11 Commits

21 changed files with 184 additions and 139 deletions

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

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@ -1,9 +0,0 @@
sql11.freemysqlhosting.net
3306
sql11215077
EFik49X18z
sql11215077
highscores
score
username
time

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

View File

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

View File

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

View File

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

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

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

View File

@ -12,8 +12,8 @@ extern float XScale, YScale;
#define Slider_height 100
#define Scalar_width 20
#define Bar_width 400
#define round(x) ((int)((x) + .5))
#define distance(x1,y1,x2,y2) ((int)(sqrt(pow(x2-x1,2)+pow(y2-y1,2))))
#define round(x) ((int)((x) + .5))
#define distance(x1, y1, x2, y2) ((int)(sqrt(pow(x2 - x1, 2) + pow(y2 - y1, 2))))
SDL_Texture * Settings_Texture;
SDL_Texture * Settings_Ball_Texture;
@ -22,76 +22,83 @@ SDL_Texture * Return_Button_Texture;
SDL_Texture * Bar_Texture;
SDL_Texture * Scalar_Button_Texture0;
SDL_Texture * Scalar_Button_Texture1;
SDL_Texture * L_Arrow_Texture;
SDL_Texture * R_Arrow_Texture;
SDL_Texture * Circle_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 BV;
Slider BG;
Slider BS;
Slider BT;
Stepslider SBT;
Uint32 Mousestate;
bool Settings_IsInit = false;
bool IsLock=false;
bool IsLock = false;
void Settings_Initialize (SDL_Renderer* renderer,Scenery* scenery) {
// Initialize_Slider(400,300,Scalar_width,Bar_width,Slider_height,1,2,&BV,1.5);
Initialize_Slider(400,500,Scalar_width,Bar_width,Slider_height,30,100,&BS,scenery->ball.TargetRect.w);
Initialize_Slider(400,700,Scalar_width,Bar_width,Slider_height,0,8,&BT,scenery->ball.TextureIndex);
Initialize_Stepslider(400,300,Scalar_width,Bar_width,Slider_height,0,8,&SBT,scenery->ball.TextureIndex);
Settings_Texture = IMG_LoadTexture(renderer, "assets/images/settings_title.png");
Settings_rect = (SDL_Rect){.x = 647, .y = 50, .w=626, .h=200};
void Settings_Initialize(SDL_Renderer * renderer, Scenery * scenery) {
Initialize_Slider(400, 300, Scalar_width, Bar_width, Slider_height, 0, 3, &BG, 0);
Initialize_Slider(400, 500, Scalar_width, Bar_width, Slider_height, 10, 100, &BS, scenery->ball.TargetRect.w);
Initialize_Slider(400, 700, Scalar_width, Bar_width, Slider_height, 0, 8, &BT, scenery->ball.TextureIndex);
// Initialize_Slider(400,300,Scalar_width,Bar_width,Slider_height,0,8,&BT,scenery->paddle.TextureIndex);
Settings_Texture = IMG_LoadTexture(renderer, "assets/images/settings_title.png");
Settings_rect = (SDL_Rect) {.x = 647, .y = 50, .w = 626, .h = 200 };
Settings_Ball_rect = (SDL_Rect){.x = 1200, .y = 700, .w=90, .h=90};
Settings_Ball_rect = (SDL_Rect) {.x = 1200, .y = 700, .w = 90, .h = 90 };
Settings_Skins_Texture = IMG_LoadTexture(renderer, "assets/images/skins_button.png");
Settings_Skins_rect = (SDL_Rect){.x = 50, .y = 710, .w=315, .h=70};
Settings_Skins_Texture = IMG_LoadTexture(renderer, "assets/images/skins_button.png");
Settings_Skins_rect = (SDL_Rect) {.x = 50, .y = 710, .w = 315, .h = 70 };
