Compare commits
10 Commits
Author | SHA1 | Date | |
---|---|---|---|
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f64af0d0d9 | ||
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eb0341bd3d | ||
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5ae643298f | ||
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af575c12ab | ||
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4f355f6f6d | ||
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68f60a866f | ||
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17ab05f279 | ||
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7b31604a55 | ||
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830e40ca77 | ||
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d523a3b72e |
@ -12,6 +12,9 @@
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|||||||
#include "background.h"
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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_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_BoxWidth, BACKGROUND_BoxHeight;
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int BACKGROUND_TextureCount;
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int BACKGROUND_TextureCount;
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@ -24,10 +27,13 @@ void BACKGROUND_Initialize(SDL_Renderer * renderer, int width, int height){
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printf("Initializing Background...\n");
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printf("Initializing Background...\n");
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BACKGROUND_BoxWidth = width;
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BACKGROUND_BoxWidth = width;
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BACKGROUND_BoxHeight = height;
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BACKGROUND_BoxHeight = height;
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BACKGROUND_TextureCount = 1;
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BACKGROUND_TextureCount = 4;
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BACKGROUND_TotalRect = (SDL_Rect) {.x = 0, .y = 0, .w = 1920, .h = 1080 };
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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 = 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[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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printf("Background initialized!\n");
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BACKGROUND_IsInit = true;
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BACKGROUND_IsInit = true;
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} else
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} else
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Before Width: | Height: | Size: 2.5 MiB After Width: | Height: | Size: 2.6 MiB |
BIN
bin/assets/images/bg/bg2.png
Normal file
After Width: | Height: | Size: 2.5 KiB |
BIN
bin/assets/images/bg/bg3.png
Normal file
After Width: | Height: | Size: 1.0 MiB |
BIN
bin/assets/images/bg/bg4.png
Normal file
After Width: | Height: | Size: 81 KiB |
BIN
bin/assets/images/circle.png
Normal file
After Width: | Height: | Size: 17 KiB |
Before Width: | Height: | Size: 2.5 KiB |
Before Width: | Height: | Size: 2.5 KiB |
@ -1,9 +0,0 @@
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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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bool BALL_CollideWithPaddle(Ball * obj, Paddle * paddle){
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if (RECT_Collide(&(obj->TargetRect), &(paddle->TargetRect))) {
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if (RECT_Collide(&(obj->TargetRect), &(paddle->TargetRect))) {
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Vector ballCenter = BALL_GetCenter(obj);
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Vector ballCenter = BALL_GetCenter(obj);
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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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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_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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BALL_SteerMomentum(obj, paddle); // Sets it to unit vector!
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else
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BALL_CollideWithRect(obj, &(paddle->TargetRect));
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// Following assumes that the paddle position was udated before the ball was updated
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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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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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(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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BLOCK_DealDamage(blocks + i, 1);
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if (blocks[i].HP <= 0) {
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if (blocks[i].HP <= 0) {
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(scenery->DestroyedBlocks)++;
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(scenery->DestroyedBlocks)++;
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BREAKOUT_IncreaseScoreBy(scenery, (int)round((((scenery->ball).Speed) * ((scenery->ball).Speed) / 5.0f)));
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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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}
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}
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(obj->Location) = VECTOR_Add(oldLocation, (obj->Momentum));
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(obj->Location) = VECTOR_Add(oldLocation, (obj->Momentum));
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BALL_MoveAwayFromBoundaries(obj);
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BALL_MoveAwayFromBoundaries(obj);
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@ -135,6 +135,7 @@ void GAMEOVER_MouseClicked(SDL_MouseButtonEvent b, Scenery * scenery){
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GAME_ChangeState(Highscores);
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GAME_ChangeState(Highscores);
