breakout/breakout.c

757 lines
31 KiB
C

#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include <math.h>
#include <time.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_mixer.h>
#include "breakout.h"
#include "vector.h"
#include "gamestate.h"
#include "gameover.h"
#include "main.h"
extern float XScale, YScale;
extern int width, height;
#define BALL_TexturePath "assets/images/ball.png"
#define PADDLE_TexturePath "assets/images/paddle.png"
#define BLOCK_TexturePath "assets/images/spritesheet.png"
#define BREAKOUT_CountdownTexturePath "assets/images/text.png"
#define BREAKOUT_PausedTexturePath "assets/images/paused.png"
#define BREAKOUT_IngameSoundPath "assets/sounds/ingame_music.wav"
#define BREAKOUT_DeathSoundPath "assets/sounds/death.wav"
#define BREAKOUT_HitSoundPath1 "assets/sounds/hit1.wav"
#define BREAKOUT_HitSoundPath2 "assets/sounds/hit2.wav"
#define BREAKOUT_HitSoundPath3 "assets/sounds/hit3.wav"
#define BREAKOUT_HitSoundPath4 "assets/sounds/hit4.wav"
#define BREAKOUT_HitSoundPath5 "assets/sounds/hit5.wav"
#define BALL_MinSpeed 8.0f
#define BALL_MaxSpeed 25.0f
#define BALL_AccelerationTime 10000
#define PADDLE_MaxSize 300
#define PADDLE_MinSize 50
#define PADDLE_AccelerationTime 18000
#define BREAKOUT_LiveHUDSize 35
#define BREAKOUT_LiveHUDMargin 8
#define BREAKOUT_PushIntervale 1800
#define BREAKOUT_FadeTime 1000
#ifndef __nullptr__
#define Nullptr(type) (type *)0
#endif // __nullptr__
float PADDLE_SmoothFactor = 0.1f;
float BLOCK_SmoothFactor = 0.05f;
float BREAKOUT_LifePenalty = 0.75f;
int BLOCK_TextureCount = 24;
int BALL_TextureCount = 9;
int BREAKOUT_CountdownTextureCount = 4;
int PADDLE_TextureCount = 9;
SDL_Texture * BALL_Texture;
SDL_Texture * BREAKOUT_CountdownTexture;
SDL_Texture * PADDLE_Texture;
SDL_Texture * BLOCK_Texture;
SDL_Texture * BREAKOUT_PausedTexture;
SDL_Rect * BALL_SourceRects;
SDL_Rect * BREAKOUT_CountdownSourceRects;
SDL_Rect * PADDLE_SourceRects;
SDL_Rect * BLOCK_SourceRects;
Uint8 * PADDLE_MoveLeftKeys, * PADDLE_MoveRightKeys;
bool BREAKOUT_IsInit = false;
bool BALL_IsInit = false;
bool PADDLE_IsInit = false;
bool BLOCK_IsInit = false;
Mix_Chunk * BREAKOUT_DeathSound;
Mix_Chunk ** BREAKOUT_HitSound;
Mix_Music * BREAKOUT_IngameMusic;
void BREAKOUT_INITIALIZE(SDL_Renderer * renderer){
if (!BREAKOUT_IsInit) {
printf("Initializing Game...\n");
srand(time(NULL));
BALL_Initialize(renderer);
PADDLE_Initialize(renderer);
BLOCK_Initialize(renderer);
BREAKOUT_CountdownTexture = IMG_LoadTexture(renderer, BREAKOUT_CountdownTexturePath);
if (!BREAKOUT_CountdownTexture) printf("Countdown texture failed to load!\n");
BREAKOUT_PausedTexture = IMG_LoadTexture(renderer, BREAKOUT_PausedTexturePath);
if (!BREAKOUT_PausedTexture) printf("Paused texture failed to load!\n");
BREAKOUT_CountdownTextureCount = 4;
BREAKOUT_CountdownSourceRects = (SDL_Rect *)malloc(BREAKOUT_CountdownTextureCount * sizeof(SDL_Rect));
if (!BREAKOUT_CountdownSourceRects) printf("FATAL! Memory allocation failed!\n");
BREAKOUT_CountdownSourceRects[0] = (SDL_Rect) {.x = 1, .y = 668, .w = 1000, .h = 732 };
