3 Commits

Author SHA1 Message Date
e55253c244 Merge branch 'devsave' into 'master'
Working Release v1.0

See merge request czg6669/breakout!3
2018-01-29 22:51:03 +00:00
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
cde0ae9bc9 Merge branch 'dev' 2018-01-11 19:08:23 +01:00
21 changed files with 138 additions and 183 deletions

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@ -12,9 +12,6 @@
#include "background.h" #include "background.h"
#define BG_Path_1 "assets/images/bg/bg1.png" #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_BoxWidth, BACKGROUND_BoxHeight;
int BACKGROUND_TextureCount; int BACKGROUND_TextureCount;
@ -27,13 +24,10 @@ void BACKGROUND_Initialize(SDL_Renderer * renderer, int width, int height){
printf("Initializing Background...\n"); printf("Initializing Background...\n");
BACKGROUND_BoxWidth = width; BACKGROUND_BoxWidth = width;
BACKGROUND_BoxHeight = height; BACKGROUND_BoxHeight = height;
BACKGROUND_TextureCount = 4; BACKGROUND_TextureCount = 1;
BACKGROUND_TotalRect = (SDL_Rect) {.x = 0, .y = 0, .w = 1920, .h = 1080 }; BACKGROUND_TotalRect = (SDL_Rect) {.x = 0, .y = 0, .w = 1920, .h = 1080 };
BACKGROUND_Textures = malloc(BACKGROUND_TextureCount * sizeof(SDL_Texture *)); BACKGROUND_Textures = malloc(BACKGROUND_TextureCount * sizeof(SDL_Texture *));
BACKGROUND_Textures[0] = IMG_LoadTexture(renderer, BG_Path_1); 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"); printf("Background initialized!\n");
BACKGROUND_IsInit = true; BACKGROUND_IsInit = true;
} else } 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){ bool BALL_CollideWithPaddle(Ball * obj, Paddle * paddle){
if (RECT_Collide(&(obj->TargetRect), &(paddle->TargetRect))) { if (RECT_Collide(&(obj->TargetRect), &(paddle->TargetRect))) {
Vector ballCenter = BALL_GetCenter(obj); 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 (?)) if (ballCenter.y > (paddle->TargetRect).y) // if the ball hits the paddle from the sides (or the bottom (?))
BALL_SteerMomentum(obj, paddle); // Sets it to unit vector!
else
BALL_CollideWithRect(obj, &(paddle->TargetRect)); 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 while (RECT_Collide(&(obj->TargetRect), &(paddle->TargetRect))) { // Move away from rect in small steps
(obj->Location) = VECTOR_Add((obj->Location), (obj->Momentum)); (obj->Location) = VECTOR_Add((obj->Location), (obj->Momentum));
BALL_MoveAwayFromBoundaries(obj); BALL_MoveAwayFromBoundaries(obj);
@ -511,7 +511,7 @@ void BALL_Update(Ball * obj, Scenery * scenery){
BLOCK_DealDamage(blocks + i, 1); BLOCK_DealDamage(blocks + i, 1);
if (blocks[i].HP <= 0) { if (blocks[i].HP <= 0) {
(scenery->DestroyedBlocks)++; (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)); (obj->Location) = VECTOR_Add(oldLocation, (obj->Momentum));
BALL_MoveAwayFromBoundaries(obj); BALL_MoveAwayFromBoundaries(obj);

