Added a sticky paddle flag on death and new level, spacebar to (re)start game, ESC to exit, combined brick layouts (levels) into one function

This commit is contained in:
Joe Adams 2018-01-12 04:24:35 +00:00
parent bf52ead7cc
commit 6be9da289c
4 changed files with 1290 additions and 1148 deletions

View File

@ -22,7 +22,7 @@
int loadTextures(GLuint *texture, const char *imageLoc);
void surfaceToTexture(GLuint *texture, SDL_Surface *surface);
void updateScore(int *playerScore, brick *bricks, int brickCount);
void updateScore(int *playerScore, brick *bricks, int *brickCount, int *level, ball *theBall);
int main(void) {
@ -85,12 +85,6 @@ int main(void) {
* Creates the main renderer (tied to main window)
*/
//SDL_Renderer * renderer1 = SDL_CreateRenderer(window1, -1, 0);
//if (renderer1==NULL) {
// fprintf(stderr, "[FAILED] Creating renderer renderer1 for window1");
// return 3;
//}
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1); // Specifies the version of the OpenGL context
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 5); // (here, 1.5) -- hello, 2003!
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY); // Allows deprecated functions to be used
@ -109,8 +103,8 @@ int main(void) {
glShadeModel(GL_SMOOTH); // GL_FLAT for flat shading instead
glEnable(GL_DEPTH_TEST); // Enables depth comparisons
glEnable(GL_TEXTURE_2D); // Enables use of textures
glAlphaFunc(GL_GREATER, 0);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0); // How we plan on treating aplha
glEnable(GL_ALPHA_TEST); // Enables alpha testing (needed for transparent textures)
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
@ -136,45 +130,57 @@ int main(void) {
* ----------------
*/
char subSteps = 2; // Draw every N+1 frames, thereby calculating movement more precisely
char subSteps = 1; // Draw every N+1 frames, thereby calculating movement more precisely
int targetFPS = 60; // Limit FPS to this value, to stop unneccessary calculations
char moveX=0;
char moveX=0; // Toggled between -1, 0 and 1 by keypresses later
brick bricks[2048];
int playerScore = 0;
int level = 1;
int playerLives = 3;
brick bricks[2048]; // Sets up array for the bricks to be stored in, max no. bricks is 2048
int brickCount;
colour brickColours[4];
colour brickColours[7]; //brickColours[n] corresponds to the colour of a brick with type n+1
brickColours[6] = (colour) { .r = 0.9000 /*255*/, .g = 0.9000 /*64 */, .b = 0.9000 /*167*/, .a = 1 };
brickColours[5] = (colour) { .r = 0.8000 /*255*/, .g = 0.8000 /*64 */, .b = 0.8000 /*167*/, .a = 1 };
brickColours[4] = (colour) { .r = 0.7000 /*255*/, .g = 0.7000 /*64 */, .b = 0.7000 /*167*/, .a = 1 };
brickColours[3] = (colour) { .r = 1.0000 /*255*/, .g = 0.2510 /*64 */, .b = 0.6549 /*167*/, .a = 1 };
brickColours[2] = (colour) { .r = 0.4588 /*117*/, .g = 0.5490 /*140*/, .b = 1.0000 /*255*/, .a = 1 };
brickColours[1] = (colour) { .r = 0.3490 /*89 */, .g = 0.8706 /*222*/, .b = 1.0000 /*255*/, .a = 1 };
brickColours[0] = (colour) { .r = 1.0000 /*255*/, .g = 0.7569 /*193*/, .b = 0.1216 /*31 */, .a = 1 };