BREAKOUT_CountdownSourceRects[1] = (SDL_Rect) {.x = 1, .y = 1, .w = 242, .h = 665 };
BREAKOUT_CountdownSourceRects[2] = (SDL_Rect) {.x = 245, .y = 1, .w = 443, .h = 665 };
BREAKOUT_CountdownSourceRects[3] = (SDL_Rect) {.x = 690, .y = 1, .w = 443, .h = 665 };
BREAKOUT_HitSound = malloc(5 * sizeof(Mix_Chunk *));
BREAKOUT_HitSound[0] = Mix_LoadWAV(BREAKOUT_HitSoundPath1);
BREAKOUT_HitSound[1] = Mix_LoadWAV(BREAKOUT_HitSoundPath2);
BREAKOUT_HitSound[2] = Mix_LoadWAV(BREAKOUT_HitSoundPath3);
BREAKOUT_HitSound[3] = Mix_LoadWAV(BREAKOUT_HitSoundPath4);
BREAKOUT_HitSound[4] = Mix_LoadWAV(BREAKOUT_HitSoundPath5);
BREAKOUT_DeathSound = Mix_LoadWAV(BREAKOUT_DeathSoundPath);
BREAKOUT_IngameMusic = Mix_LoadMUS(BREAKOUT_IngameSoundPath);
printf("Game initialized!\n");
BREAKOUT_IsInit = true;
} else printf("Game is already initialized!\n");
} /* BREAKOUT_INITIALIZE */
void BREAKOUT_StartMusic(){
printf("Attempting to start game music...\n");
if (!Mix_PlayingMusic())
Mix_FadeInMusic(BREAKOUT_IngameMusic, -1, BREAKOUT_FadeTime);
else printf("Game music is already playing!\n");
}
void BREAKOUT_PauseMusic(){
printf("Attempting to pause game music...\n");
if (Mix_PlayingMusic())
Mix_HaltMusic();
// Mix_FadeOutMusic(BREAKOUT_FadeTime);
else printf("There is no game music to be paused!\n");
}
// Toggle Game pause, not the music!
void BREAKOUT_TogglePause(Scenery * scenery){
(scenery->IsPaused) = !(scenery->IsPaused);
printf("Game was %s!\n", ( (scenery->IsPaused) ? "paused" : "unpaused"));
}
void BREAKOUT_KeyPressed(Scenery * scenery, SDL_KeyboardEvent * b){
if ((b->keysym).scancode == SDL_SCANCODE_ESCAPE) {
printf("Escape was pressed ingame! Toggle Pause...\n");
BREAKOUT_TogglePause(scenery);
}
}
Scenery BREAKOUT_CreateDefault(){
Scenery scenery;
scenery.StartCountdown = 240;
scenery.TopLeftBlockColor = 0;
scenery.IsGameOver = false;
scenery.BlockCount = 135;
scenery.ball = BALL_CreateDefault();
scenery.paddle = PADDLE_CreateDefault();
scenery.blocks = malloc(scenery.BlockCount * sizeof(Block));
scenery.Frames = 0;
scenery.YBlocks = 9;
scenery.XBlocks = 15;
scenery.Score = 0;
if (!(scenery.blocks)) printf("FATAL! Memory allocation failed!\n");
scenery.IsPaused = false;
scenery.Lives = 3;
scenery.DestroyedBlocks = 0;
int index;
for (int y = 0; y < scenery.YBlocks; y++) {
index = (scenery.XBlocks) * y;
for (int x = 0; x < scenery.XBlocks; x++) {
scenery.blocks[x + index] = BLOCK_CreateDefault();
scenery.blocks[x + index].TargetRect = (SDL_Rect) {.x = ((128 * x) + 2), .y = ((64 * y) + 1), .w = 124, .h = 62 };
scenery.blocks[x + index].TextureIndex = y + x;
scenery.blocks[x + index].DestYValue = ((64 * y) + 1);
}
}
return scenery;
} /* BREAKOUT_CreateDefault */
void BREAKOUT_IncreaseScoreBy(Scenery * scenery, int scoreInc){
(scenery->Score) += scoreInc;
}
void TEXTURE_RenderCenteredSpriteSheet(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Rect * srcRect, float Scale){
SDL_Rect target;
target.w = (int)roundf(((float)(srcRect->w)) * Scale);
