Compare commits
3 Commits
Author | SHA1 | Date | |
---|---|---|---|
e55253c244 | |||
b4aac4d41b | |||
cde0ae9bc9 |
@ -12,9 +12,6 @@
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#include "background.h"
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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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@ -27,13 +24,10 @@ 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 = 4;
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BACKGROUND_TextureCount = 1;
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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[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/Unbenannt.png
Normal file
After Width: | Height: | Size: 93 KiB |
Before Width: | Height: | Size: 2.6 MiB After Width: | Height: | Size: 2.5 MiB |
Before Width: | Height: | Size: 2.5 KiB |
Before Width: | Height: | Size: 1.0 MiB |
Before Width: | Height: | Size: 81 KiB |
Before Width: | Height: | Size: 17 KiB |
BIN
bin/assets/images/l_arrow_button.png
Normal file
After Width: | Height: | Size: 2.5 KiB |
BIN
bin/assets/images/r_arrow_button.png
Normal file
After Width: | Height: | Size: 2.5 KiB |
Before Width: | Height: | Size: 15 KiB |
9
bin/sqlConfig.cfg
Normal file
@ -0,0 +1,9 @@
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sql11.freemysqlhosting.net
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3306
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sql11215077
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EFik49X18z
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sql11215077
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highscores
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score
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username
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time
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@ -457,10 +457,10 @@ void BALL_MoveAwayFromBoundaries(Ball * obj){
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bool BALL_CollideWithPaddle(Ball * obj, Paddle * paddle){
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if (RECT_Collide(&(obj->TargetRect), &(paddle->TargetRect))) {
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Vector ballCenter = BALL_GetCenter(obj);
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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 (?))
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BALL_SteerMomentum(obj, paddle); // Sets it to unit vector!
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else
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if (ballCenter.y > (paddle->TargetRect).y) // if the ball hits the paddle from the sides (or the bottom (?))
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BALL_CollideWithRect(obj, &(paddle->TargetRect));
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else
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BALL_SteerMomentum(obj, paddle); // Sets it to unit vector!
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// Following assumes that the paddle position was udated before the ball was updated
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while (RECT_Collide(&(obj->TargetRect), &(paddle->TargetRect))) { // Move away from rect in small steps
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(obj->Location) = VECTOR_Add((obj->Location), (obj->Momentum));
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@ -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((15.0f / ((scenery->ball).Size)) * (((scenery->ball).Speed) * ((scenery->ball).Speed) / 5.0f)));
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BREAKOUT_IncreaseScoreBy(scenery, (int)round((((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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41
gameover.c
@ -13,14 +13,12 @@
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#include "vector.h"
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#include "highscores.h"
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#include "background.h"
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#include "startmenu.h"
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#include "main.h"
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#define GAMEOVER_TexturePath "assets/images/gameover.png"
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#define GAMEOVER_NumbersTexturePath "assets/images/numbers.png"
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#define GAMEOVER_ScoreTexturePath "assets/images/yourscore.png"
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#define GAMEOVER_UploadTexturePath "assets/images/upload.png"
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#define GAMEOVER_RestartTexturePath "assets/images/restart_button.png"
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#define GAMEOVER_HUDScale 16.0f
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#define GAMEOVER_Scale 4.0f
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@ -30,24 +28,17 @@ extern bool LoggedIn;
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extern int width, height;
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extern SDL_Texture * HIGHSCORESBUTTON_Texture;
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extern SDL_Texture * QUITBUTTON_Texture;
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extern SDL_Rect QUITBUTTON_Rect;
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int GAMEOVER_HUDMargin = 5;
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SDL_Texture * GAMEOVER_Texture;
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SDL_Texture * GAMEOVER_Numbers;
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SDL_Texture * GAMEOVER_ScoreTexture;
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SDL_Texture * GAMEOVER_UploadTexture;
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SDL_Texture * GAMEOVER_RestartTexture;
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SDL_Rect * GAMEOVER_NumberRects;
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SDL_Rect * GAMEOVER_UploadRects;
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SDL_Rect GAMEOVER_TargetRect;
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SDL_Rect GAMEOVER_ScoreTargetRect;