initialiseBricks(&bricks, &brickCount);
initialiseBricks(&bricks, &brickCount, level); // Sets up the bricks for level one
colour paddleCol;
paddleCol.r = 1.0; paddleCol.g = 1.0; paddleCol.b = 1.0; paddleCol.a = 1.0; // RGBA of paddle and ball
colour bgcol1; colour bgcol2;
bgcol1.r = 0.7216; /*184*/ bgcol2.r = 0.0824; /*21 */ // RGBA values for the gradient, bgcol1 refers to the bottom colour and bgcol2 to the top
bgcol1.g = 0.2471; /*63 */ bgcol2.g = 0.0901; /*23 */
bgcol1.b = 0.6078; /*155*/ bgcol2.b = 0.4431; /*113*/
bgcol1.a = 1.0000; /*255*/ bgcol2.a = 1.0000; /*255*/
ball theBall = {
.x = 0,
.y = 0,
.vX = 1.5f,
.vX = 1.5f, // Change to desired X / Y speeds
.vY = -5.0f,
.initVX = theBall.vX,
.initVY = theBall.vY,
.radius = 4,
.isColliding = 0,
.stickToPaddle = 1
};
}; // Initialising the ball
paddle thePaddle = {
.width = 50,
.height = 10,
.x = (winWidth/2)-(thePaddle.width/2)
};
}; // Initialising the paddle
char txtL[4] = "000";
char txtL[4] = "000"; // Placeholder text
char txtR[4] = "000";
int playerScore = 0;
int level = 1;
int playerLives = 3;
/*
* ----------------
* Font stuff
@ -251,7 +257,13 @@ int main(void) {
moveX=1;
break;
case SDLK_SPACE:
theBall.stickToPaddle = 0;
if (playerLives>0) theBall.stickToPaddle = 0;
else {
playerLives = 3;
level = 1;
theBall.stickToPaddle = 1;
initialiseBricks(&bricks, &brickCount, level);
}
break;
}
break;
@ -279,7 +291,7 @@ int main(void) {
sprintf(txtR, "%03d", level);
updatePaddle(tickrate, &thePaddle, moveX, winWidth, winHeight);
updateBall(tickrate, &theBall, &thePaddle, winWidth, winHeight, &bricks, brickCount, &playerLives);
updateScore(&playerScore, &bricks, brickCount);
updateScore(&playerScore, &bricks, &brickCount, &level, &theBall);
}
if (step % (subSteps+1) == 0) {
@ -302,15 +314,6 @@ int main(void) {
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
colour paddleCol;
paddleCol.r = 1.0; paddleCol.g = 1.0; paddleCol.b = 1.0; paddleCol.a = 1.0;
colour bgcol1; colour bgcol2;
bgcol1.r = 0.7216; /*184*/ bgcol2.r = 0.0824; /*21 */
bgcol1.g = 0.2471; /*63 */ bgcol2.g = 0.0901; /*23 */
bgcol1.b = 0.6078; /*155*/ bgcol2.b = 0.4431; /*113*/
bgcol1.a = 1.0000; /*255*/ bgcol2.a = 1.0000; /*255*/
if (playerLives==0) {
drawText("Game Over", font_main, textColour, (coord){ .x=0, .y=-128});
}
@ -396,9 +399,10 @@ void surfaceToTexture(GLuint *texture, SDL_Surface *surface) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
void updateScore(int *playerScore, brick *bricks, int brickCount) {
void updateScore(int *playerScore, brick *bricks, int *brickCount, int *level, ball *theBall) {
*playerScore = 0;
for (int i = 0; i < brickCount; i++) {
char allBricksDestroyed = 1;
for (int i = 0; i < *brickCount; i++) {
if (bricks[i].destroyed == 1) {
switch (bricks[i].brickType) {
case 1:
@ -414,6 +418,13 @@ void updateScore(int *playerScore, brick *bricks, int brickCount) {
*playerScore += 7;
break;
}
} else {
allBricksDestroyed = 0;
}
}
if (allBricksDestroyed==1) {
*level += 1;
initialiseBricks(bricks, brickCount, *level);
theBall->stickToPaddle = 1;
}
}