target.h = (int)roundf(((float)(srcRect->h)) * Scale);
target.x = ((width - (target.w)) / 2);
target.y = ((height - (target.h)) / 2);
SDL_RenderCopy(renderer, texture, srcRect, &target);
}
void TEXTURE_RenderCentered(SDL_Renderer * renderer, SDL_Texture * texture, float Scale){
int w, h;
SDL_Rect target;
SDL_QueryTexture(texture, NULL, NULL, &w, &h);
target.w = (int)roundf(((float)w) * Scale);
target.h = (int)roundf(((float)h) * Scale);
target.x = ((width - (target.w)) / 2);
target.y = ((height - (target.h)) / 2);
SDL_RenderCopy(renderer, texture, NULL, &target);
}
void BREAKOUT_PushNewRow(Scenery * scenery){
printf("Pushing new line...\n");
(scenery->TopLeftBlockColor)--;
// Rotate through textures
if ((scenery->TopLeftBlockColor) < 0) (scenery->TopLeftBlockColor) = (BLOCK_TextureCount - 1);
else if ((scenery->TopLeftBlockColor) >= 24) (scenery->TopLeftBlockColor) = 0;
int oldBlockCount = (scenery->BlockCount);
(scenery->BlockCount) += (scenery->XBlocks);
(scenery->YBlocks)++;
scenery->blocks = realloc((scenery->blocks), (scenery->BlockCount) * sizeof(Block));
for (size_t i = 0; i < oldBlockCount; i++) {
(scenery->blocks)[i].DestYValue += 64;
}
for (size_t x = 0; x < (scenery->XBlocks); x++) {
(scenery->blocks)[x + oldBlockCount] = BLOCK_CreateDefault();
(scenery->blocks)[x + oldBlockCount].TargetRect = (SDL_Rect) {.x = ((128 * x) + 2), .y = -63, .w = 124, .h = 62 };
(scenery->blocks)[x + oldBlockCount].TextureIndex = (((scenery->TopLeftBlockColor) + x) % BLOCK_TextureCount);
(scenery->blocks)[x + oldBlockCount].DestYValue = 1;
}
printf("New line was pushed!\n");
} /* BREAKOUT_PushNewRow */
void BREAKOUT_Update(Scenery * scenery, const Uint8 * keystate){
if (scenery->IsPaused) return;
if ((scenery->StartCountdown)-- > 0) return;
(scenery->Frames)++;
if (scenery->IsGameOver) {
BALL_ResetPosition(&(scenery->ball));
PADDLE_ResetPosition(&(scenery->paddle));
scenery->StartCountdown = 240;
scenery->IsGameOver = false;
if (--(scenery->Lives) <= 0)
GAME_ChangeState(GameOver);
else {
// Reduce score when there is a life left
// scenery->Score = (int)roundf((float)(scenery->Score) * BREAKOUT_LifePenalty);
printf("Oh oh, only %d lives left!\n", scenery->Lives);
}
return;
}
if ((scenery->Frames) % BREAKOUT_PushIntervale == 0) {
BREAKOUT_PushNewRow(scenery);
}
PADDLE_Update(&(scenery->paddle), scenery, keystate); // Update paddle before ball because paddle is not static!
for (int i = 0; i < (scenery->BlockCount); i++) {
BLOCK_Update((scenery->blocks) + i);
}
BALL_Update(&(scenery->ball), scenery);
} /* BREAKOUT_Update */
void BREAKOUT_Draw(Scenery * scenery, SDL_Renderer * renderer){
for (int i = 0; i < (scenery->BlockCount); i++) {
BLOCK_Draw(renderer, &((scenery->blocks)[i]));
}
BALL_Draw(renderer, &(scenery->ball));
PADDLE_Draw(renderer, &(scenery->paddle));
SCORE_DrawHUD(renderer, scenery);
BREAKOUT_DrawLivesHUD(renderer, scenery);
if (scenery->IsPaused) {
TEXTURE_RenderCentered(renderer, BREAKOUT_PausedTexture, 0.5f);
} else if ((scenery->StartCountdown) > 0) { // ! Render Z-Layer !
