24 Commits
Alpha ... dev

Author SHA1 Message Date
487b668ebf Revert "Merge branch 'dev' of collaborating.tuhh.de:czg6669/breakout into dev"
This reverts commit 09ab6dd027
2018-01-25 14:12:53 +00:00
09ab6dd027 Merge branch 'dev' of collaborating.tuhh.de:czg6669/breakout into dev 2018-01-25 14:57:12 +01:00
c6608cd3e0 Added return button and size changer 2018-01-25 14:51:33 +01:00
21012dbc70 - replaced texture in settings.c
- added return button in settings.c
2018-01-25 14:05:47 +01:00
2a3c056909 Merge branch 'dev' of collaborating.tuhh.de:czg6669/breakout into dev 2018-01-25 11:18:40 +01:00
a369855a27 Score upload interface added 2018-01-25 11:18:33 +01:00
b33a6478e6 Revert "Merge branch 'dev' of collaborating.tuhh.de:czg6669/breakout into dev"
This reverts commit 681b6dcd2b
2018-01-25 10:11:07 +00:00
681b6dcd2b Merge branch 'dev' of collaborating.tuhh.de:czg6669/breakout into dev 2018-01-25 10:07:15 +01:00
34fb88a86a h 2018-01-25 10:06:49 +01:00
8a449ac7cd merge got fucked up :/ 2018-01-25 08:00:41 +01:00
df535bb7d0 Merge branch 'dev' of collaborating.tuhh.de:czg6669/breakout into dev 2018-01-25 07:54:04 +01:00
a2af143d23 changed headline of settings 2018-01-25 07:53:08 +01:00
1c227c0dce Changed texture count in settings 2018-01-24 14:53:42 +01:00
6aefc442d7 You Forgot a break; 2018-01-24 14:50:34 +01:00
c577dcc2d7 Minor bugfix in gameover screen 2018-01-23 22:17:45 +01:00
45221cb72b Ingame pause screen added (Escape-Button) 2018-01-23 22:13:57 +01:00
d7e5845e4e Added ingame HUD and texture helper functions 2018-01-23 21:22:59 +01:00
3b2a0c8741 Added GameOver screen 2018-01-23 21:22:01 +01:00
9e1738c05d Added prerendered text sprites 2018-01-23 21:21:33 +01:00
affda45ac5 Fixed start Menu Click event at scaled window 2018-01-23 11:12:26 +01:00
9088047c68 Score calculation added 2018-01-23 11:08:15 +01:00
fc805e5c31 Merge branch 'dev' of collaborating.tuhh.de:czg6669/breakout into dev 2018-01-22 23:06:30 +01:00
ca643ec62f Increasing Difficulty and Start Countdown added 2018-01-22 23:06:22 +01:00
2ebac3c167 Added rounding function 2018-01-22 20:07:14 +01:00
11 changed files with 163 additions and 70 deletions

1
.gitignore vendored
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@ -8,6 +8,7 @@ sdl2-config
*.o
*.psd
*.exe
*.json
!bhi.exe
.tags*
*.txt

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@ -15,17 +15,27 @@ extern float XScale, YScale;
#define BALL_TexturePath "assets/images/ball.png"
#define PADDLE_TexturePath "assets/images/paddle.png"
#define BLOCK_TexturePath "assets/images/spritesheet.png"
#define BRAEKOUT_CountdownTexturePath "assets/images/text.png"
#define BALL_MinSpeed 8.0f
#define BALL_MaxSpeed 50.0f
#define BALL_AccelerationTime 18000
#ifndef __nullptr__
#define Nullptr(type) (type *)0
#endif // __nullptr__
float PADDLE_SmoothFactor = 0.1f;
int BLOCK_TextureCount = 24;
int BALL_TextureCount = 9;
int GAME_CountdownTextureCount = 4;