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SDL_Rect GAMEOVER_HUDScoreTargetRect;
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SDL_Rect * GAMEOVER_UploadTargetRects;
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SDL_Rect GAMEOVER_HighscoresButtonRect;
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SDL_Rect GAMEOVER_RestartButtonRect;
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int * GAMEOVER_Digits;
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bool GAMEOVER_IsInit = false;
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UploadState GAMEOVER_UploadState = Initial;
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@ -64,8 +55,6 @@ void GAMEOVER_Initialize(SDL_Renderer * renderer){
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if (!GAMEOVER_ScoreTexture) printf("Gameover Score Texture couldn't be loaded!\n");
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GAMEOVER_UploadTexture = IMG_LoadTexture(renderer, GAMEOVER_UploadTexturePath);
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if (!GAMEOVER_UploadTexture) printf("Gameover Score Texture couldn't be loaded!\n");
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GAMEOVER_RestartTexture = IMG_LoadTexture(renderer, GAMEOVER_RestartTexturePath);
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if (!GAMEOVER_RestartTexture) printf("Restart Button Texture couldn't be loaded!\n");
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int w, h;
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SDL_QueryTexture(GAMEOVER_Texture, NULL, NULL, &w, &h);
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w /= 2;
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@ -100,12 +89,9 @@ void GAMEOVER_Initialize(SDL_Renderer * renderer){
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if (!GAMEOVER_UploadTargetRects) printf("FATAL: Memory Allocation Failed!\n");
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for (int i = 0; i < 4; i++) {
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GAMEOVER_UploadTargetRects[i] = (SDL_Rect) {.x = 0, .y = 650, .w = ((GAMEOVER_UploadRects[i].w) / 5), .h = ((GAMEOVER_UploadRects[i].h) / 5) };
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GAMEOVER_UploadTargetRects[i].x = ((width - (GAMEOVER_UploadTargetRects[i].w)) / 2);
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}
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GAMEOVER_HUDScoreTargetRect = (SDL_Rect) {.x = GAMEOVER_HUDMargin, .y = GAMEOVER_HUDMargin, .w = 250, .h = 46 };
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GAMEOVER_Digits = malloc(25 * sizeof(int)); // Holds every digit of unsigned long long int
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GAMEOVER_HighscoresButtonRect = (SDL_Rect) {.x = 1635, .y = 896, .w = 235, .h = 134 };
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GAMEOVER_RestartButtonRect = (SDL_Rect) {.x = 842, .y = 896, .w = 235, .h = 134 };
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GAMEOVER_Digits = malloc(25 * sizeof(int));
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printf("Gameover initialized!\n");
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GAMEOVER_IsInit = true;
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} else
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@ -114,11 +100,10 @@ void GAMEOVER_Initialize(SDL_Renderer * renderer){
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void GAMEOVER_MouseClicked(SDL_MouseButtonEvent b, Scenery * scenery){
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if (b.button == SDL_BUTTON_LEFT) {
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if (LoggedIn) {
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if (LoggedIn)
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if (GAMEOVER_UploadState == Initial || GAMEOVER_UploadState == Failed) {
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if (clickInRect(b, (GAMEOVER_UploadTargetRects + GAMEOVER_UploadState))) {
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GAMEOVER_UploadState = Uploading;
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printf("Upload was called from gameover!\n");
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if (HIGHSCORES_UploadScore(Username, (scenery->Score))) {
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GAMEOVER_UploadState = Finished;
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} else {
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@ -127,20 +112,7 @@ void GAMEOVER_MouseClicked(SDL_MouseButtonEvent b, Scenery * scenery){
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}
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}
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}
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if (clickInRect(b, &QUITBUTTON_Rect)) {
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printf("Escape was called from gameover!\n");
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GAME_Escape();
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} else if (clickInRect(b, &GAMEOVER_HighscoresButtonRect)) {
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printf("Highscores was called from gameover!\n");
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GAME_ChangeState(Highscores);
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} else if (clickInRect(b, &GAMEOVER_RestartButtonRect)) {
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printf("Restart was called from gameover!\n");
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GAMEOVER_UploadState = Initial;
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GAME_Restart();
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GAME_ChangeState(Game);
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}
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}
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} /* GAMEOVER_MouseClicked */
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void GAMEOVER_Draw(SDL_Renderer * renderer, Scenery * scenery){
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int i, count;
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@ -163,12 +135,8 @@ void GAMEOVER_Draw(SDL_Renderer * renderer, Scenery * scenery){