Return_Button_Texture = IMG_LoadTexture(renderer, "assets/images/return_button.png");
Return_Button_rect = (SDL_Rect){.x = 200, .y = 200, .w=75, .h=75};
Return_Button_Texture = IMG_LoadTexture(renderer, "assets/images/return_button.png");
Return_Button_rect = (SDL_Rect) {.x = 200, .y = 200, .w = 75, .h = 75 };
Bar_Texture = IMG_LoadTexture(renderer, "assets/images/bar_texture.png");
Scalar_Button_Texture0 = IMG_LoadTexture(renderer, "assets/images/scalar_button_unpressed.png");
Scalar_Button_Texture1 = IMG_LoadTexture(renderer, "assets/images/scalar_button_pressed.png");
Bar_Texture = IMG_LoadTexture(renderer, "assets/images/bar_texture.png");
Scalar_Button_Texture0 = IMG_LoadTexture(renderer, "assets/images/scalar_button_unpressed.png");
Scalar_Button_Texture1 = IMG_LoadTexture(renderer, "assets/images/scalar_button_pressed.png");
R_Arrow_Texture = IMG_LoadTexture(renderer, "assets/images/r_arrow_button.png" );
L_Arrow_Texture = IMG_LoadTexture(renderer, "assets/images/l_arrow_button.png" );
Circle_Texture = IMG_LoadTexture(renderer, "assets/images/circle.png");
Circle_rect = (SDL_Rect) {.x = 1250, .y = 500, .w = 75, .h = 75 };
Settings_IsInit = true;
}
Settings_IsInit = true;
} /* Settings_Initialize */
void Settings_Draw(SDL_Renderer * renderer, Scenery * scenery) {
void Settings_Draw(SDL_Renderer * renderer, Scenery * scenery, int * backgroundcount) {
double x;
if(!(Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT))){
IsLock=BV.IsLock=BS.IsLock=BT.IsLock=false;
}else{
IsLock=true;
if (!(Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT))) {
IsLock = BG.IsLock = BS.IsLock = BT.IsLock = false;
} else {
IsLock = true;
}
// Draw_Slider(renderer, &BV);
BACKGROUND_Draw(renderer, *backgroundcount);
Draw_Slider(renderer, &BG);
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) {
@ -102,6 +109,7 @@ 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;
}
}
@ -113,67 +121,50 @@ void Draw_Slider(SDL_Renderer * renderer, Slider * beta){
Mousestate = SDL_GetMouseState(&x, &y);
x = round((float)x / XScale);
y = round((float)y / YScale);
if ((y <= ((beta->Bar_rect.y) + (beta->Bar_rect.h)) && y >= (beta->Bar_rect.y) && x <= (beta->Bar_rect.w + beta->Bar_rect.x) && x >= (beta->Bar_rect.x) && (Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT)))||beta->IsLock) {
if(!IsLock){
beta->IsLock=true;
IsLock=true;
}
if(beta->IsLock){
SDL_RenderCopy(renderer, Scalar_Button_Texture1, NULL, &beta->Scalar_rect);
if (x > (beta->Bar_rect.x + beta->Bar_rect.w - (beta->Scalar_rect.w) / 2)) {
beta->Scalar_rect.x = (beta->Bar_rect.x + beta->Bar_rect.w - (beta->Scalar_rect.w));
beta->Slider_value = (beta->Bar_rect.x + beta->Bar_rect.w - (beta->Scalar_rect.w) / 2);
} else if (x < beta->Bar_rect.x + (beta->Scalar_rect.w) / 2) {
beta->Scalar_rect.x = beta->Bar_rect.x;
beta->Slider_value = beta->Bar_rect.x + (beta->Scalar_rect.w) / 2;
} else {
beta->Scalar_rect.x = x - (beta->Scalar_rect.w / 2);
beta->Slider_value = x;
if ((y <= ((beta->Bar_rect.y) + (beta->Bar_rect.h)) && y >= (beta->Bar_rect.y) && x <= (beta->Bar_rect.w + beta->Bar_rect.x) && x >= (beta->Bar_rect.x) && (Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT))) || beta->IsLock) {
if (!IsLock) {
beta->IsLock = true;
IsLock = true;
