101 lines
3.7 KiB
C
101 lines
3.7 KiB
C
#ifndef __breakout_h__
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#define __breakout_h__
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdbool.h>
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#include <math.h>
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#include <time.h>
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#include <SDL2/SDL.h>
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#include "vector.h"
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// Enums
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typedef enum controlModeEnum {KeyboardControl = 0, MouseControl = 1} ControlMode;
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// End Enums
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// Structs
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typedef struct ballStruct {
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Vector Location, Momentum;
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SDL_Rect TargetRect;
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double Size, Rotation, RotationValue;
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int TextureIndex;
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double Speed;
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} Ball; // Objekt für die Eigenschaften des Balls
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typedef struct paddleStruct {
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SDL_Rect TargetRect;
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int TextureIndex;
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int Speed;
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double SteeringAngle;
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ControlMode Mode;
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} Paddle; // Objekt für die Eigenschaften des Paddles
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typedef struct blockStruct {
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SDL_Rect TargetRect;
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int TextureIndex, HP;
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} Block; // Objekt für die Eigenschaften des Paddles
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typedef struct sceneryStruct {
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Ball ball;
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Paddle paddle;
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Block * blocks;
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int BlockCount, Lives, StartCountdown, Frames, Score, DestroyedBlocks;
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bool IsPaused, IsGameOver;
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} Scenery; // Objekt für die Objekte und Eigenschaften einer Szenerie
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// End Structs
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// Prototypes
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void BREAKOUT_INITIALIZE(SDL_Renderer * renderer);
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void BREAKOUT_TogglePause(Scenery * scenery);
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void BREAKOUT_KeyPressed(Scenery * scenery, SDL_KeyboardEvent * b);
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Scenery BREAKOUT_CreateDefault();
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void BREAKOUT_IncreaseScoreBy(Scenery * scenery, int scoreInc);
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void TEXTURE_RenderCenteredSpriteSheet(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Rect * srcRect, float Scale);
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void TEXTURE_RenderCentered(SDL_Renderer * renderer, SDL_Texture * texture, float Scale);
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void BREAKOUT_Update(Scenery * scenery, const Uint8 * keystate);
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void BREAKOUT_Draw(Scenery * scenery, SDL_Renderer * renderer);
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void BREAKOUT_DrawLivesHUD(SDL_Renderer * renderer, Scenery * scenery);
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void BREAKOUT_DEINITIALIZE();
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void BREAKOUT_DestroyObject(Scenery * scenery);
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void BALL_Initialize(SDL_Renderer * renderer);
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Ball BALL_CreateDefault();
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void BALL_ResetPosition(Ball * obj);
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void BALL_DrawTexture(SDL_Renderer * renderer, SDL_Rect * dstRect, int index);
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void BALL_Draw(SDL_Renderer * renderer, Ball * obj);
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bool BALL_CollideWithRect(Ball * obj, SDL_Rect * rect);
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bool RECT_Collide(SDL_Rect * rect1, SDL_Rect * rect2);
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void BALL_SteerMomentum(Ball * obj, Paddle * paddle);
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void RECT_SetTargetPos(SDL_Rect * rect, Vector * Location);
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SDL_Point BALL_GetCenter(Ball * obj);
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void BALL_CollideWithBorders(Ball * obj);
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void BALL_MoveAwayFromBoundaries(Ball * obj);
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bool BALL_CollideWithPaddle(Ball * obj, Paddle * paddle);
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void BALL_AdaptSpeedGradient(Ball * obj, int FrameCount);
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void BALL_Update(Ball * obj, Scenery * scenery);
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void BALL_DestroyObject(Ball * obj);
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void BALL_Deinitialize();
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void PADDLE_Initialize(SDL_Renderer * renderer);
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Paddle PADDLE_CreateDefault();
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void PADDLE_ResetPosition(Paddle * obj);
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void PADDLE_DrawTexture(SDL_Renderer * renderer, SDL_Rect * dstRect, int index);
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void PADDLE_Draw(SDL_Renderer * renderer, Paddle * obj);
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bool KeyPressed(const Uint8 * keystate, Uint8 * keyArray);
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void INT_Constrain(int * variable, int min, int max);
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void DOUBLE_Constrain(double * variable, double min, double max);
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void PADDLE_MoveSmooth(Paddle * obj);
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void PADDLE_AdaptSpeedGradient(Paddle * obj, int FrameCount);
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void PADDLE_Update(Paddle * obj, Scenery * scenery, const Uint8 * keystate);
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void PADDLE_DestroyObject(Paddle * obj);
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void PADDLE_Deinitialize();
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void BLOCK_Initialize(SDL_Renderer * renderer);
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Block BLOCK_CreateDefault() ;
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void BLOCK_DrawTexture(SDL_Renderer * renderer, SDL_Rect * dstRect, int index);
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void BLOCK_Draw(SDL_Renderer * renderer, Block * obj);
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void BLOCK_DealDamage(Block * obj, int dmg);
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void BLOCK_Update(Block * obj);
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void BLOCK_DestroyObject(Block * obj);
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void BLOCK_Deinitialize();
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// End Prototypes
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#endif // __breakout_h__
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