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@ -13,14 +13,12 @@
#include "vector.h" #include "vector.h"
#include "highscores.h" #include "highscores.h"
#include "background.h" #include "background.h"
#include "startmenu.h"
#include "main.h" #include "main.h"
#define GAMEOVER_TexturePath "assets/images/gameover.png" #define GAMEOVER_TexturePath "assets/images/gameover.png"
#define GAMEOVER_NumbersTexturePath "assets/images/numbers.png" #define GAMEOVER_NumbersTexturePath "assets/images/numbers.png"
#define GAMEOVER_ScoreTexturePath "assets/images/yourscore.png" #define GAMEOVER_ScoreTexturePath "assets/images/yourscore.png"
#define GAMEOVER_UploadTexturePath "assets/images/upload.png" #define GAMEOVER_UploadTexturePath "assets/images/upload.png"
#define GAMEOVER_RestartTexturePath "assets/images/restart_button.png"
#define GAMEOVER_HUDScale 16.0f #define GAMEOVER_HUDScale 16.0f
#define GAMEOVER_Scale 4.0f #define GAMEOVER_Scale 4.0f
@ -30,24 +28,17 @@ extern bool LoggedIn;
extern int width, height; extern int width, height;
extern SDL_Texture * HIGHSCORESBUTTON_Texture;
extern SDL_Texture * QUITBUTTON_Texture;
extern SDL_Rect QUITBUTTON_Rect;
int GAMEOVER_HUDMargin = 5; int GAMEOVER_HUDMargin = 5;
SDL_Texture * GAMEOVER_Texture; SDL_Texture * GAMEOVER_Texture;
SDL_Texture * GAMEOVER_Numbers; SDL_Texture * GAMEOVER_Numbers;
SDL_Texture * GAMEOVER_ScoreTexture; SDL_Texture * GAMEOVER_ScoreTexture;
SDL_Texture * GAMEOVER_UploadTexture; SDL_Texture * GAMEOVER_UploadTexture;
SDL_Texture * GAMEOVER_RestartTexture;
SDL_Rect * GAMEOVER_NumberRects; SDL_Rect * GAMEOVER_NumberRects;
SDL_Rect * GAMEOVER_UploadRects; SDL_Rect * GAMEOVER_UploadRects;
SDL_Rect GAMEOVER_TargetRect; SDL_Rect GAMEOVER_TargetRect;
SDL_Rect GAMEOVER_ScoreTargetRect; SDL_Rect GAMEOVER_ScoreTargetRect;
SDL_Rect GAMEOVER_HUDScoreTargetRect; SDL_Rect GAMEOVER_HUDScoreTargetRect;
SDL_Rect * GAMEOVER_UploadTargetRects; SDL_Rect * GAMEOVER_UploadTargetRects;
SDL_Rect GAMEOVER_HighscoresButtonRect;
SDL_Rect GAMEOVER_RestartButtonRect;
int * GAMEOVER_Digits; int * GAMEOVER_Digits;
bool GAMEOVER_IsInit = false; bool GAMEOVER_IsInit = false;
UploadState GAMEOVER_UploadState = Initial; UploadState GAMEOVER_UploadState = Initial;
@ -64,8 +55,6 @@ void GAMEOVER_Initialize(SDL_Renderer * renderer){
if (!GAMEOVER_ScoreTexture) printf("Gameover Score Texture couldn't be loaded!\n"); if (!GAMEOVER_ScoreTexture) printf("Gameover Score Texture couldn't be loaded!\n");
GAMEOVER_UploadTexture = IMG_LoadTexture(renderer, GAMEOVER_UploadTexturePath); GAMEOVER_UploadTexture = IMG_LoadTexture(renderer, GAMEOVER_UploadTexturePath);
if (!GAMEOVER_UploadTexture) printf("Gameover Score Texture couldn't be loaded!\n"); if (!GAMEOVER_UploadTexture) printf("Gameover Score Texture couldn't be loaded!\n");
GAMEOVER_RestartTexture = IMG_LoadTexture(renderer, GAMEOVER_RestartTexturePath);
if (!GAMEOVER_RestartTexture) printf("Restart Button Texture couldn't be loaded!\n");
int w, h; int w, h;
SDL_QueryTexture(GAMEOVER_Texture, NULL, NULL, &w, &h); SDL_QueryTexture(GAMEOVER_Texture, NULL, NULL, &w, &h);
w /= 2; w /= 2;
@ -100,12 +89,9 @@ void GAMEOVER_Initialize(SDL_Renderer * renderer){
if (!GAMEOVER_UploadTargetRects) printf("FATAL: Memory Allocation Failed!\n"); if (!GAMEOVER_UploadTargetRects) printf("FATAL: Memory Allocation Failed!\n");
for (int i = 0; i < 4; i++) { for (int i = 0; i < 4; i++) {
GAMEOVER_UploadTargetRects[i] = (SDL_Rect) {.x = 0, .y = 650, .w = ((GAMEOVER_UploadRects[i].w) / 5), .h = ((GAMEOVER_UploadRects[i].h) / 5) }; GAMEOVER_UploadTargetRects[i] = (SDL_Rect) {.x = 0, .y = 650, .w = ((GAMEOVER_UploadRects[i].w) / 5), .h = ((GAMEOVER_UploadRects[i].h) / 5) };
GAMEOVER_UploadTargetRects[i].x = ((width - (GAMEOVER_UploadTargetRects[i].w)) / 2);
} }
GAMEOVER_HUDScoreTargetRect = (SDL_Rect) {.x = GAMEOVER_HUDMargin, .y = GAMEOVER_HUDMargin, .w = 250, .h = 46 }; GAMEOVER_HUDScoreTargetRect = (SDL_Rect) {.x = GAMEOVER_HUDMargin, .y = GAMEOVER_HUDMargin, .w = 250, .h = 46 };