int PADDLE_TextureCount = 9;
int BREAKOUT_BoxWidth, BREAKOUT_BoxHeight;
SDL_Texture * BALL_Texture;
SDL_Texture * GAME_CountdownTexture;
SDL_Texture * PADDLE_Texture;
SDL_Texture * BLOCK_Texture;
SDL_Rect * BALL_SourceRects;
SDL_Rect * GAME_CountdownSourceRects;
SDL_Rect * PADDLE_SourceRects;
SDL_Rect * BLOCK_SourceRects;
Uint8 * PADDLE_MoveLeftKeys, * PADDLE_MoveRightKeys;
@ -43,6 +53,15 @@ void BREAKOUT_INITIALIZE(SDL_Renderer * renderer, int width, int height){
BALL_Initialize(renderer);
PADDLE_Initialize(renderer);
BLOCK_Initialize(renderer);
GAME_CountdownTexture = IMG_LoadTexture(renderer, BRAEKOUT_CountdownTexturePath);
if (!GAME_CountdownTexture) printf("Coutndown texture failed to load!\n");
GAME_CountdownTextureCount = 4;
GAME_CountdownSourceRects = (SDL_Rect *)malloc(GAME_CountdownTextureCount * sizeof(SDL_Rect));
if (!GAME_CountdownSourceRects) printf("FATAL! Memory allocation failed!\n");
GAME_CountdownSourceRects[0] = (SDL_Rect) {.x = 1, .y = 668, .w = 1000, .h = 732 };
GAME_CountdownSourceRects[1] = (SDL_Rect) {.x = 1, .y = 1, .w = 242, .h = 665 };
GAME_CountdownSourceRects[2] = (SDL_Rect) {.x = 245, .y = 1, .w = 443, .h = 665 };
GAME_CountdownSourceRects[3] = (SDL_Rect) {.x = 690, .y = 1, .w = 443, .h = 665 };
printf("Game initialized!\n");
BREAKOUT_IsInit = true;
} else printf("Game is already initialized!\n");
@ -57,9 +76,12 @@ Scenery BREAKOUT_CreateDefault(){
scenery.ball = BALL_CreateDefault();
scenery.paddle = PADDLE_CreateDefault();
scenery.blocks = malloc(scenery.BlockCount * sizeof(Block));
scenery.Frames = 0;
scenery.Score = 0;
if (!(scenery.blocks)) printf("FATAL! Memory allocation failed!\n");
scenery.IsPaused = false;
scenery.Lives = 3;
scenery.DestroyedBlocks = 0;
int index;
for (int y = 0; y < 9; y++) {
index = 15 * y;
@ -72,6 +94,13 @@ Scenery BREAKOUT_CreateDefault(){
return scenery;
} /* BREAKOUT_CreateDefault */
int BREAKOUT_RefreshScore(Scenery * scenery){
(scenery->Score) = (int)round((double)(scenery->Frames) * 0.005f * ((scenery->ball).Speed) + (double)(50 * (scenery->DestroyedBlocks)));
printf("Score: %d\n", (scenery->Score));
return (scenery->Score);
}
// This Function is obsolete! Do not use it!
void BREAKOUT_ChangeSize(int width, int height){
BREAKOUT_BoxWidth = width;
@ -87,11 +116,14 @@ void BREAKOUT_Update(Scenery * scenery, const Uint8 * keystate){
// Render "Countdown"
return;
}
(scenery->Frames)++;
BREAKOUT_RefreshScore(scenery);
if (scenery->IsGameOver) {
BALL_ResetPosition(&(scenery->ball));
PADDLE_ResetPosition(&(scenery->paddle));
scenery->StartCountdown = 240;
scenery->IsGameOver = false;
scenery->Frames = 0;
if (--(scenery->Lives) <= 0)
printf("Game over, no lives left!\n");
else
@ -111,16 +143,25 @@ void BREAKOUT_Draw(Scenery * scenery, SDL_Renderer * renderer){
}
BALL_Draw(renderer, &(scenery->ball));
PADDLE_Draw(renderer, &(scenery->paddle));
if ((scenery->StartCountdown) > 0) { // ! Render Z-Layer !
