar_Button_Texture0, NULL, &beta->Scalar_rect);
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}
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} else {
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SDL_RenderCopy(renderer, Scalar_Button_Texture0, NULL, &beta->Scalar_rect);
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}
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@ -149,21 +150,21 @@ void mapping(double * x, Slider * beta){
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*x = ((beta->max - beta->min) / (beta->Bar_rect.w - (beta->Scalar_rect.w))) * (beta->Slider_value - beta->Bar_rect.x - beta->Scalar_rect.w / 2) + beta->min;
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}
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void Initialize_Slider(int x, int y, int sw, int bw, int h, double min, double max, Slider * beta,double defaultvalue){
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beta->Scalar_rect = (SDL_Rect) {.x = (defaultvalue-min)/(max-min)*(bw-sw/2)+x, .y = y, .w = sw, .h = h };
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void Initialize_Slider(int x, int y, int sw, int bw, int h, double min, double max, Slider * beta, double defaultvalue){
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beta->Scalar_rect = (SDL_Rect) {.x = (defaultvalue - min) / (max - min) * (bw - sw / 2) + x, .y = y, .w = sw, .h = h };
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beta->Bar_rect = (SDL_Rect) {.x = x, .y = y, .w = bw, .h = h };
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beta->max = max;
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beta->min = min;
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beta->Slider_value = (defaultvalue-min)/(max-min)*(bw-sw/2)+x;
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beta->Slider_value = (defaultvalue - min) / (max - min) * (bw - sw / 2) + x;
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}
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void Settings_Return(){
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if(!IsLock){
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int x,y;
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Mousestate=SDL_GetMouseState(&x,&y);
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x = round((float)x / XScale);
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y = round((float)y / YScale);
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if((distance(x,y,237,237)<=37)&&(Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT)))
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GAME_ChangeState(MainMenu);
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}
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if (!IsLock) {
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int x, y;
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Mousestate = SDL_GetMouseState(&x, &y);
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x = round((float)x / XScale);
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y = round((float)y / YScale);
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if ((distance(x, y, 237, 237) <= 37) && (Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT)))
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GAME_ChangeState(MainMenu);
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}
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}
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