GAMEOVER_Digits = malloc(25 * sizeof(int)); // Holds every digit of unsigned long long int GAMEOVER_Digits = malloc(25 * sizeof(int));
GAMEOVER_HighscoresButtonRect = (SDL_Rect) {.x = 1635, .y = 896, .w = 235, .h = 134 };
GAMEOVER_RestartButtonRect = (SDL_Rect) {.x = 842, .y = 896, .w = 235, .h = 134 };
printf("Gameover initialized!\n"); printf("Gameover initialized!\n");
GAMEOVER_IsInit = true; GAMEOVER_IsInit = true;
} else } else
@ -114,11 +100,10 @@ void GAMEOVER_Initialize(SDL_Renderer * renderer){
void GAMEOVER_MouseClicked(SDL_MouseButtonEvent b, Scenery * scenery){ void GAMEOVER_MouseClicked(SDL_MouseButtonEvent b, Scenery * scenery){
if (b.button == SDL_BUTTON_LEFT) { if (b.button == SDL_BUTTON_LEFT) {
if (LoggedIn) { if (LoggedIn)
if (GAMEOVER_UploadState == Initial || GAMEOVER_UploadState == Failed) { if (GAMEOVER_UploadState == Initial || GAMEOVER_UploadState == Failed) {
if (clickInRect(b, (GAMEOVER_UploadTargetRects + GAMEOVER_UploadState))) { if (clickInRect(b, (GAMEOVER_UploadTargetRects + GAMEOVER_UploadState))) {
GAMEOVER_UploadState = Uploading; GAMEOVER_UploadState = Uploading;
printf("Upload was called from gameover!\n");
if (HIGHSCORES_UploadScore(Username, (scenery->Score))) { if (HIGHSCORES_UploadScore(Username, (scenery->Score))) {
GAMEOVER_UploadState = Finished; GAMEOVER_UploadState = Finished;
} else { } else {
@ -126,21 +111,8 @@ void GAMEOVER_MouseClicked(SDL_MouseButtonEvent b, Scenery * scenery){
} }
} }
} }
}
if (clickInRect(b, &QUITBUTTON_Rect)) {
printf("Escape was called from gameover!\n");
GAME_Escape();
} else if (clickInRect(b, &GAMEOVER_HighscoresButtonRect)) {
printf("Highscores was called from gameover!\n");
GAME_ChangeState(Highscores);
} else if (clickInRect(b, &GAMEOVER_RestartButtonRect)) {
printf("Restart was called from gameover!\n");
GAMEOVER_UploadState = Initial;
GAME_Restart();
GAME_ChangeState(Game);
}
} }
} /* GAMEOVER_MouseClicked */ }
void GAMEOVER_Draw(SDL_Renderer * renderer, Scenery * scenery){ void GAMEOVER_Draw(SDL_Renderer * renderer, Scenery * scenery){
int i, count; int i, count;
@ -163,13 +135,9 @@ void GAMEOVER_Draw(SDL_Renderer * renderer, Scenery * scenery){
SDL_RenderCopy(renderer, GAMEOVER_Numbers, (GAMEOVER_NumberRects + GAMEOVER_Digits[i]), &target); SDL_RenderCopy(renderer, GAMEOVER_Numbers, (GAMEOVER_NumberRects + GAMEOVER_Digits[i]), &target);
xOffset += target.w - 1; xOffset += target.w - 1;
} }
if (LoggedIn) { if (LoggedIn)
SDL_RenderCopy(renderer, GAMEOVER_UploadTexture, (GAMEOVER_UploadRects + GAMEOVER_UploadState), (GAMEOVER_UploadTargetRects + GAMEOVER_UploadState)); GAMEOVER_DrawHorizontalCenter(renderer, GAMEOVER_UploadTexture, (GAMEOVER_UploadRects + GAMEOVER_UploadState), (GAMEOVER_UploadTargetRects + GAMEOVER_UploadState));
} } /* GAMEOVER_Draw */
SDL_RenderCopy(renderer, QUITBUTTON_Texture, NULL, &QUITBUTTON_Rect);
SDL_RenderCopy(renderer, HIGHSCORESBUTTON_Texture, NULL, &GAMEOVER_HighscoresButtonRect);
SDL_RenderCopy(renderer, GAMEOVER_RestartTexture, NULL, &GAMEOVER_RestartButtonRect);
} /* GAMEOVER_Draw */
void GAMEOVER_DrawHorizontalCenter(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Rect * srcRect, SDL_Rect * dstRect){ void GAMEOVER_DrawHorizontalCenter(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Rect * srcRect, SDL_Rect * dstRect){
SDL_Rect target = *dstRect; SDL_Rect target = *dstRect;
@ -222,7 +190,6 @@ void GAMEOVER_Deinitialize(){
free(GAMEOVER_NumberRects); free(GAMEOVER_NumberRects);
free(GAMEOVER_UploadRects); free(GAMEOVER_UploadRects);
free(GAMEOVER_UploadTargetRects); free(GAMEOVER_UploadTargetRects);
SDL_DestroyTexture(GAMEOVER_RestartTexture);
SDL_DestroyTexture(GAMEOVER_Texture); SDL_DestroyTexture(GAMEOVER_Texture);
SDL_DestroyTexture(GAMEOVER_ScoreTexture); SDL_DestroyTexture(GAMEOVER_ScoreTexture);
SDL_DestroyTexture(GAMEOVER_Numbers); SDL_DestroyTexture(GAMEOVER_Numbers);