SDL_Rect * rect = GAME_CountdownSourceRects + (((scenery->StartCountdown) - 1) / 60);
SDL_Rect target = *rect;
target.x = ((BREAKOUT_BoxWidth - (rect->w)) / 2);
target.y = ((BREAKOUT_BoxHeight - (rect->h)) / 2);
SDL_RenderCopy(renderer, GAME_CountdownTexture, rect, &target);
}
}
void BREAKOUT_DEINITIALIZE(){
if (BREAKOUT_IsInit) {
printf("De-initializing Game...\n");
SDL_DestroyTexture(GAME_CountdownTexture);
free(PADDLE_MoveLeftKeys);
free(PADDLE_MoveRightKeys);
free(BALL_SourceRects);
free(PADDLE_SourceRects);
free(BLOCK_SourceRects);
free(GAME_CountdownSourceRects);
BALL_Deinitialize();
PADDLE_Deinitialize();
BLOCK_Deinitialize();
@ -143,24 +184,33 @@ void BALL_Initialize(SDL_Renderer * renderer){
printf("Initializing Ball...\n");
BALL_Texture = IMG_LoadTexture(renderer, BALL_TexturePath);
if (!BALL_Texture) printf("Ball texture failed to load!\n");
BALL_SourceRects = (SDL_Rect *)malloc(1 * sizeof(SDL_Rect));
BALL_TextureCount = 9;
BALL_SourceRects = (SDL_Rect *)malloc(BALL_TextureCount * 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_SourceRects[0] = (SDL_Rect) {.x = 1029, .y = 1029, .w = 512, .h = 512 };
BALL_SourceRects[1] = (SDL_Rect) {.x = 1, .y = 1, .w = 512, .h = 512 };
BALL_SourceRects[2] = (SDL_Rect) {.x = 1, .y = 515, .w = 512, .h = 512 };
BALL_SourceRects[3] = (SDL_Rect) {.x = 1, .y = 1029, .w = 512, .h = 512 };
BALL_SourceRects[4] = (SDL_Rect) {.x = 515, .y = 1, .w = 512, .h = 512 };
BALL_SourceRects[5] = (SDL_Rect) {.x = 1029, .y = 1, .w = 512, .h = 512 };
BALL_SourceRects[6] = (SDL_Rect) {.x = 515, .y = 515, .w = 512, .h = 512 };
BALL_SourceRects[7] = (SDL_Rect) {.x = 515, .y = 1029, .w = 512, .h = 512 };
BALL_SourceRects[8] = (SDL_Rect) {.x = 1029, .y = 515, .w = 512, .h = 512 };
printf("Ball initialized!\n");
BALL_IsInit = true;
} else printf("Ball is already initialized!\n");
}
} /* BALL_Initialize */
Ball BALL_CreateDefault(){
double rotation = (double)(rand() % 360);
return (Ball) {
.Location = (Vector) {.x = BREAKOUT_BoxWidth / 2 - 15, .y = BREAKOUT_BoxHeight - 130 },
.Location = (Vector) {.x = BREAKOUT_BoxWidth / 2 - 15, .y = BREAKOUT_BoxHeight - 132 },
.Momentum = (Vector) {.x = 0.0f, .y = 15.0f },
.TargetRect = (SDL_Rect) {.x = BREAKOUT_BoxWidth / 2 - 15, .y = BREAKOUT_BoxHeight - 130, .w = 30, .h = 30 },
.Size = 15.0f,
.Rotation = rotation,
.RotationValue = 2,
.RotationValue = 5,
.TextureIndex = 0,
.Speed = 15.0f
}; // Objekt für die Eigenschaften des Balls
@ -170,6 +220,7 @@ void BALL_ResetPosition(Ball * obj){
(obj->Location).x = BREAKOUT_BoxWidth / 2 - 15;
(obj->Location).y = BREAKOUT_BoxHeight - 130;
RECT_SetTargetPos(&(obj->TargetRect), &(obj->Location));
(obj->Momentum) = VECTOR_GetScaledDirectionalUnitVector(0.0f, (obj->Speed));
}
void BALL_Draw(SDL_Renderer * renderer, Ball * obj){
@ -289,7 +340,16 @@ bool BALL_CollideWithPaddle(Ball * obj, Paddle * paddle){
return false;
} /* BALL_CollideWithPaddle */
void BALL_AdaptSpeedGradient(Ball * obj, int FrameCount){
if (FrameCount > BALL_AccelerationTime)