TEXTURE_RenderCenteredSpriteSheet(renderer, BREAKOUT_CountdownTexture, (BREAKOUT_CountdownSourceRects + (((scenery->StartCountdown) - 1) / 60)), 1.0f);
}
}
void BREAKOUT_DrawLivesHUD(SDL_Renderer * renderer, Scenery * scenery){
SDL_Rect tmpRect;
tmpRect.y = BREAKOUT_LiveHUDMargin;
tmpRect.w = BREAKOUT_LiveHUDSize;
tmpRect.h = BREAKOUT_LiveHUDSize;
tmpRect.x = width - BREAKOUT_LiveHUDMargin;
for (int i = 0; i < (scenery->Lives); i++) {
tmpRect.x -= (BREAKOUT_LiveHUDSize + BREAKOUT_LiveHUDMargin);
BALL_DrawTexture(renderer, &tmpRect, (scenery->ball).TextureIndex);
}
}
void BREAKOUT_DEINITIALIZE(){
if (BREAKOUT_IsInit) {
printf("De-initializing Game...\n");
for (int i = 0; i < 5; i++) {
Mix_FreeChunk(BREAKOUT_HitSound[i]);
}
free(BREAKOUT_HitSound);
Mix_FreeChunk(BREAKOUT_DeathSound);
Mix_FreeMusic(BREAKOUT_IngameMusic);
SDL_DestroyTexture(BREAKOUT_CountdownTexture);
SDL_DestroyTexture(BREAKOUT_PausedTexture);
free(PADDLE_MoveLeftKeys);
free(PADDLE_MoveRightKeys);
free(BALL_SourceRects);
free(PADDLE_SourceRects);
free(BLOCK_SourceRects);
free(BREAKOUT_CountdownSourceRects);
BALL_Deinitialize();
PADDLE_Deinitialize();
BLOCK_Deinitialize();
printf("Game de-initialized!\n");
BREAKOUT_IsInit = false;
} else printf("Game is already de-initialized!\n");
} /* BREAKOUT_DEINITIALIZE */
void BREAKOUT_DestroyObject(Scenery * scenery){
for (size_t i = 0; i < (scenery->BlockCount); i++) {
BLOCK_DestroyObject((scenery->blocks) + i);
}
BALL_DestroyObject(&(scenery->ball));
PADDLE_DestroyObject(&(scenery->paddle));
free((scenery->blocks));
}
void BALL_Initialize(SDL_Renderer * renderer){
if (!BALL_IsInit) {
printf("Initializing Ball...\n");
BALL_Texture = IMG_LoadTexture(renderer, BALL_TexturePath);
if (!BALL_Texture) printf("Ball texture failed to load!\n");
BALL_TextureCount = 9;
BALL_SourceRects = (SDL_Rect *)malloc(BALL_TextureCount * sizeof(SDL_Rect));
if (!BALL_SourceRects) printf("FATAL! Memory allocation failed!\n");
BALL_SourceRects[0] = (SDL_Rect) {.x = 1029, .y = 1029, .w = 512, .h = 512 };
BALL_SourceRects[1] = (SDL_Rect) {.x = 1, .y = 1, .w = 512, .h = 512 };
BALL_SourceRects[2] = (SDL_Rect) {.x = 1, .y = 515, .w = 512, .h = 512 };
BALL_SourceRects[3] = (SDL_Rect) {.x = 1, .y = 1029, .w = 512, .h = 512 };
BALL_SourceRects[4] = (SDL_Rect) {.x = 515, .y = 1, .w = 512, .h = 512 };
BALL_SourceRects[5] = (SDL_Rect) {.x = 1029, .y = 1, .w = 512, .h = 512 };
BALL_SourceRects[6] = (SDL_Rect) {.x = 515, .y = 515, .w = 512, .h = 512 };
BALL_SourceRects[7] = (SDL_Rect) {.x = 515, .y = 1029, .w = 512, .h = 512 };
BALL_SourceRects[8] = (SDL_Rect) {.x = 1029, .y = 515, .w = 512, .h = 512 };
printf("Ball initialized!\n");
BALL_IsInit = true;
} else printf("Ball is already initialized!\n");
} /* BALL_Initialize */
Ball BALL_CreateDefault(){
return (Ball) {
.Location = (Vector) {.x = (width / 2) - 15, .y = height - 131 },
.Momentum = (Vector) {.x = 0.0f, .y = BALL_MinSpeed },
.TargetRect = (SDL_Rect) {.x = width / 2 - 15, .y = height - 130, .w = 30, .h = 30 },
.Size = 15.0f,
.Rotation = 0,
.RotationValue = 9,
.TextureIndex = 0,
.Speed = 15.0f
}; // Objekt für die Eigenschaften des Balls
}
void BALL_ResetPosition(Ball * obj){
(obj->Location).x = width / 2 - (obj->Size);
(obj->Location).y = height - 101 - (2 * (obj->Size));
RECT_SetTargetPos(&(obj->TargetRect), &(obj->Location));
(obj->Momentum) = VECTOR_GetScaledDirectionalUnitVector(0.0f, (obj->Speed));
}
void BALL_DrawTexture(SDL_Renderer * renderer, SDL_Rect * dstRect, int index){