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@ -7,13 +7,10 @@
#include <SDL2/SDL_ttf.h> #include <SDL2/SDL_ttf.h>
#include "highscores.h" #include "highscores.h"
#include "main.h"
#define HIGHSCORES_FontFile "assets/fonts/monofur.ttf" #define HIGHSCORES_FontFile "assets/fonts/monofur.ttf"
#define HIGHSCORES_OutputFilePath "output.txt" #define HIGHSCORES_OutputFilePath "output.txt"
extern SDL_Texture * Return_Button_Texture;
int HIGHSCORES_EntriesGot = 0; int HIGHSCORES_EntriesGot = 0;
User * HIGHSCORES_UserList; User * HIGHSCORES_UserList;
SDL_Color HIGHSCORES_FontColor; SDL_Color HIGHSCORES_FontColor;
@ -21,7 +18,6 @@ SDL_Texture * HIGHSCORES_TableTexture;
SDL_Rect HIGHSCORES_TotalRect; SDL_Rect HIGHSCORES_TotalRect;
TTF_Font * HIGHSCORES_FontFamily = NULL; TTF_Font * HIGHSCORES_FontFamily = NULL;
SDL_Surface * tempSurface; SDL_Surface * tempSurface;
SDL_Rect HIGHSCORES_ReturnButtonRect;
void HIGHSCORES_Initialize(){ void HIGHSCORES_Initialize(){
printf("Initializing Highscores...\n"); printf("Initializing Highscores...\n");
@ -29,12 +25,9 @@ void HIGHSCORES_Initialize(){
HIGHSCORES_UserList = malloc(10 * sizeof(User)); HIGHSCORES_UserList = malloc(10 * sizeof(User));
HIGHSCORES_FontFamily = TTF_OpenFont(HIGHSCORES_FontFile, 48); HIGHSCORES_FontFamily = TTF_OpenFont(HIGHSCORES_FontFile, 48);
if (!HIGHSCORES_FontFamily) printf("Font could not initialize! Error: %s\n", TTF_GetError()); if (!HIGHSCORES_FontFamily) printf("Font could not initialize! Error: %s\n", TTF_GetError());
else { else printf("Font was successfully initialized!\n");
printf("Font was successfully initialized!\n"); printFontStyle(HIGHSCORES_FontFamily);
printFontStyle(HIGHSCORES_FontFamily);
}
HIGHSCORES_TotalRect = (SDL_Rect) {.x = 0, .y = 0, .w = 1920, .h = 1080 }; HIGHSCORES_TotalRect = (SDL_Rect) {.x = 0, .y = 0, .w = 1920, .h = 1080 };
HIGHSCORES_ReturnButtonRect = (SDL_Rect) {.x = 10, .y = 970, .w = 100, .h = 100 };
printf("Highscores initialized!\n"); printf("Highscores initialized!\n");
} }
@ -58,17 +51,8 @@ void printFontStyle(TTF_Font * ffont){
printf("\n"); printf("\n");
} }
void HIGHSCORES_MouseClicked(SDL_MouseButtonEvent b){
if (b.button == SDL_BUTTON_LEFT) {
if (clickInRect(b, &HIGHSCORES_ReturnButtonRect)) {
GAME_ReturnToLastScreen();
}
}
} /* GAMEOVER_MouseClicked */
void HIGHSCORES_Draw(SDL_Renderer * renderer){ void HIGHSCORES_Draw(SDL_Renderer * renderer){
SDL_RenderCopy(renderer, HIGHSCORES_TableTexture, &HIGHSCORES_TotalRect, &HIGHSCORES_TotalRect); SDL_RenderCopy(renderer, HIGHSCORES_TableTexture, &HIGHSCORES_TotalRect, &HIGHSCORES_TotalRect);
SDL_RenderCopy(renderer, Return_Button_Texture, NULL, &HIGHSCORES_ReturnButtonRect);
} /* HIGHSCORES_Draw */ } /* HIGHSCORES_Draw */
void HIGHSCORES_Deinitialize(){ void HIGHSCORES_Deinitialize(){
@ -126,7 +110,7 @@ bool HIGHSCORES_UploadScore(char * username, int score){
ssize_t read; ssize_t read;
sprintf(buffer, "bhi upload %s %s %d", HIGHSCORES_OutputFilePath, username, score); sprintf(buffer, "bhi upload %s %s %d", HIGHSCORES_OutputFilePath, username, score);
// printf("BHI called with \"%s\"\n", buffer); printf("BHI called with \"%s\"\n", buffer);
// printf("Call BHI interface:\n"); // printf("Call BHI interface:\n");
system(buffer); system(buffer);
// printf("BHI interface quit!\nBHI output handling...\n"); // printf("BHI interface quit!\nBHI output handling...\n");

