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4 Commits

Author SHA1 Message Date
Michael Chen
1fb934f7a6 Merge branch 'devsave' into 'master'
Added control buttons to gameover screen

See merge request czg6669/breakout!4
2018-01-30 09:00:10 +00:00
Michael Chen
e55253c244 Merge branch 'devsave' into 'master'
Working Release v1.0

See merge request czg6669/breakout!3
2018-01-29 22:51:03 +00:00
Michael Chen
b4aac4d41b Merge branch 'dev' into 'master'
New Version with working Main menu

See merge request czg6669/breakout!2
2018-01-18 15:19:03 +00:00
Michael Chen
cde0ae9bc9 Merge branch 'dev' 2018-01-11 19:08:23 +01:00
14 changed files with 114 additions and 91 deletions

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@ -12,9 +12,6 @@
#include "background.h"
#define BG_Path_1 "assets/images/bg/bg1.png"
#define BG_Path_2 "assets/images/bg/bg2.png"
#define BG_Path_3 "assets/images/bg/bg3.png"
#define BG_Path_4 "assets/images/bg/bg4.png"
int BACKGROUND_BoxWidth, BACKGROUND_BoxHeight;
int BACKGROUND_TextureCount;
@ -27,13 +24,10 @@ void BACKGROUND_Initialize(SDL_Renderer * renderer, int width, int height){
printf("Initializing Background...\n");
BACKGROUND_BoxWidth = width;
BACKGROUND_BoxHeight = height;
BACKGROUND_TextureCount = 4;
BACKGROUND_TextureCount = 1;
BACKGROUND_TotalRect = (SDL_Rect) {.x = 0, .y = 0, .w = 1920, .h = 1080 };
BACKGROUND_Textures = malloc(BACKGROUND_TextureCount * sizeof(SDL_Texture *));
BACKGROUND_Textures[0] = IMG_LoadTexture(renderer, BG_Path_1);
BACKGROUND_Textures[1] = IMG_LoadTexture(renderer, BG_Path_2);
BACKGROUND_Textures[2] = IMG_LoadTexture(renderer, BG_Path_3);
BACKGROUND_Textures[3] = IMG_LoadTexture(renderer, BG_Path_4);
printf("Background initialized!\n");
BACKGROUND_IsInit = true;
} else

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9
bin/sqlConfig.cfg Normal file
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@ -0,0 +1,9 @@
sql11.freemysqlhosting.net
3306
sql11215077
EFik49X18z
sql11215077
highscores
score
username
time

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@ -457,11 +457,11 @@ void BALL_MoveAwayFromBoundaries(Ball * obj){
bool BALL_CollideWithPaddle(Ball * obj, Paddle * paddle){
if (RECT_Collide(&(obj->TargetRect), &(paddle->TargetRect))) {
Vector ballCenter = BALL_GetCenter(obj);
if ((ballCenter.x) > ((paddle->TargetRect).x) || (ballCenter.x) < ((paddle->TargetRect).x + (paddle->TargetRect).w)) // if the ball hits the paddle from the sides (or the bottom (?))
BALL_SteerMomentum(obj, paddle); // Sets it to unit vector!
else
if (ballCenter.y > (paddle->TargetRect).y) // if the ball hits the paddle from the sides (or the bottom (?))
BALL_CollideWithRect(obj, &(paddle->TargetRect));
// Following assumes that the paddle position was udated before the ball was updated
else
BALL_SteerMomentum(obj, paddle); // Sets it to unit vector!
// Following assumes that the paddle position was udated before the ball was updated
while (RECT_Collide(&(obj->TargetRect), &(paddle->TargetRect))) { // Move away from rect in small steps
(obj->Location) = VECTOR_Add((obj->Location), (obj->Momentum));
BALL_MoveAwayFromBoundaries(obj);
@ -511,7 +511,7 @@ void BALL_Update(Ball * obj, Scenery * scenery){
BLOCK_DealDamage(blocks + i, 1);
if (blocks[i].HP <= 0) {
(scenery->DestroyedBlocks)++;
BREAKOUT_IncreaseScoreBy(scenery, (int)round((15.0f / ((scenery->ball).Size)) * (((scenery->ball).Speed) * ((scenery->ball).Speed) / 5.0f)));
BREAKOUT_IncreaseScoreBy(scenery, (int)round((((scenery->ball).Speed) * ((scenery->ball).Speed) / 5.0f)));
}
(obj->Location) = VECTOR_Add(oldLocation, (obj->Momentum));
BALL_MoveAwayFromBoundaries(obj);