}
if (beta->IsLock) {
SDL_RenderCopy(renderer, Scalar_Button_Texture1, NULL, &beta->Scalar_rect);
if (x > (beta->Bar_rect.x + beta->Bar_rect.w - (beta->Scalar_rect.w) / 2)) {
beta->Scalar_rect.x = (beta->Bar_rect.x + beta->Bar_rect.w - (beta->Scalar_rect.w));
beta->Slider_value = (beta->Bar_rect.x + beta->Bar_rect.w - (beta->Scalar_rect.w) / 2);
} else if (x < beta->Bar_rect.x + (beta->Scalar_rect.w) / 2) {
beta->Scalar_rect.x = beta->Bar_rect.x;
beta->Slider_value = beta->Bar_rect.x + (beta->Scalar_rect.w) / 2;
} else {
beta->Scalar_rect.x = x - (beta->Scalar_rect.w / 2);
beta->Slider_value = x;
}
} else {
SDL_RenderCopy(renderer, Scalar_Button_Texture0, NULL, &beta->Scalar_rect);
}
} else {
SDL_RenderCopy(renderer, Scalar_Button_Texture0, NULL, &beta->Scalar_rect);
}
} else {
SDL_RenderCopy(renderer, Scalar_Button_Texture0, NULL, &beta->Scalar_rect);
}
} /* Draw_Slider */
void Draw_Stepslider(SDL_Renderer* renderer,Stepslider* beta){
SDL_RenderCopy(renderer, Bar_Texture, NULL, &beta->Bar_rect);
SDL_RenderCopy(renderer, Scalar_Button_Texture0, NULL, &beta->Scalar_rect);
SDL_RenderCopy(renderer, L_Arrow_Texture, NULL, &beta->L_Arrow_rect);
SDL_RenderCopy(renderer, R_Arrow_Texture, NULL, &beta->R_Arrow_rect);
}
void mapping(double * x, Slider * beta){
*x = ((beta->max - beta->min) / (beta->Bar_rect.w - (beta->Scalar_rect.w))) * (beta->Slider_value - beta->Bar_rect.x - beta->Scalar_rect.w / 2) + beta->min;
}
void Initialize_Slider(int x, int y, int sw, int bw, int h, double min, double max, Slider * beta,double defaultvalue){
beta->Scalar_rect = (SDL_Rect) {.x = (defaultvalue-min)/(max-min)*(bw-sw/2)+x, .y = y, .w = sw, .h = h };
void Initialize_Slider(int x, int y, int sw, int bw, int h, double min, double max, Slider * beta, double defaultvalue){
beta->Scalar_rect = (SDL_Rect) {.x = (defaultvalue - min) / (max - min) * (bw - sw / 2) + x, .y = y, .w = sw, .h = h };
beta->Bar_rect = (SDL_Rect) {.x = x, .y = y, .w = bw, .h = h };
beta->max = max;
beta->min = min;
beta->Slider_value = (defaultvalue-min)/(max-min)*(bw-sw/2)+x;
}
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;
beta->Slider_value = (defaultvalue - min) / (max - min) * (bw - sw / 2) + x;
}
void Settings_Return(){
if(!IsLock){
int x,y;
Mousestate=SDL_GetMouseState(&x,&y);
x = round((float)x / XScale);
y = round((float)y / YScale);
if((distance(x,y,237,237)<=37)&&(Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT)))
GAME_ChangeState(MainMenu);
}
if (!IsLock) {
int x, y;
Mousestate = SDL_GetMouseState(&x, &y);
x = round((float)x / XScale);
y = round((float)y / YScale);
if ((distance(x, y, 237, 237) <= 37) && (Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT)))
GAME_ChangeState(MainMenu);
}
}

View File

@ -10,6 +10,7 @@
#include "breakout.h"
#include "gamestate.h"
#include "main.h"
#include "background.h"
typedef struct sliderstruct {
SDL_Rect Bar_rect;
@ -18,28 +19,14 @@ typedef struct sliderstruct {
double Slider_value,min,max;
} Slider;
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 Settings_Draw (SDL_Renderer* renderer,Scenery* scenery,int *backgroundcount);
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);

View File

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