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@ -10,7 +10,6 @@ typedef struct userStruct {
// Prototypes // Prototypes
void HIGHSCORES_Initialize(); void HIGHSCORES_Initialize();
void printFontStyle(TTF_Font * ffont); void printFontStyle(TTF_Font * ffont);
void HIGHSCORES_MouseClicked(SDL_MouseButtonEvent b);
void HIGHSCORES_Draw(SDL_Renderer * renderer); void HIGHSCORES_Draw(SDL_Renderer * renderer);
void HIGHSCORES_Deinitialize(); void HIGHSCORES_Deinitialize();
void HIGHSCORES_GenerateTexture(SDL_Renderer * renderer); void HIGHSCORES_GenerateTexture(SDL_Renderer * renderer);

30
main.c
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@ -37,12 +37,10 @@ SDL_Renderer * renderer;
SDL_Event event; SDL_Event event;
bool running = true, fullscreen = false, LoggedIn = false; bool running = true, fullscreen = false, LoggedIn = false;
GameState gameState = MainMenu; GameState gameState = MainMenu;
GameState previousGameState = MainMenu;
Scenery scenery; Scenery scenery;
Mix_Music * MenuLoop; Mix_Music * MenuLoop;
char * Username; char * Username;
char * Password; char * Password;
int background=0;
int main(int argc, char * args[]){ int main(int argc, char * args[]){
AttemptLogin(); AttemptLogin();
@ -58,7 +56,7 @@ int main(int argc, char * args[]){
switch (gameState) { switch (gameState) {
case Game: case Game:
BREAKOUT_Update(&scenery, keystate); BREAKOUT_Update(&scenery, keystate);
BACKGROUND_Draw(renderer, background); BACKGROUND_Draw(renderer, 0);
BREAKOUT_Draw(&scenery, renderer); BREAKOUT_Draw(&scenery, renderer);
break; break;
case MainMenu: case MainMenu:
@ -69,7 +67,7 @@ int main(int argc, char * args[]){
HIGHSCORES_Draw(renderer); HIGHSCORES_Draw(renderer);
break; break;
case Settings: case Settings:
Settings_Draw(renderer, &scenery,&background); Settings_Draw(renderer, &scenery);
break; break;
case GameOver: case GameOver:
GAMEOVER_Draw(renderer, &scenery); GAMEOVER_Draw(renderer, &scenery);
@ -249,7 +247,6 @@ void GAME_ChangeState(GameState state){
printf("State wasn't changed!\n"); printf("State wasn't changed!\n");
return; return;
} }
previousGameState = gameState;
gameState = state; gameState = state;
switch (gameState) { switch (gameState) {
case Game: case Game:
@ -265,13 +262,6 @@ void GAME_ChangeState(GameState state){
break; break;
} }
} /* GAME_ChangeState */ } /* GAME_ChangeState */
void GAME_ReturnToLastScreen(){
if (previousGameState == gameState) {
printf("Cannot \"return\" to the same screen!\n");
} else {
GAME_ChangeState(previousGameState);
}
}
void HandleSDLEvents(){ void HandleSDLEvents(){
while (SDL_PollEvent(&event)) { while (SDL_PollEvent(&event)) {
@ -287,6 +277,7 @@ void HandleSDLEvents(){
break; break;
case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONDOWN:
mousePress(event.button); mousePress(event.button);
button_clicked(event.button, gameState);
break; break;
case SDL_WINDOWEVENT: case SDL_WINDOWEVENT:
windowChanged(event.window); windowChanged(event.window);
@ -300,12 +291,6 @@ void mousePress(SDL_MouseButtonEvent b){ // Debug prop
case GameOver: case GameOver:
GAMEOVER_MouseClicked(b, &scenery); GAMEOVER_MouseClicked(b, &scenery);
break; break;
case MainMenu:
STARTMENU_ButtonClicked(event.button, gameState);
break;
case Highscores:
HIGHSCORES_MouseClicked(b);
break;
default: default:
printf("Gamestate currently ignores Mouse press event: %d!\n", gameState); printf("Gamestate currently ignores Mouse press event: %d!\n", gameState);
break; break;
@ -317,7 +302,7 @@ void mousePress(SDL_MouseButtonEvent b){ // Debug prop
} else { } else {
printf("Unknown mouse button pressed: %d\n", b.button); printf("Unknown mouse button pressed: %d\n", b.button);
} }
} /* mousePress */ }
void keyPress(SDL_KeyboardEvent b){ // Debug prop void keyPress(SDL_KeyboardEvent b){ // Debug prop
printf("Key pressed: ID is %d\n", b.keysym.scancode); printf("Key pressed: ID is %d\n", b.keysym.scancode);
@ -360,11 +345,6 @@ void DrawBackground(SDL_Renderer * renderer){
SDL_RenderClear(renderer); SDL_RenderClear(renderer);
} /* DrawFrame */ } /* DrawFrame */
void GAME_Restart(){
printf("Starting new game!\n");
scenery = BREAKOUT_CreateDefault();
}
void INITIALIZE(){ void INITIALIZE(){
printf("Initializing started...\n"); printf("Initializing started...\n");
srand(time(NULL)); srand(time(NULL));
@ -385,7 +365,7 @@ void INITIALIZE(){
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
printf("Renderer was created!\n"); printf("Renderer was created!\n");
BREAKOUT_INITIALIZE(renderer); BREAKOUT_INITIALIZE(renderer);
GAME_Restart(); scenery = BREAKOUT_CreateDefault();
Load_Textures(renderer); Load_Textures(renderer);
HIGHSCORES_Initialize(); HIGHSCORES_Initialize();
BACKGROUND_Initialize(renderer, width, height); BACKGROUND_Initialize(renderer, width, height);