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@ -135,7 +135,6 @@ void GAMEOVER_MouseClicked(SDL_MouseButtonEvent b, Scenery * scenery){
GAME_ChangeState(Highscores);
} else if (clickInRect(b, &GAMEOVER_RestartButtonRect)) {
printf("Restart was called from gameover!\n");
GAMEOVER_UploadState = Initial;
GAME_Restart();
GAME_ChangeState(Game);
}

5
main.c
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@ -42,7 +42,6 @@ Scenery scenery;
Mix_Music * MenuLoop;
char * Username;
char * Password;
int background=0;
int main(int argc, char * args[]){
AttemptLogin();
@ -58,7 +57,7 @@ int main(int argc, char * args[]){
switch (gameState) {
case Game:
BREAKOUT_Update(&scenery, keystate);
BACKGROUND_Draw(renderer, background);
BACKGROUND_Draw(renderer, 0);
BREAKOUT_Draw(&scenery, renderer);
break;
case MainMenu:
@ -69,7 +68,7 @@ int main(int argc, char * args[]){
HIGHSCORES_Draw(renderer);
break;
case Settings:
Settings_Draw(renderer, &scenery,&background);
Settings_Draw(renderer, &scenery);
break;
case GameOver:
GAMEOVER_Draw(renderer, &scenery);