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} else if (clickInRect(b, &GAMEOVER_RestartButtonRect)) {
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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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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_Restart();
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GAME_ChangeState(Game);
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GAME_ChangeState(Game);
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}
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}
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5
main.c
@ -42,6 +42,7 @@ Scenery scenery;
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Mix_Music * MenuLoop;
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Mix_Music * MenuLoop;
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char * Username;
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char * Username;
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char * Password;
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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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int main(int argc, char * args[]){
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AttemptLogin();
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AttemptLogin();
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@ -57,7 +58,7 @@ int main(int argc, char * args[]){
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switch (gameState) {
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switch (gameState) {
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case Game:
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case Game:
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BREAKOUT_Update(&scenery, keystate);
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BREAKOUT_Update(&scenery, keystate);
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BACKGROUND_Draw(renderer, 0);
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BACKGROUND_Draw(renderer, background);
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BREAKOUT_Draw(&scenery, renderer);
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BREAKOUT_Draw(&scenery, renderer);
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break;
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break;
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case MainMenu:
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case MainMenu:
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@ -68,7 +69,7 @@ int main(int argc, char * args[]){
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HIGHSCORES_Draw(renderer);
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HIGHSCORES_Draw(renderer);
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break;
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break;
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case Settings:
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case Settings:
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Settings_Draw(renderer, &scenery);
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Settings_Draw(renderer, &scenery,&background);
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break;
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break;
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case GameOver:
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case GameOver:
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GAMEOVER_Draw(renderer, &scenery);
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GAMEOVER_Draw(renderer, &scenery);
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59
settings.c
@ -22,19 +22,17 @@ SDL_Texture * Return_Button_Texture;
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SDL_Texture * Bar_Texture;
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SDL_Texture * Bar_Texture;
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SDL_Texture * Scalar_Button_Texture0;
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SDL_Texture * Scalar_Button_Texture0;
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SDL_Texture * Scalar_Button_Texture1;
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SDL_Texture * Scalar_Button_Texture1;
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SDL_Texture * L_Arrow_Texture;
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SDL_Texture * Circle_Texture;
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SDL_Texture * R_Arrow_Texture;
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SDL_Rect Settings_rect;
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SDL_Rect Settings_rect;
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SDL_Rect Settings_Ball_rect;
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SDL_Rect Settings_Ball_rect;
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SDL_Rect Settings_Skins_rect;
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SDL_Rect Settings_Skins_rect;
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SDL_Rect Return_Button_rect;
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SDL_Rect Return_Button_rect;
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SDL_Rect Circle_rect;
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Slider BV;
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Slider BG;
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Slider BS;
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Slider BS;
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Slider BT;
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Slider BT;
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Stepslider SBT;
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Uint32 Mousestate;
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Uint32 Mousestate;
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@ -42,10 +40,10 @@ bool Settings_IsInit = false;
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bool IsLock = false;
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bool IsLock = false;
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void Settings_Initialize(SDL_Renderer * renderer, Scenery * scenery) {
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void Settings_Initialize(SDL_Renderer * renderer, Scenery * scenery) {