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SDL_RenderCopy(renderer, GAMEOVER_Numbers, (GAMEOVER_NumberRects + GAMEOVER_Digits[i]), &target);
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xOffset += target.w - 1;
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}
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if (LoggedIn) {
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SDL_RenderCopy(renderer, GAMEOVER_UploadTexture, (GAMEOVER_UploadRects + GAMEOVER_UploadState), (GAMEOVER_UploadTargetRects + GAMEOVER_UploadState));
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}
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SDL_RenderCopy(renderer, QUITBUTTON_Texture, NULL, &QUITBUTTON_Rect);
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SDL_RenderCopy(renderer, HIGHSCORESBUTTON_Texture, NULL, &GAMEOVER_HighscoresButtonRect);
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SDL_RenderCopy(renderer, GAMEOVER_RestartTexture, NULL, &GAMEOVER_RestartButtonRect);
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if (LoggedIn)
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GAMEOVER_DrawHorizontalCenter(renderer, GAMEOVER_UploadTexture, (GAMEOVER_UploadRects + GAMEOVER_UploadState), (GAMEOVER_UploadTargetRects + GAMEOVER_UploadState));
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} /* GAMEOVER_Draw */
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void GAMEOVER_DrawHorizontalCenter(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Rect * srcRect, SDL_Rect * dstRect){
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@ -222,7 +190,6 @@ void GAMEOVER_Deinitialize(){
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free(GAMEOVER_NumberRects);
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free(GAMEOVER_UploadRects);
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free(GAMEOVER_UploadTargetRects);
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SDL_DestroyTexture(GAMEOVER_RestartTexture);
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SDL_DestroyTexture(GAMEOVER_Texture);
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SDL_DestroyTexture(GAMEOVER_ScoreTexture);
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SDL_DestroyTexture(GAMEOVER_Numbers);
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20
highscores.c
@ -7,13 +7,10 @@
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#include <SDL2/SDL_ttf.h>
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#include "highscores.h"
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#include "main.h"
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#define HIGHSCORES_FontFile "assets/fonts/monofur.ttf"
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#define HIGHSCORES_OutputFilePath "output.txt"
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extern SDL_Texture * Return_Button_Texture;
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int HIGHSCORES_EntriesGot = 0;
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User * HIGHSCORES_UserList;
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SDL_Color HIGHSCORES_FontColor;
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@ -21,7 +18,6 @@ SDL_Texture * HIGHSCORES_TableTexture;
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SDL_Rect HIGHSCORES_TotalRect;
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TTF_Font * HIGHSCORES_FontFamily = NULL;
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SDL_Surface * tempSurface;
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SDL_Rect HIGHSCORES_ReturnButtonRect;
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void HIGHSCORES_Initialize(){
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printf("Initializing Highscores...\n");
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@ -29,12 +25,9 @@ void HIGHSCORES_Initialize(){
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HIGHSCORES_UserList = malloc(10 * sizeof(User));
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HIGHSCORES_FontFamily = TTF_OpenFont(HIGHSCORES_FontFile, 48);
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if (!HIGHSCORES_FontFamily) printf("Font could not initialize! Error: %s\n", TTF_GetError());
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else {
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printf("Font was successfully initialized!\n");
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else printf("Font was successfully initialized!\n");
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printFontStyle(HIGHSCORES_FontFamily);
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}
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HIGHSCORES_TotalRect = (SDL_Rect) {.x = 0, .y = 0, .w = 1920, .h = 1080 };
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HIGHSCORES_ReturnButtonRect = (SDL_Rect) {.x = 10, .y = 970, .w = 100, .h = 100 };
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printf("Highscores initialized!\n");
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}
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@ -58,17 +51,8 @@ void printFontStyle(TTF_Font * ffont){
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printf("\n");
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}
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void HIGHSCORES_MouseClicked(SDL_MouseButtonEvent b){
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if (b.button == SDL_BUTTON_LEFT) {
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if (clickInRect(b, &HIGHSCORES_ReturnButtonRect)) {
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GAME_ReturnToLastScreen();
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}
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}
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} /* GAMEOVER_MouseClicked */
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void HIGHSCORES_Draw(SDL_Renderer * renderer){
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SDL_RenderCopy(renderer, HIGHSCORES_TableTexture, &HIGHSCORES_TotalRect, &HIGHSCORES_TotalRect);
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SDL_RenderCopy(renderer, Return_Button_Texture, NULL, &HIGHSCORES_ReturnButtonRect);