2
main.h
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@ -40,14 +40,12 @@ void GAME_Escape();
void MENU_StartMusic(); void MENU_StartMusic();
void MENU_PauseMusic(); void MENU_PauseMusic();
void GAME_ChangeState(GameState state); void GAME_ChangeState(GameState state);
void GAME_ReturnToLastScreen();
void HandleSDLEvents(); void HandleSDLEvents();
void mousePress(SDL_MouseButtonEvent b); void mousePress(SDL_MouseButtonEvent b);
void keyPress(SDL_KeyboardEvent b); void keyPress(SDL_KeyboardEvent b);
void toggleFullscreen(); void toggleFullscreen();
void windowChanged(SDL_WindowEvent b); void windowChanged(SDL_WindowEvent b);
void DrawBackground(SDL_Renderer * renderer); void DrawBackground(SDL_Renderer * renderer);
void GAME_Restart();
void INITIALIZE(); void INITIALIZE();
void QUIT(); void QUIT();
// End Prototypes // End Prototypes

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@ -12,8 +12,8 @@ extern float XScale, YScale;
#define Slider_height 100 #define Slider_height 100
#define Scalar_width 20 #define Scalar_width 20
#define Bar_width 400 #define Bar_width 400
#define round(x) ((int)((x) + .5)) #define round(x) ((int)((x) + .5))
#define distance(x1, y1, x2, y2) ((int)(sqrt(pow(x2 - x1, 2) + pow(y2 - y1, 2)))) #define distance(x1,y1,x2,y2) ((int)(sqrt(pow(x2-x1,2)+pow(y2-y1,2))))
SDL_Texture * Settings_Texture; SDL_Texture * Settings_Texture;
SDL_Texture * Settings_Ball_Texture; SDL_Texture * Settings_Ball_Texture;
@ -22,83 +22,76 @@ SDL_Texture * Return_Button_Texture;
SDL_Texture * Bar_Texture; SDL_Texture * Bar_Texture;
SDL_Texture * Scalar_Button_Texture0; SDL_Texture * Scalar_Button_Texture0;
SDL_Texture * Scalar_Button_Texture1; 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_rect;
SDL_Rect Settings_Ball_rect; SDL_Rect Settings_Ball_rect;
SDL_Rect Settings_Skins_rect; SDL_Rect Settings_Skins_rect;
SDL_Rect Return_Button_rect; SDL_Rect Return_Button_rect;
SDL_Rect Circle_rect;
Slider BG; Slider BV;
Slider BS; Slider BS;
Slider BT; Slider BT;
Stepslider SBT;
Uint32 Mousestate; Uint32 Mousestate;
bool Settings_IsInit = false; bool Settings_IsInit = false;
bool IsLock = false; bool IsLock=false;
void Settings_Initialize(SDL_Renderer * renderer, Scenery * scenery) { void Settings_Initialize (SDL_Renderer* renderer,Scenery* scenery) {
Initialize_Slider(400, 300, Scalar_width, Bar_width, Slider_height, 0, 3, &BG, 0); // Initialize_Slider(400,300,Scalar_width,Bar_width,Slider_height,1,2,&BV,1.5);
Initialize_Slider(400, 500, Scalar_width, Bar_width, Slider_height, 10, 100, &BS, scenery->ball.TargetRect.w); 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_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); 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_Texture = IMG_LoadTexture(renderer, "assets/images/settings_title.png");
Settings_rect = (SDL_Rect) {.x = 647, .y = 50, .w = 626, .h = 200 }; 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_Texture = IMG_LoadTexture(renderer, "assets/images/skins_button.png");
Settings_Skins_rect = (SDL_Rect) {.x = 50, .y = 710, .w = 315, .h = 70 }; 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_Texture = IMG_LoadTexture(renderer, "assets/images/return_button.png");
Return_Button_rect = (SDL_Rect) {.x = 200, .y = 200, .w = 75, .h = 75 }; Return_Button_rect = (SDL_Rect){.x = 200, .y = 200, .w=75, .h=75};
Bar_Texture = IMG_LoadTexture(renderer, "assets/images/bar_texture.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_Texture0 = IMG_LoadTexture(renderer, "assets/images/scalar_button_unpressed.png");
Scalar_Button_Texture1 = IMG_LoadTexture(renderer, "assets/images/scalar_button_pressed.png"); Scalar_Button_Texture1 = IMG_LoadTexture(renderer, "assets/images/scalar_button_pressed.png");
Circle_Texture = IMG_LoadTexture(renderer, "assets/images/circle.png"); R_Arrow_Texture = IMG_LoadTexture(renderer, "assets/images/r_arrow_button.png" );
Circle_rect = (SDL_Rect) {.x = 1250, .y = 500, .w = 75, .h = 75 }; L_Arrow_Texture = IMG_LoadTexture(renderer, "assets/images/l_arrow_button.png" );
Settings_IsInit = true; Settings_IsInit = true;
} /* Settings_Initialize */ }
void Settings_Draw(SDL_Renderer * renderer, Scenery * scenery, int * backgroundcount) { void Settings_Draw(SDL_Renderer * renderer, Scenery * scenery) {
double x; double x;