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// Initialize_Slider(400,300,Scalar_width,Bar_width,Slider_height,1,2,&BV,1.5);
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Initialize_Slider(400, 300, Scalar_width, Bar_width, Slider_height, 0, 3, &BG, 0);
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Initialize_Slider(400,500,Scalar_width,Bar_width,Slider_height,30,100,&BS,scenery->ball.TargetRect.w);
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Initialize_Slider(400, 500, Scalar_width, Bar_width, Slider_height, 10, 100, &BS, scenery->ball.TargetRect.w);
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Initialize_Slider(400, 700, Scalar_width, Bar_width, Slider_height, 0, 8, &BT, scenery->ball.TextureIndex);
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Initialize_Slider(400, 700, Scalar_width, Bar_width, Slider_height, 0, 8, &BT, scenery->ball.TextureIndex);
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Initialize_Stepslider(400,300,Scalar_width,Bar_width,Slider_height,0,8,&SBT,scenery->ball.TextureIndex);
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// Initialize_Slider(400,300,Scalar_width,Bar_width,Slider_height,0,8,&BT,scenery->paddle.TextureIndex);
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Settings_Texture = IMG_LoadTexture(renderer, "assets/images/settings_title.png");
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Settings_Texture = IMG_LoadTexture(renderer, "assets/images/settings_title.png");
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Settings_rect = (SDL_Rect) {.x = 647, .y = 50, .w = 626, .h = 200 };
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Settings_rect = (SDL_Rect) {.x = 647, .y = 50, .w = 626, .h = 200 };
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@ -61,37 +59,46 @@ void Settings_Initialize (SDL_Renderer* renderer,Scenery* scenery) {
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Scalar_Button_Texture0 = IMG_LoadTexture(renderer, "assets/images/scalar_button_unpressed.png");
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Scalar_Button_Texture0 = IMG_LoadTexture(renderer, "assets/images/scalar_button_unpressed.png");
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Scalar_Button_Texture1 = IMG_LoadTexture(renderer, "assets/images/scalar_button_pressed.png");
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Scalar_Button_Texture1 = IMG_LoadTexture(renderer, "assets/images/scalar_button_pressed.png");
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R_Arrow_Texture = IMG_LoadTexture(renderer, "assets/images/r_arrow_button.png" );
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Circle_Texture = IMG_LoadTexture(renderer, "assets/images/circle.png");
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L_Arrow_Texture = IMG_LoadTexture(renderer, "assets/images/l_arrow_button.png" );
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Circle_rect = (SDL_Rect) {.x = 1250, .y = 500, .w = 75, .h = 75 };
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Settings_IsInit = true;
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Settings_IsInit = true;
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}
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} /* Settings_Initialize */
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void Settings_Draw(SDL_Renderer * renderer, Scenery * scenery) {
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void Settings_Draw(SDL_Renderer * renderer, Scenery * scenery, int * backgroundcount) {
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double x;
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double x;
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if (!(Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT))) {
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if (!(Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT))) {
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IsLock=BV.IsLock=BS.IsLock=BT.IsLock=false;
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IsLock = BG.IsLock = BS.IsLock = BT.IsLock = false;
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} else {
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} else {
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IsLock = true;
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IsLock = true;
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}
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}
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// Draw_Slider(renderer, &BV);
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BACKGROUND_Draw(renderer, *backgroundcount);
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Draw_Slider(renderer, &BG);
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Draw_Slider(renderer, &BS);
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Draw_Slider(renderer, &BS);
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Draw_Slider(renderer, &BT);
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Draw_Slider(renderer, &BT);
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Draw_Stepslider(renderer, &SBT);
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SDL_RenderCopy(renderer, Settings_Texture, NULL, &Settings_rect);
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SDL_RenderCopy(renderer, Settings_Texture, NULL, &Settings_rect);
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SDL_RenderCopy(renderer, Return_Button_Texture, NULL, &Return_Button_rect);
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SDL_RenderCopy(renderer, Return_Button_Texture, NULL, &Return_Button_rect);
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SDL_RenderCopy(renderer, Settings_Skins_Texture, NULL, &Settings_Skins_rect);
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SDL_RenderCopy(renderer, Settings_Skins_Texture, NULL, &Settings_Skins_rect);
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SDL_RenderCopy(renderer, Circle_Texture, NULL, &Circle_rect);
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BALL_DrawTexture(renderer, &Settings_Ball_rect, scenery->ball.TextureIndex);
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BALL_DrawTexture(renderer, &Settings_Ball_rect, scenery->ball.TextureIndex);
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Settings_Return();
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Settings_Return();
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mapping(&x, &BS);