obj->Speed = BALL_MaxSpeed;
else
obj->Speed = BALL_MinSpeed + (((double)FrameCount / (double)BALL_AccelerationTime) * (BALL_MaxSpeed - BALL_MinSpeed));
}
void BALL_Update(Ball * obj, Scenery * scenery){
BALL_AdaptSpeedGradient(obj, (scenery->Frames));
(obj->Momentum) = VECTOR_ChangeScaleTo((obj->Momentum), (obj->Speed));
Block * blocks = (scenery->blocks);
Paddle * paddle = &(scenery->paddle);
int BlockCount = scenery->BlockCount;
@ -307,6 +367,8 @@ void BALL_Update(Ball * obj, Scenery * scenery){
oldLocation = obj->Location;
if (BALL_CollideWithRect(obj, &(blocks[i].TargetRect))) {
BLOCK_DealDamage(blocks + i, 1);
if (blocks[i].HP <= 0)
(scenery->DestroyedBlocks)++;
(obj->Location) = VECTOR_Add(oldLocation, (obj->Momentum));
BALL_MoveAwayFromBoundaries(obj);
RECT_SetTargetPos(&(obj->TargetRect), &(obj->Location));
@ -361,7 +423,7 @@ Paddle PADDLE_CreateDefault(){
.TextureIndex = 0,
.Speed = 10,
.SteeringAngle = 40.0f,
.Mode = KeyboardControl
.Mode = MouseControl
}; // Objekt für die Eigenschaften des Balls
}
@ -373,8 +435,6 @@ void PADDLE_ResetPosition(Paddle * obj){
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(const Uint8 * keystate, Uint8 * keyArray){
@ -398,36 +458,36 @@ void DOUBLE_Constrain(double * variable, double min, double max){
*variable = min;
}
void PADDLE_MoveSmooth(Paddle * obj){
int mouseX, paddleXMid, halfPaddle = ((obj->TargetRect).w / 2);
SDL_GetMouseState(&mouseX, NULL);
mouseX = (int)roundf((float)mouseX / XScale);
paddleXMid = halfPaddle + (obj->TargetRect.x); // Current State
(obj->TargetRect).x = paddleXMid - (int)roundf((float)(paddleXMid - mouseX) * PADDLE_SmoothFactor) - halfPaddle;
}
void PADDLE_Update(Paddle * obj, const Uint8 * keystate){
bool leftKeyPressed = false, rightKeyPressed = false;
int paddleXMid = (obj->TargetRect).x + ((obj->TargetRect).w / 2);
int mouseX;
bool leftKeyPressed, rightKeyPressed;
switch (obj->Mode) {
case MouseControl:
SDL_GetMouseState(&mouseX, NULL);
mouseX = (int)roundf((float)mouseX / XScale);
if (abs(mouseX - paddleXMid) > (obj->Speed)) {
if (mouseX > paddleXMid)
rightKeyPressed = true;
else
leftKeyPressed = true;
}
PADDLE_MoveSmooth(obj);
break;
case KeyboardControl:
leftKeyPressed = KeyPressed(keystate, PADDLE_MoveLeftKeys);
rightKeyPressed = KeyPressed(keystate, PADDLE_MoveRightKeys);
break;
default:
printf("Unknown Paddle Control Mode: %d!\n", obj->Mode);
break;
}
if (leftKeyPressed && (!rightKeyPressed)) {
((obj->TargetRect).x) -= (obj->Speed);
} else if ((!leftKeyPressed) && rightKeyPressed) {
((obj->TargetRect).x) += (obj->Speed);
}
break;
default:
printf("Unknown Paddle Control Mode: %d!\n", obj->Mode);
break;
} /* switch */
INT_Constrain(&((obj->TargetRect).x), 0, (BREAKOUT_BoxWidth - ((obj->TargetRect).w)));
} /* PADDLE_Update */

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@ -39,7 +39,7 @@ typedef struct sceneryStruct {
Ball ball;
Paddle paddle;
Block * blocks;
int BlockCount, Lives, StartCountdown;
