#include #include #include #include #include #include #include #include #include "breakout.h" #include "vector.h" #ifndef __nullptr__ #define Nullptr(type) (type *)0 #endif // __nullptr__ int BLOCK_TextureCount = 24; int BREAKOUT_BoxWidth, BREAKOUT_BoxHeight; SDL_Texture * BALL_Texture; SDL_Texture * PADDLE_Texture; SDL_Texture * BLOCK_Texture; SDL_Rect * BALL_SourceRects; SDL_Rect * PADDLE_SourceRects; SDL_Rect * BLOCK_SourceRects; Ball ball; Paddle paddle; Block * blocks; int BlockCount = 60; // Move to scenery Uint8 * PADDLE_MoveLeftKeys, * PADDLE_MoveRightKeys; double BALL_Speed = 15.0f; int PADDLE_Speed = 10; bool BREAKOUT_IsInit = false; bool BALL_IsInit = false; bool PADDLE_IsInit = false; bool BLOCK_IsInit = false; void BREAKOUT_INITIALIZE(SDL_Renderer * renderer, int width, int height){ if (!BREAKOUT_IsInit) { printf("Initializing Game...\n"); srand(time(NULL)); BREAKOUT_BoxWidth = width; BREAKOUT_BoxHeight = height; BALL_Initialize(renderer); PADDLE_Initialize(renderer); BLOCK_Initialize(renderer); ball = BALL_CreateDefault(); paddle = PADDLE_CreateDefault(); blocks = malloc(BlockCount * sizeof(Block)); int index; for (int y = 0; y < 6; y++) { index = 10 * y; for (int x = 0; x < 10; x++) { blocks[x + index] = BLOCK_CreateDefault(); blocks[x + index].TargetRect = (SDL_Rect) {.x = ((192 * x) + 4), .y = ((96 * y) + 2), .w = 184, .h = 92 }; } } printf("Game initialized!\n"); BREAKOUT_IsInit = true; } else printf("Game is already initialized!\n"); } /* BREAKOUT_INITIALIZE */ void BREAKOUT_ChangeSize(int width, int height){ BREAKOUT_BoxWidth = width; BREAKOUT_BoxHeight = height; } void BREAKOUT_Update(Uint8 * keystate){ PADDLE_Update(&paddle, keystate); // Update paddle before ball because paddle is not static! BALL_Update(&ball, &paddle); for (size_t i = 0; i < BlockCount; i++) { BLOCK_Update(blocks + i); } } void BREAKOUT_Draw(SDL_Renderer * renderer){ for (int i = 0; i < BlockCount; i++) { BLOCK_Draw(renderer, &(blocks[i])); } BALL_Draw(renderer, &ball); PADDLE_Draw(renderer, &paddle); } void BREAKOUT_DEINITIALIZE(){ if (BREAKOUT_IsInit) { printf("De-initializing Game...\n"); for (size_t i = 0; i < BlockCount; i++) { BLOCK_DestroyObject(blocks + i); } free(blocks); free(PADDLE_MoveLeftKeys); free(PADDLE_MoveRightKeys); free(BALL_SourceRects); free(PADDLE_SourceRects); free(BLOCK_SourceRects); BALL_Deinitialize(); PADDLE_Deinitialize(); BLOCK_Deinitialize(); printf("Game de-initialized!\n"); BREAKOUT_IsInit = false; } else printf("Game is already de-initialized!\n"); } void BALL_Initialize(SDL_Renderer * renderer){ if (!BALL_IsInit) { printf("Initializing Ball...\n"); BALL_Texture = IMG_LoadTexture(renderer, "assets/images/ball.png"); if (!BALL_Texture) printf("Ball texture failed to load!\n"); BALL_SourceRects = (SDL_Rect *)malloc(1 * sizeof(SDL_Rect)); if (!BALL_SourceRects) printf("FATAL! Memory allocation failed!\n"); BALL_SourceRects[0] = (SDL_Rect) {.x = 0, .y = 0, .w = 512, .h = 512 }; printf("Ball initialized!\n"); BALL_IsInit = true; } else printf("Ball is already initialized!