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mapping(&x, &BS);
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scenery->ball.TargetRect.w = x;
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scenery->ball.TargetRect.w = x;
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scenery->ball.TargetRect.h = x;
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scenery->ball.TargetRect.h = x;
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scenery->ball.Size = ((double)x / 2.0f);
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scenery->ball.Size = ((double)x / 2.0f);
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int posx = 1250, posy = 500;
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Circle_rect.x = posx - 0.5 * Circle_rect.w;
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Circle_rect.y = posy + 0.5 * (100 - Circle_rect.w);
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Circle_rect.w = x;
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Circle_rect.h = x;
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mapping(&x, &BT);
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mapping(&x, &BT);
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x = round(x);
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x = round(x);
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scenery->ball.TextureIndex = x;
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scenery->ball.TextureIndex = x;
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}
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mapping(&x, &BG);
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x = round(x);
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*backgroundcount = x;
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} /* Settings_Draw */
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void Settings_Deinitialize(){
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void Settings_Deinitialize(){
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if (Settings_IsInit) {
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if (Settings_IsInit) {
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@ -102,6 +109,7 @@ void Settings_Deinitialize(){
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SDL_DestroyTexture(Settings_Skins_Texture);
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SDL_DestroyTexture(Settings_Skins_Texture);
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SDL_DestroyTexture(Scalar_Button_Texture0);
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SDL_DestroyTexture(Scalar_Button_Texture0);
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SDL_DestroyTexture(Scalar_Button_Texture1);
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SDL_DestroyTexture(Scalar_Button_Texture1);
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SDL_DestroyTexture(Circle_Texture);
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Settings_IsInit = false;
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Settings_IsInit = false;
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}
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}
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}
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}
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@ -138,13 +146,6 @@ void Draw_Slider(SDL_Renderer * renderer, Slider * beta){
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}
|
}
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} /* Draw_Slider */
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} /* Draw_Slider */
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|
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void Draw_Stepslider(SDL_Renderer* renderer,Stepslider* beta){
|
|
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SDL_RenderCopy(renderer, Bar_Texture, NULL, &beta->Bar_rect);
|
|
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SDL_RenderCopy(renderer, Scalar_Button_Texture0, NULL, &beta->Scalar_rect);
|
|
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SDL_RenderCopy(renderer, L_Arrow_Texture, NULL, &beta->L_Arrow_rect);
|
|
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SDL_RenderCopy(renderer, R_Arrow_Texture, NULL, &beta->R_Arrow_rect);
|
|
||||||
}
|
|
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|
|
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void mapping(double * x, Slider * beta){
|
void mapping(double * x, Slider * beta){
|
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*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;
|
||||||
}
|
}
|
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@ -157,16 +158,6 @@ 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;
|
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;
|
||||||
|
17
settings.h
@ -10,6 +10,7 @@
|
|||||||
#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;
|
||||||
@ -18,28 +19,14 @@ typedef struct sliderstruct {
|
|||||||
double Slider_value,min,max;
|
double Slider_value,min,max;
|
||||||
} Slider;
|
} Slider;
|
||||||
|
|
||||||
typedef struct stepsliderstruct {
|
void Settings_Draw (SDL_Renderer* renderer,Scenery* scenery,int *backgroundcount);
|
||||||
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);
|
|
||||||
|
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void Settings_Initialize (SDL_Renderer* renderer,Scenery* scenery);
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void Settings_Initialize (SDL_Renderer* renderer,Scenery* scenery);
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void Initialize_Slider(int x,int y,int sw,int bw,int h,double min,double max,Slider* beta,double defaultvalue);
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void Initialize_Slider(int x,int y,int sw,int bw,int h,double min,double max,Slider* beta,double defaultvalue);
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||||||
void Initialize_Stepslider(int x,int y,int sw,int bw,int h,double min,double max,Stepslider* beta,double defaultvalue);
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||||||
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||||||
void Settings_Deinitialize();
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void Settings_Deinitialize();
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||||||
void mapping(double *x,Slider* beta);
|
void mapping(double *x,Slider* beta);
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