int BlockCount, Lives, StartCountdown, Frames, Score, DestroyedBlocks;
bool IsPaused, IsGameOver;
} Scenery; // Objekt für die Objekte und Eigenschaften einer Szenerie
// End Structs
@ -47,6 +47,7 @@ typedef struct sceneryStruct {
// Prototypes
void BREAKOUT_INITIALIZE(SDL_Renderer * renderer, int width, int height);
Scenery BREAKOUT_CreateDefault();
int BREAKOUT_RefreshScore(Scenery * scenery);
void BREAKOUT_ChangeSize(int width, int height);
void BREAKOUT_Update(Scenery * scenery, const Uint8 * keystate);
void BREAKOUT_Draw(Scenery * scenery, SDL_Renderer * renderer);
@ -64,6 +65,7 @@ SDL_Point BALL_GetCenter(Ball * obj);
void BALL_CollideWithBorders(Ball * obj);
void BALL_MoveAwayFromBoundaries(Ball * obj);
bool BALL_CollideWithPaddle(Ball * obj, Paddle * paddle);
void BALL_AdaptSpeedGradient(Ball * obj, int FrameCount);
void BALL_Update(Ball * obj, Scenery * scenery);
void BALL_DestroyObject(Ball * obj);
void BALL_Deinitialize();
@ -74,6 +76,7 @@ void PADDLE_Draw(SDL_Renderer * renderer, Paddle * obj);
bool KeyPressed(const Uint8 * keystate, Uint8 * keyArray);
void INT_Constrain(int * variable, int min, int max);
void DOUBLE_Constrain(double * variable, double min, double max);
void PADDLE_MoveSmooth(Paddle * obj);
void PADDLE_Update(Paddle * obj, const Uint8 * keystate);
void PADDLE_DestroyObject(Paddle * obj);
void PADDLE_Deinitialize();

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@ -67,7 +67,7 @@ void HIGHSCORES_Deinitialize(){
void HIGHSCORES_GenerateTexture(SDL_Renderer * renderer){
char * buffer = calloc(100, sizeof(char));
int count = 0;
char format[20] = "| %-58s | %-10s |";
char format[20] = "| %-54s | %-14s |";
SDL_Rect Message_rect;
SDL_Surface * HIGHSCORES_TableSurface = SDL_CreateRGBSurface(0, 1920, 1080, 32, 0, 0, 0, 0);

4
main.c
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@ -55,7 +55,7 @@ int main(int argc, char * args[]){
HIGHSCORES_Draw(renderer);
break;
case Settings:
Settings_Draw(renderer);
Settings_Draw(renderer,&scenery);
break;
default:
printf("Unknow state was updated: %d\n", gameState);
@ -184,7 +184,7 @@ void INITIALIZE() {
Load_Textures(renderer);
HIGHSCORES_Initialize();
BACKGROUND_Initialize(renderer, width, height);
Settings_Initialize(renderer);
Settings_Initialize(renderer,&scenery);
printf("Initializing finished!\n");
} /* INITIALIZE */

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@ -9,37 +9,47 @@
#define Slider_height 100
#define Scalar_width 20
#define Bar_width 400
#define round(x) ((int) ((x) + .5))
#define distance(x1,y1,x2,y2) ((int)(sqrt(pow(x2-x1,2)+pow(y2-y1,2))))
SDL_Texture* Settings_Texture;
SDL_Texture* Settings_Ball_Texture;
SDL_Texture* Settings_Return_Button_Texture;
SDL_Rect Settings_rect;
SDL_Rect Settings_Ball_rect;
SDL_Rect Settings_Return_Button_rect;
Slider BV;
Slider BS;
Slider BT;
Uint32 Mousestate;
bool Settings_IsInit=false;
void Settings_Initialize (SDL_Renderer* renderer) {
Initialize_Slider(400,300,Scalar_width,Bar_width,Slider_height,1,2,&BV);