if (index > BALL_TextureCount || index < 0) {
printf("Ball with unkown texture index %d aus [0,...,%d]\n", index, (BALL_TextureCount - 1));
return;
}
SDL_RenderCopy(renderer, BALL_Texture, BALL_SourceRects + index, dstRect);
}
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){
if (!RECT_Collide(&(obj->TargetRect), rect)) return false;
// Already returned with false if square ball hitbox didnt collide with rect
Vector unitMomentum = VECTOR_ChangeScaleTo((obj->Momentum), 1.0f);
Vector center = BALL_GetCenter(obj);
Vector corner;
bool left, right, top, bottom, yMid = false, xMid = false;
left = (center.x) < (rect->x);
right = (center.x) > (rect->x) + (rect->w);
top = (center.y) < (rect->y);
bottom = (center.y) > (rect->y) + (rect->h);
yMid = !(top || bottom);
xMid = !(left || right);
// Move away from hitbox from where you came from when stuck in the middle of the block at high speeds
while (yMid && xMid) {
(obj->Location) = VECTOR_Subtract((obj->Location), unitMomentum);
center = BALL_GetCenter(obj);
left = (center.x) < (rect->x);
right = (center.x) > (rect->x) + (rect->w);
top = (center.y) < (rect->y);
bottom = (center.y) > (rect->y) + (rect->h);
yMid = !(top || bottom);
xMid = !(left || right);
}
if (yMid) // Hit left or right
(obj->Momentum).x = -(obj->Momentum).x;
if (xMid) // Hit bottom or top
(obj->Momentum).y = -(obj->Momentum).y;
if (xMid || yMid) return true;
// double oldAngle = fmod((double)(VECTOR_GetRotation(obj->Momentum)), 360.0f);
if (left) {
corner.x = (rect->x);
} else if (right) {
corner.x = ((rect->x) + (rect->w));
} // Other case will not appear since returned above
if (top) {
corner.y = (rect->y);
} else if (bottom) {
corner.y = ((rect->y) + (rect->h));
}
Vector cornerToMid = VECTOR_GetVectorFromTo(corner, center);
if (VECTOR_GetMagnitude(cornerToMid) > (obj->Size)) return false;
double lot = VECTOR_GetRotation(cornerToMid);
double inRotation = fmod(VECTOR_GetRotation(obj->Momentum) + 180.0f, 360.0f);
double outAngle = fmod(lot + (0.5 * (lot - inRotation)), 360.0f);
printf("In: %.2f | Lot: %.2f | Out: %.2f\n", inRotation, lot, outAngle);
(obj->Momentum) = VECTOR_GetScaledDirectionalUnitVector(outAngle, (obj->Speed));
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){
double paddleHalfLen = ((double)((paddle->TargetRect).w) / 2.0f);
double offset = (((obj->TargetRect).x) + (obj->Size)) - ((paddle->TargetRect).x + paddleHalfLen);
offset /= paddleHalfLen;
offset *= (paddle->SteeringAngle);
DOUBLE_Constrain(&offset, -(paddle->SteeringAngle), (paddle->SteeringAngle));
(obj->Momentum) = VECTOR_GetDirectionalUnitVector(offset);
}
void RECT_SetTargetPos(SDL_Rect * rect, Vector * Location){
rect->x = (int)round(Location->x);
rect->y = (int)round(Location->y);
}
Vector BALL_GetCenter(Ball * obj){
return (Vector) {.x = ((obj->Location).x) + (obj->Size), .y = ((obj->Location).y) + (obj->Size) };
}
void BALL_CollideWithBorders(Ball * obj){
if ((obj->Location).y < 0.0f)
(obj->Momentum).y = -(obj->Momentum).y;
if ((obj->Location).x < 0.0f || (obj->Location).x > width - (2 * (obj->Size)))
(obj->Momentum).x = -(obj->Momentum).x;
}
void BALL_MoveAwayFromBoundaries(Ball * obj){
while (((obj->Location).y) < 0)
((obj->Location).y)++;
while (((obj->Location).x) < 0)
((obj->Location).x)++;
while ((((obj->Location).x) + ((obj->Size) * 2)) > width)
((obj->Location).x)--;
}
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));
else
BALL_SteerMomentum(obj, paddle); // Sets it to unit vector!