if(!(Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT))){
if (!(Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT))) { IsLock=BV.IsLock=BS.IsLock=BT.IsLock=false;
IsLock = BG.IsLock = BS.IsLock = BT.IsLock = false; }else{
} else { IsLock=true;
IsLock = true;
} }
BACKGROUND_Draw(renderer, *backgroundcount); // Draw_Slider(renderer, &BV);
Draw_Slider(renderer, &BG);
Draw_Slider(renderer, &BS); Draw_Slider(renderer, &BS);
Draw_Slider(renderer, &BT); Draw_Slider(renderer, &BT);
Draw_Stepslider(renderer, &SBT);
SDL_RenderCopy(renderer, Settings_Texture, NULL, &Settings_rect); SDL_RenderCopy(renderer, Settings_Texture, NULL, &Settings_rect);
SDL_RenderCopy(renderer, Return_Button_Texture, NULL, &Return_Button_rect); SDL_RenderCopy(renderer, Return_Button_Texture, NULL, &Return_Button_rect);
SDL_RenderCopy(renderer, Settings_Skins_Texture, NULL, &Settings_Skins_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); BALL_DrawTexture(renderer, &Settings_Ball_rect, scenery->ball.TextureIndex);
Settings_Return(); Settings_Return();
mapping(&x, &BS); mapping(&x, &BS);
scenery->ball.TargetRect.w = x; scenery->ball.TargetRect.w = x;
scenery->ball.TargetRect.h = x; scenery->ball.TargetRect.h = x;
scenery->ball.Size = ((double)x / 2.0f); 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); mapping(&x, &BT);
x = round(x); x = round(x);
scenery->ball.TextureIndex = x; scenery->ball.TextureIndex = x;
mapping(&x, &BG); }
x = round(x);
*backgroundcount = x;
} /* Settings_Draw */
void Settings_Deinitialize(){ void Settings_Deinitialize(){
if (Settings_IsInit) { if (Settings_IsInit) {
@ -109,7 +102,6 @@ void Settings_Deinitialize(){
SDL_DestroyTexture(Settings_Skins_Texture); SDL_DestroyTexture(Settings_Skins_Texture);
SDL_DestroyTexture(Scalar_Button_Texture0); SDL_DestroyTexture(Scalar_Button_Texture0);
SDL_DestroyTexture(Scalar_Button_Texture1); SDL_DestroyTexture(Scalar_Button_Texture1);
SDL_DestroyTexture(Circle_Texture);
Settings_IsInit = false; Settings_IsInit = false;
} }
} }
@ -121,50 +113,67 @@ void Draw_Slider(SDL_Renderer * renderer, Slider * beta){
Mousestate = SDL_GetMouseState(&x, &y); Mousestate = SDL_GetMouseState(&x, &y);
x = round((float)x / XScale); x = round((float)x / XScale);
y = round((float)y / YScale); 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 ((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) { if(!IsLock){
beta->IsLock = true; beta->IsLock=true;
IsLock = true; IsLock=true;
} }
if (beta->IsLock) { if(beta->IsLock){
SDL_RenderCopy(renderer, Scalar_Button_Texture1, NULL, &beta->Scalar_rect); 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)) { 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->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); 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) { } else if (x < beta->Bar_rect.x + (beta->Scalar_rect.w) / 2) {
beta->Scalar_rect.x = beta->Bar_rect.x; beta->Scalar_rect.x = beta->Bar_rect.x;
beta->Slider_value = beta->Bar_rect.x + (beta->Scalar_rect.w) / 2; 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;
}
} else { } 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 { } else {
SDL_RenderCopy(renderer, Scalar_Button_Texture0, NULL, &beta->Scalar_rect); SDL_RenderCopy(renderer, Scalar_Button_Texture0, NULL, &beta->Scalar_rect);
} }
} /* Draw_Slider */ } /* 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){ 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; *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){ 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->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->Bar_rect = (SDL_Rect) {.x = x, .y = y, .w = bw, .h = h };
beta->max = max; beta->max = max;
beta->min = min; 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(){ void Settings_Return(){
if (!IsLock) { if(!IsLock){
int x, y; int x,y;
Mousestate = SDL_GetMouseState(&x, &y); Mousestate=SDL_GetMouseState(&x,&y);
x = round((float)x / XScale); x = round((float)x / XScale);
y = round((float)y / YScale); y = round((float)y / YScale);
if ((distance(x, y, 237, 237) <= 37) && (Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT))) if((distance(x,y,237,237)<=37)&&(Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT)))
GAME_ChangeState(MainMenu); GAME_ChangeState(MainMenu);
} }
} }