Initialize_Slider(400,500,Scalar_width,Bar_width,Slider_height,1,2,&BS);
Initialize_Slider(400,700,Scalar_width,Bar_width,Slider_height,1,2,&BT);
void Settings_Initialize (SDL_Renderer* renderer,Scenery* scenery) {
Initialize_Slider(400,300,Scalar_width,Bar_width,Slider_height,1,2,&BV,1.5);
Initialize_Slider(400,500,Scalar_width,Bar_width,Slider_height,30,100,&BS,scenery->ball.TargetRect.w);
Initialize_Slider(400,700,Scalar_width,Bar_width,Slider_height,0,8,&BT,scenery->ball.TextureIndex);
Settings_Texture = IMG_LoadTexture(renderer, "assets/images/settings_title.png");
Settings_rect = (SDL_Rect){.x = 800, .y = 180, .w=313, .h=100};
Settings_Ball_Texture = IMG_LoadTexture(renderer, "assets/images/ball.png");
Settings_Ball_rect = (SDL_Rect){.x = 1200, .y = 300, .w=100, .h=100};
Settings_Return_Button_Texture = IMG_LoadTexture(renderer, "assets/images/return_button.png");
Settings_Return_Button_rect = (SDL_Rect){.x = 200, .y = 200, .w=75, .h=75};
Settings_IsInit = true;
}
void Settings_Draw (SDL_Renderer* renderer) {
void Settings_Draw (SDL_Renderer* renderer,Scenery* scenery) {
double x;
scenery->ball.TargetRect.x=900;
scenery->ball.TargetRect.y=700;
SDL_RenderCopy(renderer, Settings_Texture, NULL, &Settings_rect);
SDL_RenderCopy(renderer, Settings_Ball_Texture, NULL, &Settings_Ball_rect);
SDL_RenderCopy(renderer, Settings_Return_Button_Texture, NULL, &Settings_Return_Button_rect);
Draw_Slider(renderer,&BV);
Draw_Slider(renderer,&BS);
Draw_Slider(renderer,&BT);
Draw_Ballstate(renderer,scenery);
mapping(&x,&BT);
scenery->ball.TextureIndex=round(x);
mapping(&x,&BS);
scenery->ball.TargetRect.w=x;
scenery->ball.TargetRect.h=x;
Settings_Return();
}
void Settings_Deinitialize(){
@ -54,20 +64,20 @@ void Draw_Slider(SDL_Renderer* renderer,Slider* beta){
SDL_SetRenderDrawColor(renderer,255,255,255,255);
SDL_RenderDrawRect(renderer,&beta->Bar_rect);
int x,y;
Uint32 Mousestate=SDL_GetMouseState(&x,&y);
if(y<=((beta->y)+(beta->h))&&y>=(beta->y)&&x<=(beta->bw+beta->x)&&x>=(beta->x)&&(Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT))){
Mousestate=SDL_GetMouseState(&x,&y);
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))){
SDL_RenderFillRect(renderer,&beta->Scalar_rect);
SDL_RenderDrawRect(renderer,&beta->Scalar_rect);
if(x>(beta->x+beta->bw-(beta->sw)/2)){
beta->Scalar_rect.x=(beta->x+beta->bw-(beta->sw));
beta->Slider_value=(beta->x+beta->bw-(beta->sw)/2);
if(x>(beta->Bar_rect.x+beta->Bar_rect.w-(beta->Scalar_rect.w)/2)){
beta->Scalar_rect.x=(beta->Bar_rect.x+beta->Bar_rect.w-(beta->Scalar_rect.w));
beta->Slider_value=(beta->Bar_rect.x+beta->Bar_rect.w-(beta->Scalar_rect.w)/2);
}
else if(x<beta->x+(beta->sw)/2){
beta->Scalar_rect.x=beta->x;
beta->Slider_value=beta->x+(beta->sw)/2;
else if(x<beta->Bar_rect.x+(beta->Scalar_rect.w)/2){
beta->Scalar_rect.x=beta->Bar_rect.x;
beta->Slider_value=beta->Bar_rect.x+(beta->Scalar_rect.w)/2;
}
else{
beta->Scalar_rect.x=x-(beta->sw/2);
beta->Scalar_rect.x=x-(beta->Scalar_rect.w/2);