// Following assumes that the paddle position was udated before the ball was updated
while (RECT_Collide(&(obj->TargetRect), &(paddle->TargetRect))) { // Move away from rect in small steps
(obj->Location) = VECTOR_Add((obj->Location), (obj->Momentum));
BALL_MoveAwayFromBoundaries(obj);
RECT_SetTargetPos(&(obj->TargetRect), &(obj->Location));
}
(obj->Momentum) = VECTOR_ChangeScaleTo((obj->Momentum), (obj->Speed));
BALL_PlayCollisionSound();
return true;
}
return false;
} /* BALL_CollideWithPaddle */
void BALL_AdaptSpeedGradient(Ball * obj, int FrameCount){
if (FrameCount > BALL_AccelerationTime)
obj->Speed = BALL_MaxSpeed;
else
obj->Speed = BALL_MinSpeed + (((double)FrameCount / (double)BALL_AccelerationTime) * (BALL_MaxSpeed - BALL_MinSpeed));
}
void BALL_PlayCollisionSound(){
int sound;
Mix_PlayChannel(-1, BREAKOUT_HitSound[(sound = (rand() % 5))], 0);
printf("Collision sound %d played...\n", sound);
}
void BALL_Update(Ball * obj, Scenery * scenery){
BALL_AdaptSpeedGradient(obj, (scenery->Frames));
(obj->Momentum) = VECTOR_ChangeScaleTo((obj->Momentum), (obj->Speed));
Block * blocks = (scenery->blocks);
Paddle * paddle = &(scenery->paddle);
int BlockCount = scenery->BlockCount;
Vector oldMomentum = obj->Momentum;
Vector oldLocation = obj->Location;
(obj->Rotation) += (obj->RotationValue); // No effect on physics
(obj->Location) = VECTOR_Add((obj->Location), oldMomentum);
RECT_SetTargetPos(&(obj->TargetRect), &(obj->Location));
if (!BALL_CollideWithPaddle(obj, paddle)) // Collide with Paddle
for (int i = 0; i < BlockCount; i++) { // Check Collide with each block
if (blocks[i].HP <= 0) continue;
oldMomentum = obj->Momentum;
oldLocation = obj->Location;
if (BALL_CollideWithRect(obj, &(blocks[i].TargetRect))) {
BALL_PlayCollisionSound();
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)));
}
(obj->Location) = VECTOR_Add(oldLocation, (obj->Momentum));
BALL_MoveAwayFromBoundaries(obj);
RECT_SetTargetPos(&(obj->TargetRect), &(obj->Location));
}
}
if ((obj->Location).y > height) { // Collide with box boundaries
Mix_PlayChannel(-1, BREAKOUT_DeathSound, 0);
scenery->IsGameOver = true;
printf("Ball called game_over!\n");
} else BALL_CollideWithBorders(obj);
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, PADDLE_TexturePath);
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 = 1000, .h = 100 };
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(){
return (Paddle) {
.TargetRect = (SDL_Rect) {.x = (width - PADDLE_MaxSize) / 2, .y = height - 100, .w = PADDLE_MaxSize, .h = 30 },
.TextureIndex = 0,
.Speed = 10,
.SteeringAngle = 40.0f,
.Mode = MouseControl
}; // Objekt für die Eigenschaften des Balls
}
void PADDLE_ResetPosition(Paddle * obj){
(obj->TargetRect).x = (width - ((obj->TargetRect).w)) / 2;
(obj->TargetRect).y = height - 100;
}