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} /* HIGHSCORES_Draw */
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void HIGHSCORES_Deinitialize(){
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@ -126,7 +110,7 @@ bool HIGHSCORES_UploadScore(char * username, int score){
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ssize_t read;
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sprintf(buffer, "bhi upload %s %s %d", HIGHSCORES_OutputFilePath, username, score);
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// printf("BHI called with \"%s\"\n", buffer);
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printf("BHI called with \"%s\"\n", buffer);
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// printf("Call BHI interface:\n");
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system(buffer);
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// printf("BHI interface quit!\nBHI output handling...\n");
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@ -10,7 +10,6 @@ typedef struct userStruct {
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// Prototypes
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void HIGHSCORES_Initialize();
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void printFontStyle(TTF_Font * ffont);
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void HIGHSCORES_MouseClicked(SDL_MouseButtonEvent b);
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void HIGHSCORES_Draw(SDL_Renderer * renderer);
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void HIGHSCORES_Deinitialize();
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void HIGHSCORES_GenerateTexture(SDL_Renderer * renderer);
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30
main.c
@ -37,12 +37,10 @@ SDL_Renderer * renderer;
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SDL_Event event;
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bool running = true, fullscreen = false, LoggedIn = false;
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GameState gameState = MainMenu;
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GameState previousGameState = MainMenu;
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Scenery scenery;
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Mix_Music * MenuLoop;
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char * Username;
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char * Password;
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int background=0;
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int main(int argc, char * args[]){
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AttemptLogin();
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@ -58,7 +56,7 @@ int main(int argc, char * args[]){
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switch (gameState) {
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case Game:
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BREAKOUT_Update(&scenery, keystate);
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BACKGROUND_Draw(renderer, background);
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BACKGROUND_Draw(renderer, 0);
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BREAKOUT_Draw(&scenery, renderer);
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break;
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case MainMenu:
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@ -69,7 +67,7 @@ int main(int argc, char * args[]){
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HIGHSCORES_Draw(renderer);
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break;
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case Settings:
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Settings_Draw(renderer, &scenery,&background);
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Settings_Draw(renderer, &scenery);
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break;
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case GameOver:
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GAMEOVER_Draw(renderer, &scenery);
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@ -249,7 +247,6 @@ void GAME_ChangeState(GameState state){
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printf("State wasn't changed!\n");
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return;
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}
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previousGameState = gameState;
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gameState = state;
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switch (gameState) {
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case Game:
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@ -265,13 +262,6 @@ void GAME_ChangeState(GameState state){
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break;
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}
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} /* GAME_ChangeState */
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void GAME_ReturnToLastScreen(){
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if (previousGameState == gameState) {
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printf("Cannot \"return\" to the same screen!\n");
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} else {
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GAME_ChangeState(previousGameState);
|
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}
|
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}
|
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|
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void HandleSDLEvents(){
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while (SDL_PollEvent(&event)) {
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@ -287,6 +277,7 @@ void HandleSDLEvents(){
|
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break;
|
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case SDL_MOUSEBUTTONDOWN:
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mousePress(event.button);
|
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button_clicked(event.button, gameState);
|