View File

@ -12,8 +12,8 @@ extern float XScale, YScale;
#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))))
#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;
@ -22,83 +22,76 @@ SDL_Texture * Return_Button_Texture;
SDL_Texture * Bar_Texture;
SDL_Texture * Scalar_Button_Texture0;
SDL_Texture * Scalar_Button_Texture1;
SDL_Texture * Circle_Texture;
SDL_Texture * L_Arrow_Texture;
SDL_Texture * R_Arrow_Texture;
SDL_Rect Settings_rect;
SDL_Rect Settings_Ball_rect;
SDL_Rect Settings_Skins_rect;
SDL_Rect Return_Button_rect;
SDL_Rect Circle_rect;
Slider BG;
Slider BV;
Slider BS;
Slider BT;
Stepslider SBT;
Uint32 Mousestate;
bool Settings_IsInit = false;
bool IsLock = false;
bool IsLock=false;
void Settings_Initialize(SDL_Renderer * renderer, Scenery * scenery) {
Initialize_Slider(400, 300, Scalar_width, Bar_width, Slider_height, 0, 3, &BG, 0);
Initialize_Slider(400, 500, Scalar_width, Bar_width, Slider_height, 10, 100, &BS, scenery->ball.TargetRect.w);
Initialize_Slider(400, 700, Scalar_width, Bar_width, Slider_height, 0, 8, &BT, scenery->ball.TextureIndex);
// Initialize_Slider(400,300,Scalar_width,Bar_width,Slider_height,0,8,&BT,scenery->paddle.TextureIndex);
Settings_Texture = IMG_LoadTexture(renderer, "assets/images/settings_title.png");
Settings_rect = (SDL_Rect) {.x = 647, .y = 50, .w = 626, .h = 200 };
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);
Initialize_Stepslider(400,300,Scalar_width,Bar_width,Slider_height,0,8,&SBT,scenery->ball.TextureIndex);
Settings_Texture = IMG_LoadTexture(renderer, "assets/images/settings_title.png");
Settings_rect = (SDL_Rect){.x = 647, .y = 50, .w=626, .h=200};
Settings_Ball_rect = (SDL_Rect) {.x = 1200, .y = 700, .w = 90, .h = 90 };
Settings_Ball_rect = (SDL_Rect){.x = 1200, .y = 700, .w=90, .h=90};
Settings_Skins_Texture = IMG_LoadTexture(renderer, "assets/images/skins_button.png");
Settings_Skins_rect = (SDL_Rect) {.x = 50, .y = 710, .w = 315, .h = 70 };
Settings_Skins_Texture = IMG_LoadTexture(renderer, "assets/images/skins_button.png");
Settings_Skins_rect = (SDL_Rect){.x = 50, .y = 710, .w=315, .h=70};
Return_Button_Texture = IMG_LoadTexture(renderer, "assets/images/return_button.png");
Return_Button_rect = (SDL_Rect) {.x = 200, .y = 200, .w = 75, .h = 75 };
Return_Button_Texture = IMG_LoadTexture(renderer, "assets/images/return_button.png");
Return_Button_rect = (SDL_Rect){.x = 200, .y = 200, .w=75, .h=75};
Bar_Texture = IMG_LoadTexture(renderer, "assets/images/bar_texture.png");
Scalar_Button_Texture0 = IMG_LoadTexture(renderer, "assets/images/scalar_button_unpressed.png");
Scalar_Button_Texture1 = IMG_LoadTexture(renderer, "assets/images/scalar_button_pressed.png");
Bar_Texture = IMG_LoadTexture(renderer, "assets/images/bar_texture.png");
Scalar_Button_Texture0 = IMG_LoadTexture(renderer, "assets/images/scalar_button_unpressed.png");
Scalar_Button_Texture1 = IMG_LoadTexture(renderer, "assets/images/scalar_button_pressed.png");
Circle_Texture = IMG_LoadTexture(renderer, "assets/images/circle.png");
Circle_rect = (SDL_Rect) {.x = 1250, .y = 500, .w = 75, .h = 75 };
R_Arrow_Texture = IMG_LoadTexture(renderer, "assets/images/r_arrow_button.png" );
L_Arrow_Texture = IMG_LoadTexture(renderer, "assets/images/l_arrow_button.png" );
Settings_IsInit = true;
} /* Settings_Initialize */
Settings_IsInit = true;
}
void Settings_Draw(SDL_Renderer * renderer, Scenery * scenery, int * backgroundcount) {
void Settings_Draw(SDL_Renderer * renderer, Scenery * scenery) {
double x;
if (!(Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT))) {
IsLock = BG.IsLock = BS.IsLock = BT.IsLock = false;
} else {
IsLock = true;
if(!(Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT))){
IsLock=BV.IsLock=BS.IsLock=BT.IsLock=false;
}else{
IsLock=true;
}
BACKGROUND_Draw(renderer, *backgroundcount);
Draw_Slider(renderer, &BG);
// Draw_Slider(renderer, &BV);
Draw_Slider(renderer, &BS);
Draw_Slider(renderer, &BT);
Draw_Stepslider(renderer, &SBT);
SDL_RenderCopy(renderer, Settings_Texture, NULL, &Settings_rect);
SDL_RenderCopy(renderer, Return_Button_Texture, NULL, &Return_Button_rect);
SDL_RenderCopy(renderer, Settings_Skins_Texture, NULL, &Settings_Skins_rect);
SDL_RenderCopy(renderer, Circle_Texture, NULL, &Circle_rect);
BALL_DrawTexture(renderer, &Settings_Ball_rect, scenery->ball.TextureIndex);
Settings_Return();
mapping(&x, &BS);
scenery->ball.TargetRect.w = x;