void PADDLE_DrawTexture(SDL_Renderer * renderer, SDL_Rect * dstRect, int index){
if (index > PADDLE_TextureCount || index < 0) {
printf("Paddle with unkown texture index %d aus [0,...,%d]\n", index, (PADDLE_TextureCount - 1));
return;
}
SDL_RenderCopy(renderer, PADDLE_Texture, PADDLE_SourceRects + index, dstRect);
}
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));
}
bool KeyPressed(const Uint8 * keystate, Uint8 * keyArray){
for (int i = 0; i < (*keyArray); i++) {
if (keystate[keyArray[(i + 1)]]) return true;
}
return false;
}
void INT_Constrain(int * variable, int min, int max){
if (*variable > max)
*variable = max;
else if (*variable < min)
*variable = min;
}
void DOUBLE_Constrain(double * variable, double min, double max){
if (*variable > max)
*variable = max;
else if (*variable < min)
*variable = min;
}
void PADDLE_MoveSmooth(Paddle * obj){
int mouseX, paddleXMid, halfPaddle = ((obj->TargetRect).w / 2);
SDL_GetMouseState(&mouseX, NULL);
mouseX = (int)roundf((float)mouseX / XScale);
paddleXMid = halfPaddle + (obj->TargetRect.x); // Current State
(obj->TargetRect).x = paddleXMid - (int)roundf((float)(paddleXMid - mouseX) * PADDLE_SmoothFactor) - halfPaddle;
}
void PADDLE_MoveAuto(Scenery * scenery){
int paddleXMid, halfPaddle = (((scenery->paddle).TargetRect).w / 2);
paddleXMid = halfPaddle + ((scenery->paddle).TargetRect.x); // Current State
((scenery->paddle).TargetRect).x = paddleXMid - (int)roundf((float)(paddleXMid - (((scenery->ball).Location).x + (rand() % 30) + ((scenery->ball).Size))) * 0.2f) - halfPaddle;
}
void PADDLE_AdaptSpeedGradient(Paddle * obj, int FrameCount){
if (FrameCount > PADDLE_AccelerationTime)
return;
(obj->TargetRect).w = PADDLE_MaxSize - (((double)FrameCount / (double)PADDLE_AccelerationTime) * (PADDLE_MaxSize - PADDLE_MinSize));
}
void PADDLE_Update(Paddle * obj, Scenery * scenery, const Uint8 * keystate){
PADDLE_AdaptSpeedGradient(obj, (scenery->Frames));
bool leftKeyPressed, rightKeyPressed;
switch (obj->Mode) {
case MouseControl:
PADDLE_MoveSmooth(obj);
break;
case KeyboardControl:
leftKeyPressed = KeyPressed(keystate, PADDLE_MoveLeftKeys);
rightKeyPressed = KeyPressed(keystate, PADDLE_MoveRightKeys);
if (leftKeyPressed && (!rightKeyPressed)) {
((obj->TargetRect).x) -= (obj->Speed);
} else if ((!leftKeyPressed) && rightKeyPressed) {
((obj->TargetRect).x) += (obj->Speed);
}
break;
case Automatic:
PADDLE_MoveAuto(scenery);
break;
default:
printf("Unknown Paddle Control Mode: %d!\n", obj->Mode);
break;
} /* switch */
INT_Constrain(&((obj->TargetRect).x), 0, (width - ((obj->TargetRect).w)));
} /* PADDLE_Update */
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, BLOCK_TexturePath);
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");
BLOCK_SourceRects[0] = (SDL_Rect) {.x = 2000, .y = 1500, .w = 1000, .h = 500 };