View File

@ -10,7 +10,6 @@
#include "breakout.h" #include "breakout.h"
#include "gamestate.h" #include "gamestate.h"
#include "main.h" #include "main.h"
#include "background.h"
typedef struct sliderstruct { typedef struct sliderstruct {
SDL_Rect Bar_rect; SDL_Rect Bar_rect;
@ -19,14 +18,28 @@ typedef struct sliderstruct {
double Slider_value,min,max; double Slider_value,min,max;
} Slider; } 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_Slider(SDL_Renderer* renderer,Slider* beta);
void Draw_Stepslider(SDL_Renderer* renderer,Stepslider* beta);
void Settings_Initialize (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 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 Settings_Deinitialize();
void mapping(double *x,Slider* beta); void mapping(double *x,Slider* beta);

View File

@ -53,14 +53,16 @@ void Startmenu_Draw(SDL_Renderer * renderer) {
SDL_RenderCopy(renderer, QUITBUTTON_Texture, NULL, &QUITBUTTON_Rect); SDL_RenderCopy(renderer, QUITBUTTON_Texture, NULL, &QUITBUTTON_Rect);
} }
void STARTMENU_ButtonClicked(SDL_MouseButtonEvent b, GameState gameState) { void button_clicked(SDL_MouseButtonEvent b, GameState gameState) {
if (clickInRect(b, &PLAYBUTTON_Rect) == 1) { if (gameState == MainMenu) {
GAME_ChangeState(Game); if (clickInRect(b, &PLAYBUTTON_Rect) == 1) {
} else if (clickInRect(b, &SETTINGSBUTTON_Rect) == 1) { GAME_ChangeState(Game);
GAME_ChangeState(Settings); } else if (clickInRect(b, &SETTINGSBUTTON_Rect) == 1) {
} else if (clickInRect(b, &HIGHSCORESBUTTON_Rect) == 1) { GAME_ChangeState(Settings);
GAME_ChangeState(Highscores); } else if (clickInRect(b, &HIGHSCORESBUTTON_Rect) == 1) {
} else if (clickInRect(b, &QUITBUTTON_Rect) == 1) { GAME_ChangeState(Highscores);
GAME_Escape(); } else if (clickInRect(b, &QUITBUTTON_Rect) == 1) {
GAME_Escape();
}
} }
} }

View File

@ -13,7 +13,7 @@ void Load_Textures (SDL_Renderer* renderer);
void Startmenu_Draw (SDL_Renderer* renderer); void Startmenu_Draw (SDL_Renderer* renderer);
void STARTMENU_ButtonClicked(SDL_MouseButtonEvent b, GameState gameState); void button_clicked(SDL_MouseButtonEvent b, GameState gameState);
int clickInRect(SDL_MouseButtonEvent b, SDL_Rect* area_rect); int clickInRect(SDL_MouseButtonEvent b, SDL_Rect* area_rect);