\n"); } Ball BALL_CreateDefault(){ double rotation = (double)(rand() % 360); return (Ball) { .Location = (Vector) {.x = BREAKOUT_BoxWidth / 2 + 300, .y = BREAKOUT_BoxHeight / 2 }, .Momentum = (Vector) {.x = 0.0f, .y = BALL_Speed }, .TargetRect = (SDL_Rect) {.x = 0, .y = 0, .w = 50, .h = 50 }, .Size = 25.0f, .Rotation = rotation, .RotationValue = 2, .TextureIndex = 0 }; // Objekt für die Eigenschaften des Balls } void BALL_Draw(SDL_Renderer * renderer, Ball * obj){ // printf("Ball drawn at (%d|%d)!\n", (obj->TargetRect).x, (obj->TargetRect).x); SDL_RenderCopyEx(renderer, BALL_Texture, BALL_SourceRects + (obj->TextureIndex), &(obj->TargetRect), obj->Rotation, NULL, SDL_FLIP_NONE); } bool BALL_CollideWithRect(Ball * obj, SDL_Rect * rect){ SDL_Point ballCenter = BALL_GetCenter(obj); if (((obj->TargetRect).x) + ((obj->TargetRect).w) < (rect->x)) return false; if (((obj->TargetRect).x) > (rect->x) + (rect->w)) return false; if (((obj->TargetRect).y) + ((obj->TargetRect).w) < (rect->y)) return false; if (((obj->TargetRect).y) > (rect->y) + (rect->h)) return false; // Already returned with false if square ball hitbox didnt collide with rect Vector center = (Vector) {.x = ((obj->TargetRect).x) + (obj->Size), .y = ((obj->TargetRect).y) + (obj->Size) }; Vector corner = (Vector) {0, 0 }; // Folgender Algorithmus ist gefickt, wenn der Ballmittelpunkt im rechteck liegt! double perpendicular, oldMomentum, angle; oldMomentum = fmod((double)(vectorRotation(obj->Momentum) + 180), 360.0f); bool left, right, top, bottom, yMid = false, xMid = false; left = (ballCenter.x) < (rect->x); right = (ballCenter.x) > (rect->x) + (rect->w); top = (ballCenter.y) < (rect->y); bottom = (ballCenter.y) > (rect->y) + (rect->h); if (top) corner.y = rect->y; else if (bottom) corner.y = (rect->y) + (rect->w); else yMid = true; if (left) corner.x = rect->x; else if (right) corner.x = (rect->x) + (rect->w); else xMid = true; if (!(yMid || xMid)) { // Ball collides with corner perpendicular = vectorRotation(vectorSub(center, corner)); angle = fabs(perpendicular - oldMomentum); if (oldMomentum < perpendicular) (obj->Momentum) = getScaledDirectionalUnitVector((oldMomentum + (2 * angle)), BALL_Speed); else (obj->Momentum) = getScaledDirectionalUnitVector((oldMomentum - (2 * angle)), BALL_Speed); } else { // Ball collides with Edge if (yMid) (obj->Momentum).y = -(obj->Momentum).y; else (obj->Momentum).x = -(obj->Momentum).x; } return true; } /* BALL_CollideWithRect */ bool RECT_Collide(SDL_Rect * rect1, SDL_Rect * rect2){ if ((rect1->x) + (rect1->w) < (rect2->x)) { return false; } if ((rect1->x) > (rect2->x) + (rect2->w)) { return false; } if ((rect1->y) + (rect1->w) < (rect2->y)) { return false; } if ((rect1->y) > (rect2->y) + (rect2->h)) { return false; } return true; } void BALL_SteerMomentum(Ball * obj, Paddle * paddle){ int paddleHalfLen = ((paddle->TargetRect).w / 2.0f); double offset = (((obj->TargetRect).x) + (obj->Size)) - ((paddle->TargetRect).x + paddleHalfLen); offset *= 60.0f; offset /= (double)(paddleHalfLen); printf("Offset = %.2f\n", offset); (obj->Momentum) = getDirectionalUnitVector(offset); } void RECT_SetTargetPos(SDL_Rect * rect, Vector * Location){ rect->x = (int)round(Location->x); rect->y = (int)round(Location->y); } SDL_Point BALL_GetCenter(Ball * obj){ return (SDL_Point) {.x = ((obj->TargetRect).x) + (obj->Size), .y = ((obj->TargetRect).y) + (obj->Size) }; } void