beta->Slider_value=x;
}
}
@ -76,19 +86,25 @@ void Draw_Slider(SDL_Renderer* renderer,Slider* beta){
}
}
void mapping(double *x,Slider* beta){
*x=((beta->max-beta->min)/(beta->bw-(beta->sw)))*(beta->Slider_value-beta->x-beta->sw/2)+beta->min;
void Draw_Ballstate(SDL_Renderer* renderer,Scenery* scenery){
BALL_Draw(renderer, &(scenery->ball));
}
void Initialize_Slider(int x,int y,int sw,int bw,int h,double min,double max,Slider* beta){
beta->Scalar_rect = (SDL_Rect){.x=x,.y=y,.w=sw,.h=h};
void mapping(double *x,Slider* beta){
*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;
}
void Initialize_Slider(int x,int y,int sw,int bw,int h,double min,double max,Slider* beta,double defaultvalue){
beta->Scalar_rect = (SDL_Rect){.x=(defaultvalue-min)/(max-min)*(bw-sw/2)+x,.y=y,.w=sw,.h=h};
beta->Bar_rect = (SDL_Rect){.x=x,.y=y,.w=bw,.h=h};
beta->x=x;
beta->y=y;
beta->sw=sw;
beta->bw=bw;
beta->h=h;
beta->max=max;
beta->min=min;
beta->Slider_value=x+sw/2;
beta->Slider_value=(defaultvalue-min)/(max-min)*(bw-sw/2)+x;
}
void Settings_Return(Scenery* scenery){
int x,y;
Mousestate=SDL_GetMouseState(&x,&y);
if((distance(x,y,237,237)<=37)&&(Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT)))
GAME_ChangeState(MainMenu);
}

View File

@ -7,24 +7,32 @@
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <stdbool.h>
#include <math.h>
#include "breakout.h"
#include "gamestate.h"
#include "main.h"
typedef struct sliderstruct {
SDL_Rect Bar_rect;
SDL_Rect Scalar_rect;
int x,y,bw,sw,h;
double Slider_value,min,max;
} Slider;
void Settings_Initialize (SDL_Renderer* renderer);
void Settings_Draw (SDL_Renderer* renderer);
void Settings_Deinitialize();
void Settings_Draw (SDL_Renderer* renderer,Scenery* scenery);
void Draw_Slider(SDL_Renderer* renderer,Slider* beta);
void Draw_Ballstate(SDL_Renderer* renderer,Scenery* scenery);
void Settings_Initialize (SDL_Renderer* renderer,Scenery* scenery);
void Initialize_Slider(int x,int y,int sw,int bw,int h,double min,double max,Slider* beta,double defaultvalue);
void Settings_Deinitialize();
void mapping(double *x,Slider* beta);
void Initialize_Slider(int x,int y,int sw,int bw,int h,double min,double max,Slider* beta);
void Settings_Return();
#endif

View File

@ -5,6 +5,7 @@
#include "gamestate.h"
#include "main.h"
extern float XScale, YScale;
SDL_Texture * TITLE_Texture;
SDL_Texture * PLAYBUTTON_Texture;
@ -23,7 +24,11 @@ SDL_Rect HIGHSCORESBUTTON_Rect;
SDL_Rect QUITBUTTON_Rect;
int clickInRect(SDL_MouseButtonEvent b, SDL_Rect * area_rect) {
return (((b.x) >= (area_rect->x)) && ((b.x) <= ((area_rect->x) + (area_rect->w))) && ((b.y) >= (area_rect->y)) && ((b.y) <= ((area_rect->y) + (area_rect->h))));
int clickx, clicky;
clickx = (int)roundf((float)b.x / XScale);
clicky = (int)roundf((float)b.y / YScale);
return ((clickx >= (area_rect->x)) && (clickx <= ((area_rect->x) + (area_rect->w))) && (clicky >= (area_rect->y)) && (clicky <= ((area_rect->y) + (area_rect->h))));
}
void Load_Textures(SDL_Renderer * renderer) {