BLOCK_SourceRects[1] = (SDL_Rect) {.x = 2000, .y = 2000, .w = 1000, .h = 500 };
BLOCK_SourceRects[2] = (SDL_Rect) {.x = 2000, .y = 2500, .w = 1000, .h = 500 };
BLOCK_SourceRects[3] = (SDL_Rect) {.x = 0, .y = 3000, .w = 1000, .h = 500 };
BLOCK_SourceRects[4] = (SDL_Rect) {.x = 1000, .y = 3000, .w = 1000, .h = 500 };
BLOCK_SourceRects[5] = (SDL_Rect) {.x = 2000, .y = 3000, .w = 1000, .h = 500 };
BLOCK_SourceRects[6] = (SDL_Rect) {.x = 0, .y = 3500, .w = 1000, .h = 500 };
BLOCK_SourceRects[7] = (SDL_Rect) {.x = 1000, .y = 3500, .w = 1000, .h = 500 };
BLOCK_SourceRects[8] = (SDL_Rect) {.x = 2000, .y = 3500, .w = 1000, .h = 500 };
BLOCK_SourceRects[9] = (SDL_Rect) {.x = 0, .y = 500, .w = 1000, .h = 500 };
BLOCK_SourceRects[10] = (SDL_Rect) {.x = 2000, .y = 0, .w = 1000, .h = 500 };
BLOCK_SourceRects[11] = (SDL_Rect) {.x = 0, .y = 1000, .w = 1000, .h = 500 };
BLOCK_SourceRects[12] = (SDL_Rect) {.x = 0, .y = 1500, .w = 1000, .h = 500 };
BLOCK_SourceRects[13] = (SDL_Rect) {.x = 1000, .y = 0, .w = 1000, .h = 500 };
BLOCK_SourceRects[14] = (SDL_Rect) {.x = 1000, .y = 500, .w = 1000, .h = 500 };
BLOCK_SourceRects[15] = (SDL_Rect) {.x = 1000, .y = 1000, .w = 1000, .h = 500 };
BLOCK_SourceRects[16] = (SDL_Rect) {.x = 1000, .y = 1500, .w = 1000, .h = 500 };
BLOCK_SourceRects[17] = (SDL_Rect) {.x = 0, .y = 2000, .w = 1000, .h = 500 };
BLOCK_SourceRects[18] = (SDL_Rect) {.x = 1000, .y = 2000, .w = 1000, .h = 500 };
BLOCK_SourceRects[19] = (SDL_Rect) {.x = 0, .y = 2500, .w = 1000, .h = 500 };
BLOCK_SourceRects[20] = (SDL_Rect) {.x = 1000, .y = 2500, .w = 1000, .h = 500 };
BLOCK_SourceRects[21] = (SDL_Rect) {.x = 0, .y = 0, .w = 1000, .h = 500 };
BLOCK_SourceRects[22] = (SDL_Rect) {.x = 2000, .y = 500, .w = 1000, .h = 500 };
BLOCK_SourceRects[23] = (SDL_Rect) {.x = 2000, .y = 1000, .w = 1000, .h = 500 };
printf("Block initialized!\n");
BLOCK_IsInit = true;
} else printf("Block is already initialized!\n");
} /* PADDLE_Initialize */
Block BLOCK_CreateDefault(){
return (Block) {
.TargetRect = (SDL_Rect) {.x = 0, .y = 0, .w = 100, .h = 50 },
.TextureIndex = (rand() % BLOCK_TextureCount),
.HP = 1,
.DestYValue = 0
}; // Objekt für die Eigenschaften des Balls
}
void BLOCK_DrawTexture(SDL_Renderer * renderer, SDL_Rect * dstRect, int index){
if (index > BLOCK_TextureCount || index < 0) {
printf("Block with unkown texture index %d aus [0,...,%d]\n", index, (BLOCK_TextureCount - 1));
return;
}
SDL_RenderCopy(renderer, BLOCK_Texture, BLOCK_SourceRects + index, dstRect);
}
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_MoveSmooth(Block * obj){
((obj->TargetRect).y) -= (int)roundf((float)(((obj->TargetRect).y) - (obj->DestYValue)) * BLOCK_SmoothFactor);
}
void BLOCK_Update(Block * obj){
BLOCK_MoveSmooth(obj);
}
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");
}