BALL_Update(Ball * obj, Paddle * paddle){ Vector oldMomentum = obj->Momentum; Vector oldLocation = obj->Location; SDL_Point ballCenter = BALL_GetCenter(obj); (obj->Rotation) += (obj->RotationValue); // No effect on physics (obj->Location) = vectorAdd((obj->Location), oldMomentum); if (BALL_CollideWithRect(obj, &(paddle->TargetRect))) { (obj->Location) = oldLocation; // Maybe remove this BALL_SteerMomentum(obj, paddle); // Sets it to unit vector! // Following assumes that the paddle position was udated before the ball was updated // BUG/GLITCH: Make sure that the postition of the ball is not shifted into the borders of the game! while (RECT_Collide(&(obj->TargetRect), &(paddle->TargetRect))) { // Move away from rect in small steps (obj->Location) = vectorAdd((obj->Location), (obj->Momentum)); RECT_SetTargetPos(&(obj->TargetRect), &(obj->Location)); } (obj->Momentum) = vectorScaleTo((obj->Momentum), BALL_Speed); } for (size_t i = 0; i < BlockCount; i++) { if (blocks[i].HP <= 0) continue; oldMomentum = obj->Momentum; oldLocation = obj->Location; if (BALL_CollideWithRect(obj, &(blocks[i].TargetRect))) { BLOCK_DealDamage(blocks + i, 1); (obj->Location) = vectorAdd(oldLocation, (obj->Momentum)); RECT_SetTargetPos(&(obj->TargetRect), &(obj->Location)); } } if ((obj->Location).y > BREAKOUT_BoxHeight) // Collide with box boundaries (obj->Location) = (Vector) {.x = BREAKOUT_BoxWidth / 2 + 300, .y = BREAKOUT_BoxHeight / 2 }; // Dead else if ((obj->Location).y < 0.0f) (obj->Momentum).y = -(obj->Momentum).y; if ((obj->Location).x < 0.0f || (obj->Location).x > BREAKOUT_BoxWidth - (2 * (obj->Size))) (obj->Momentum).x = -(obj->Momentum).x; RECT_SetTargetPos(&(obj->TargetRect), &(obj->Location)); } /* BALL_Update */ void BALL_DestroyObject(Ball * obj){ } void BALL_Deinitialize(){ if (BALL_IsInit) { printf("De-initializing Ball...\n"); SDL_DestroyTexture(BALL_Texture); printf("Ball de-initialized!\n"); BALL_IsInit = false; } else printf("Ball is already de-initialized!\n"); } void PADDLE_Initialize(SDL_Renderer * renderer){ if (!PADDLE_IsInit) { printf("Initializing Paddle...\n"); PADDLE_Texture = IMG_LoadTexture(renderer, "assets/images/paddle.png"); if (!PADDLE_Texture) printf("Paddle texture failed to load!\n"); PADDLE_SourceRects = (SDL_Rect *)malloc(1 * sizeof(SDL_Rect)); if (!PADDLE_SourceRects) printf("FATAL! Memory allocation failed!\n"); PADDLE_SourceRects[0] = (SDL_Rect) {.x = 0, .y = 0, .w = 512, .h = 512 }; PADDLE_MoveLeftKeys = (Uint8 *)malloc(2 * sizeof(Uint8)); if (!PADDLE_MoveLeftKeys) printf("FATAL! Memory allocation failed!\n"); PADDLE_MoveRightKeys = (Uint8 *)malloc(2 * sizeof(Uint8)); if (!PADDLE_MoveRightKeys) printf("FATAL! Memory allocation failed!\n"); PADDLE_MoveLeftKeys[0] = 2; // Erster wert gibt größe des arrays an PADDLE_MoveLeftKeys[1] = SDL_SCANCODE_LEFT; PADDLE_MoveLeftKeys[2] = SDL_SCANCODE_A; PADDLE_MoveRightKeys[0] = 2; PADDLE_MoveRightKeys[1] = SDL_SCANCODE_RIGHT; PADDLE_MoveRightKeys[2] = SDL_SCANCODE_D; printf("Paddle initialized!\n"); PADDLE_IsInit = true; } else printf("Paddle is already initialized!