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break;
|
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case SDL_WINDOWEVENT:
|
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windowChanged(event.window);
|
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@ -300,12 +291,6 @@ void mousePress(SDL_MouseButtonEvent b){ // Debug prop
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case GameOver:
|
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GAMEOVER_MouseClicked(b, &scenery);
|
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break;
|
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case MainMenu:
|
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STARTMENU_ButtonClicked(event.button, gameState);
|
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break;
|
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case Highscores:
|
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HIGHSCORES_MouseClicked(b);
|
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break;
|
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default:
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printf("Gamestate currently ignores Mouse press event: %d!\n", gameState);
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break;
|
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@ -317,7 +302,7 @@ void mousePress(SDL_MouseButtonEvent b){ // Debug prop
|
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} else {
|
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printf("Unknown mouse button pressed: %d\n", b.button);
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}
|
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} /* mousePress */
|
||||
}
|
||||
|
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void keyPress(SDL_KeyboardEvent b){ // Debug prop
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printf("Key pressed: ID is %d\n", b.keysym.scancode);
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@ -360,11 +345,6 @@ void DrawBackground(SDL_Renderer * renderer){
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SDL_RenderClear(renderer);
|
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} /* DrawFrame */
|
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|
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void GAME_Restart(){
|
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printf("Starting new game!\n");
|
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scenery = BREAKOUT_CreateDefault();
|
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}
|
||||
|
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void INITIALIZE(){
|
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printf("Initializing started...\n");
|
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srand(time(NULL));
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@ -385,7 +365,7 @@ void INITIALIZE(){
|
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renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
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printf("Renderer was created!\n");
|
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BREAKOUT_INITIALIZE(renderer);
|
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GAME_Restart();
|
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scenery = BREAKOUT_CreateDefault();
|
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Load_Textures(renderer);
|
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HIGHSCORES_Initialize();
|
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BACKGROUND_Initialize(renderer, width, height);
|
||||
|
2
main.h
@ -40,14 +40,12 @@ void GAME_Escape();
|
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void MENU_StartMusic();
|
||||
void MENU_PauseMusic();
|
||||
void GAME_ChangeState(GameState state);
|
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void GAME_ReturnToLastScreen();
|
||||
void HandleSDLEvents();
|
||||
void mousePress(SDL_MouseButtonEvent b);
|
||||
void keyPress(SDL_KeyboardEvent b);
|
||||
void toggleFullscreen();
|
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void windowChanged(SDL_WindowEvent b);
|
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void DrawBackground(SDL_Renderer * renderer);
|
||||
void GAME_Restart();
|
||||
void INITIALIZE();
|
||||
void QUIT();
|
||||
// End Prototypes
|
||||
|
59
settings.c
@ -22,17 +22,19 @@ SDL_Texture * Return_Button_Texture;
|
||||
SDL_Texture * Bar_Texture;
|
||||
SDL_Texture * Scalar_Button_Texture0;
|
||||
SDL_Texture * Scalar_Button_Texture1;
|
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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;
|
||||
|
||||
@ -40,10 +42,10 @@ bool Settings_IsInit = 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(400,300,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_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_rect = (SDL_Rect){.x = 647, .y = 50, .w=626, .h=200};
|
||||
|
||||
@ -59,46 +61,37 @@ void Settings_Initialize(SDL_Renderer * renderer, Scenery * scenery) {
|
||||
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 */
|
||||
}
|
||||
|
||||
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;
|
||||
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;
|
||||
}
|
||||
}
|
||||
@ -146,6 +138,13 @@ void Draw_Slider(SDL_Renderer * renderer, Slider * beta){
|
||||
}
|
||||
} /* 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;
|
||||
}
|
||||
@ -158,6 +157,16 @@ void Initialize_Slider(int x, int y, int sw, int bw, int h, double min, double m
|
||||
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;
|
||||
|
17
settings.h
@ -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);
|
||||
|
@ -53,7 +53,8 @@ void Startmenu_Draw(SDL_Renderer * renderer) {
|
||||
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 (gameState == MainMenu) {
|
||||
if (clickInRect(b, &PLAYBUTTON_Rect) == 1) {
|
||||
GAME_ChangeState(Game);
|
||||
} else if (clickInRect(b, &SETTINGSBUTTON_Rect) == 1) {
|
||||
@ -64,3 +65,4 @@ void STARTMENU_ButtonClicked(SDL_MouseButtonEvent b, GameState gameState) {
|
||||
GAME_Escape();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -13,7 +13,7 @@ void Load_Textures (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);
|
||||
|
||||
|