Main Header File added
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d3a6dada59
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fab3ff01fc
@ -318,7 +318,7 @@ Paddle PADDLE_CreateDefault(){
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.TextureIndex = 0,
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.TextureIndex = 0,
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.Speed = 10,
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.Speed = 10,
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.SteeringAngle = 40.0f,
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.SteeringAngle = 40.0f,
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.Mode = MouseControl
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.Mode = KeyboardControl
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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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2
button.h
2
button.h
@ -5,7 +5,7 @@
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typedef struct buttonStruct {
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typedef struct buttonStruct {
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SDL_Rect TargetRect;
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SDL_Rect TargetRect;
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void (*OnClick)();
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void (*OnClick)();
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};
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} Button;
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// End Structs
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// End Structs
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// Prototypes
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// Prototypes
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38
main.c
38
main.c
@ -13,42 +13,7 @@
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#include "gamestate.h"
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#include "gamestate.h"
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#include "highscores.h"
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#include "highscores.h"
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#ifndef __nullptr__
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#include "main.h"
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#define Nullptr(type) (type *)0
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#endif // __nullptr__
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#define ae "\204"
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#define oe "\224"
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#define ue "\201"
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#define ss "\341"
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// Prototypes
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void GAME_ChangeState(GameState state);
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void HandleSDLEvents();
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void mousePress(SDL_MouseButtonEvent b);
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void keyPress(SDL_KeyboardEvent b);
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void toggleFullscreen();
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void windowChanged(SDL_WindowEvent b);
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void DrawBackground(SDL_Renderer * renderer);
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void INITIALIZE();
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void QUIT();
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int readIntFromIO(char * m1, char * m2, char * m3, int min, int max);
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// End Prototypes
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// Default Render Size (Upscaled for bigger monitors)
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const int width = 1920;
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const int height = 1080;
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float XScale = 1.0f, YScale = 1.0f;
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// End render properties
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int numKeys;
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const Uint8 * keystate; // TODO: export all this into scenery and enemy waves
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SDL_Window * window;
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SDL_Renderer * renderer;
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SDL_Event event;
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bool running = true, fullscreen = false;
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GameState gameState = Game;
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Scenery scenery;
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int main(int argc, char * args[]){
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int main(int argc, char * args[]){
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printf("Spielbereiche\n\t- 1: Hauptmen"ue "\n\t- 2: Spiel\n\t- 3: Level Select\n\t- 4: Settings\n\t- 5: Highscores\n");
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printf("Spielbereiche\n\t- 1: Hauptmen"ue "\n\t- 2: Spiel\n\t- 3: Level Select\n\t- 4: Settings\n\t- 5: Highscores\n");
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@ -89,6 +54,7 @@ void GAME_ChangeState(GameState state){
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switch (gameState) {
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switch (gameState) {
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case Highscores:
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case Highscores:
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HIGHSCORES_ReloadList();
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HIGHSCORES_ReloadList();
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HIGHSCORES_GenerateTexture(renderer);
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printf("State was changed to Highscores!\n");
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printf("State was changed to Highscores!\n");
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break;
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break;
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default:
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default:
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51
main.h
Normal file
51
main.h
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@ -0,0 +1,51 @@
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#ifndef __main_h__
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#define __main_h__
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdbool.h>
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#include <math.h>
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#include <time.h>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_image.h>
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#include <SDL2/SDL_ttf.h>
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#ifndef __nullptr__
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#define Nullptr(type) (type *)0
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#endif // __nullptr__
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#define ae "\204"
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#define oe "\224"
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#define ue "\201"
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#define ss "\341"
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// Prototypes
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void GAME_ChangeState(GameState state);
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void HandleSDLEvents();
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void GAME_Escape();
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void mousePress(SDL_MouseButtonEvent b);
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void keyPress(SDL_KeyboardEvent b);
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void toggleFullscreen();
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void windowChanged(SDL_WindowEvent b);
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void DrawBackground(SDL_Renderer * renderer);
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void INITIALIZE();
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void QUIT();
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int readIntFromIO(char * m1, char * m2, char * m3, int min, int max);
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// End Prototypes
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// Default Render Size (Upscaled for bigger monitors)
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const int width = 1920;
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const int height = 1080;
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float XScale = 1.0f, YScale = 1.0f;
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// End render properties
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int numKeys;
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const Uint8 * keystate; // TODO: export all this into scenery and enemy waves
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SDL_Window * window;
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SDL_Renderer * renderer;
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SDL_Event event;
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bool running = true, fullscreen = false;
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GameState gameState = Game;
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Scenery scenery;
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#endif // __main_h__
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