\n"); } /* PADDLE_Initialize */ Paddle PADDLE_CreateDefault(){ int defaultpaddlewidth = 300; return (Paddle) { .TargetRect = (SDL_Rect) {.x = (BREAKOUT_BoxWidth - defaultpaddlewidth) / 2, .y = BREAKOUT_BoxHeight - 100, .w = defaultpaddlewidth, .h = 30 }, .TextureIndex = 0 }; // Objekt für die Eigenschaften des Balls } void PADDLE_Draw(SDL_Renderer * renderer, Paddle * obj){ // printf("Paddle drawn at (%d|%d)!\n", (obj->TargetRect).x, (obj->TargetRect).x); // SDL_RenderCopy(renderer, PADDLE_Texture, PADDLE_SourceRects + (obj->TextureIndex), &(obj->TargetRect)); SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); SDL_RenderDrawRect(renderer, &(obj->TargetRect)); } bool KeyPressed(Uint8 * keystate, Uint8 * keyArray){ for (int i = 0; i < (*keyArray); i++) { if (keystate[keyArray[(i + 1)]]) return true; } return false; } void constrain(int * variable, int min, int max){ if (*variable > max) *variable = max; else if (*variable < min) *variable = min; } void PADDLE_Update(Paddle * obj, Uint8 * keystate){ bool leftKeyPressed = KeyPressed(keystate, PADDLE_MoveLeftKeys), rightKeyPressed = KeyPressed(keystate, PADDLE_MoveRightKeys); if (leftKeyPressed && (!rightKeyPressed)) { ((obj->TargetRect).x) -= PADDLE_Speed; } else if ((!leftKeyPressed) && rightKeyPressed) { ((obj->TargetRect).x) += PADDLE_Speed; } constrain(&((obj->TargetRect).x), 0, (BREAKOUT_BoxWidth - ((obj->TargetRect).w))); } void PADDLE_DestroyObject(Paddle * obj){ } void PADDLE_Deinitialize(){ if (PADDLE_IsInit) { printf("De-initializing Paddle...\n"); SDL_DestroyTexture(PADDLE_Texture); printf("Paddle de-initialized!\n"); PADDLE_IsInit = false; } else printf("Paddle is already de-initialized!\n"); } void BLOCK_Initialize(SDL_Renderer * renderer){ if (!BLOCK_IsInit) { printf("Initializing Block...\n"); BLOCK_Texture = IMG_LoadTexture(renderer, "assets/images/blocks_debug.png"); if (!BLOCK_Texture) printf("Block texture failed to load!\n"); BLOCK_SourceRects = (SDL_Rect *)malloc(BLOCK_TextureCount * sizeof(SDL_Rect)); if (!BLOCK_SourceRects) printf("FATAL! Memory allocation failed!\n"); for (int i = 0; i < BLOCK_TextureCount; i++) { // TODO: All textures! BLOCK_SourceRects[i] = (SDL_Rect) {.x = 0, .y = 500 * i * 0, .w = 1000, .h = 500 }; } printf("Block initialized!\n"); BLOCK_IsInit = true; } else printf("Block is already initialized!\n"); } /* PADDLE_Initialize */ Block BLOCK_CreateDefault() { int defaultpaddlewidth = 300; return (Block) { .TargetRect = (SDL_Rect) {.x = (BREAKOUT_BoxWidth - defaultpaddlewidth) / 2, .y = BREAKOUT_BoxHeight - 100, .w = 150, .h = 75 }, .TextureIndex = (rand() % BLOCK_TextureCount), .HP = 1 }; // Objekt für die Eigenschaften des Balls } void BLOCK_Draw(SDL_Renderer * renderer, Block * obj){ if ((obj->HP) > 0) { // printf("Block drawn at (%d|%d)!\n", (obj->TargetRect).x, (obj->TargetRect).y); SDL_RenderCopy(renderer, BLOCK_Texture, (BLOCK_SourceRects + (obj->TextureIndex)), &(obj->TargetRect)); } } void BLOCK_DealDamage(Block * obj, int dmg){ if (((obj->HP) -= dmg) <= 0) printf("Block was destroyed!\n"); } void BLOCK_Update(Block * obj){ // Do nothing currently } void BLOCK_DestroyObject(Block * obj){ } void BLOCK_Deinitialize(){ if (BLOCK_IsInit) { printf("De-initializing Block...\n"); SDL_DestroyTexture(BLOCK_Texture); printf("Block de-initialized!\n"); BLOCK_IsInit = false; } else printf("Block is already de-initialized!\n"); }