scenery->ball.TargetRect.h = x;
scenery->ball.Size = ((double)x / 2.0f);
int posx = 1250, posy = 500;
Circle_rect.x = posx - 0.5 * Circle_rect.w;
Circle_rect.y = posy + 0.5 * (100 - Circle_rect.w);
Circle_rect.w = x;
Circle_rect.h = x;
mapping(&x, &BT);
x = round(x);
scenery->ball.TextureIndex = x;
mapping(&x, &BG);
x = round(x);
*backgroundcount = x;
} /* Settings_Draw */
}
void Settings_Deinitialize(){
if (Settings_IsInit) {
@ -109,7 +102,6 @@ void Settings_Deinitialize(){
SDL_DestroyTexture(Settings_Skins_Texture);
SDL_DestroyTexture(Scalar_Button_Texture0);
SDL_DestroyTexture(Scalar_Button_Texture1);
SDL_DestroyTexture(Circle_Texture);
Settings_IsInit = false;
}
}
@ -121,50 +113,67 @@ void Draw_Slider(SDL_Renderer * renderer, Slider * beta){
Mousestate = SDL_GetMouseState(&x, &y);
x = round((float)x / XScale);
y = round((float)y / YScale);
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) {
if (!IsLock) {
beta->IsLock = true;
IsLock = true;
}
if (beta->IsLock) {
SDL_RenderCopy(renderer, Scalar_Button_Texture1, NULL, &beta->Scalar_rect);
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->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->Scalar_rect.w / 2);
beta->Slider_value = x;
}
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) {
if(!IsLock){
beta->IsLock=true;
IsLock=true;
}
if(beta->IsLock){
SDL_RenderCopy(renderer, Scalar_Button_Texture1, NULL, &beta->Scalar_rect);
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->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 {
SDL_RenderCopy(renderer, Scalar_Button_Texture0, NULL, &beta->Scalar_rect);
beta->Scalar_rect.x = x - (beta->Scalar_rect.w / 2);
beta->Slider_value = x;
}
} else {
SDL_RenderCopy(renderer, Scalar_Button_Texture0, NULL, &beta->Scalar_rect);
}
} else {
SDL_RenderCopy(renderer, Scalar_Button_Texture0, NULL, &beta->Scalar_rect);
}
} /* Draw_Slider */
void Draw_Stepslider(SDL_Renderer* renderer,Stepslider* beta){
SDL_RenderCopy(renderer, Bar_Texture, NULL, &beta->Bar_rect);
SDL_RenderCopy(renderer, Scalar_Button_Texture0, NULL, &beta->Scalar_rect);
SDL_RenderCopy(renderer, L_Arrow_Texture, NULL, &beta->L_Arrow_rect);
SDL_RenderCopy(renderer, R_Arrow_Texture, NULL, &beta->R_Arrow_rect);
}
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 };
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->max = max;
beta->min = min;
beta->Slider_value = (defaultvalue - min) / (max - min) * (bw - sw / 2) + x;
beta->Slider_value = (defaultvalue-min)/(max-min)*(bw-sw/2)+x;
}
void Initialize_Stepslider(int x,int y,int sw,int bw,int h,double min,double max,Stepslider* 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->L_Arrow_rect = (SDL_Rect) {.x = x-30-h, .y = y, .w = h, .h = h };
beta->R_Arrow_rect = (SDL_Rect) {.x = x+bw+30, .y = y, .w = h, .h = h };
beta->max = max;
beta->min = min;
beta->Slider_value = (defaultvalue-min)/(max-min)*(bw-sw/2)+x;
}
void Settings_Return(){
if (!IsLock) {
int x, y;
Mousestate = SDL_GetMouseState(&x, &y);
x = round((float)x / XScale);
y = round((float)y / YScale);
if ((distance(x, y, 237, 237) <= 37) && (Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT)))
GAME_ChangeState(MainMenu);
}
if(!IsLock){
int x,y;
Mousestate=SDL_GetMouseState(&x,&y);
x = round((float)x / XScale);
y = round((float)y / YScale);
if((distance(x,y,237,237)<=37)&&(Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT)))
GAME_ChangeState(MainMenu);
}
}

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@ -10,7 +10,6 @@
#include "breakout.h"
#include "gamestate.h"
#include "main.h"
#include "background.h"
typedef struct sliderstruct {
SDL_Rect Bar_rect;
@ -19,14 +18,28 @@ typedef struct sliderstruct {
double Slider_value,min,max;
} Slider;
void Settings_Draw (SDL_Renderer* renderer,Scenery* scenery,int *backgroundcount);
typedef struct stepsliderstruct {
SDL_Rect Bar_rect;
SDL_Rect Scalar_rect;
SDL_Rect L_Arrow_rect;
SDL_Rect R_Arrow_rect;
bool IsLock;
double Slider_value,min,max;
} Stepslider;
void Settings_Draw (SDL_Renderer* renderer,Scenery* scenery);
void Draw_Slider(SDL_Renderer* renderer,Slider* beta);
void Draw_Stepslider(SDL_Renderer* renderer,Stepslider* beta);
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 Initialize_Stepslider(int x,int y,int sw,int bw,int h,double min,double max,Stepslider* beta,double defaultvalue);
void Settings_Deinitialize();
void mapping(double *x,Slider* beta);