View File

@ -1,6 +1,9 @@
#include "include/structs.h"
void initialiseBricks(brick *bricks, int *brickCount) {
void initialiseBricks(brick *bricks, int *brickCount, int level) {
switch (level) {
case 1:
bricks[0] = (brick) { .brickType = 1, .x = 17, .y = 130, .width = 30, .height = 10, .destroyed = 0 };
bricks[1] = (brick) { .brickType = 1, .x = 49, .y = 130, .width = 30, .height = 10, .destroyed = 0 };
bricks[2] = (brick) { .brickType = 1, .x = 81, .y = 130, .width = 30, .height = 10, .destroyed = 0 };
@ -67,7 +70,7 @@ void initialiseBricks(brick *bricks, int *brickCount) {
bricks[63] = (brick) { .brickType = 3, .x = 241, .y = 178, .width = 30, .height = 10, .destroyed = 0 };
bricks[64] = (brick) { .brickType = 3, .x = 273, .y = 178, .width = 30, .height = 10, .destroyed = 0 };
bricks[65] = (brick) { .brickType = 3, .x = 305, .y = 178, .width = 30, .height = 10, .destroyed = 0 };
bricks[66] = (brick) { .brickType = 3, .x = 337, .y = 178, .width = 30, .height = 10, .destroyed = 0 };
bricks[66] = (brick) { .brickType = 5, .x = 337, .y = 178, .width = 30, .height = 10, .destroyed = 0 };
bricks[67] = (brick) { .brickType = 3, .x = 369, .y = 178, .width = 30, .height = 10, .destroyed = 0 };
bricks[68] = (brick) { .brickType = 3, .x = 401, .y = 178, .width = 30, .height = 10, .destroyed = 0 };
bricks[69] = (brick) { .brickType = 3, .x = 433, .y = 178, .width = 30, .height = 10, .destroyed = 0 };
@ -87,7 +90,7 @@ void initialiseBricks(brick *bricks, int *brickCount) {
bricks[83] = (brick) { .brickType = 3, .x = 433, .y = 190, .width = 30, .height = 10, .destroyed = 0 };
bricks[84] = (brick) { .brickType = 4, .x = 17, .y = 202, .width = 30, .height = 10, .destroyed = 0 };
bricks[85] = (brick) { .brickType = 4, .x = 49, .y = 202, .width = 30, .height = 10, .destroyed = 0 };
bricks[86] = (brick) { .brickType = 4, .x = 81, .y = 202, .width = 30, .height = 10, .destroyed = 0 };
bricks[86] = (brick) { .brickType = 6, .x = 81, .y = 202, .width = 30, .height = 10, .destroyed = 0 };
bricks[87] = (brick) { .brickType = 4, .x = 113, .y = 202, .width = 30, .height = 10, .destroyed = 0 };
bricks[88] = (brick) { .brickType = 4, .x = 145, .y = 202, .width = 30, .height = 10, .destroyed = 0 };
bricks[89] = (brick) { .brickType = 4, .x = 177, .y = 202, .width = 30, .height = 10, .destroyed = 0 };
@ -104,7 +107,7 @@ void initialiseBricks(brick *bricks, int *brickCount) {
bricks[100] = (brick) { .brickType = 4, .x = 81, .y = 214, .width = 30, .height = 10, .destroyed = 0 };
bricks[101] = (brick) { .brickType = 4, .x = 113, .y = 214, .width = 30, .height = 10, .destroyed = 0 };
bricks[102] = (brick) { .brickType = 4, .x = 145, .y = 214, .width = 30, .height = 10, .destroyed = 0 };
bricks[103] = (brick) { .brickType = 4, .x = 177, .y = 214, .width = 30, .height = 10, .destroyed = 0 };
bricks[103] = (brick) { .brickType = 7, .x = 177, .y = 214, .width = 30, .height = 10, .destroyed = 0 };
bricks[104] = (brick) { .brickType = 4, .x = 209, .y = 214, .width = 30, .height = 10, .destroyed = 0 };
bricks[105] = (brick) { .brickType = 4, .x = 241, .y = 214, .width = 30, .height = 10, .destroyed = 0 };
bricks[106] = (brick) { .brickType = 4, .x = 273, .y = 214, .width = 30, .height = 10, .destroyed = 0 };
@ -113,10 +116,9 @@ void initialiseBricks(brick *bricks, int *brickCount) {
bricks[109] = (brick) { .brickType = 4, .x = 369, .y = 214, .width = 30, .height = 10, .destroyed = 0 };
bricks[110] = (brick) { .brickType = 4, .x = 401, .y = 214, .width = 30, .height = 10, .destroyed = 0 };
bricks[111] = (brick) { .brickType = 4, .x = 433, .y = 214, .width = 30, .height = 10, .destroyed = 0 };
*brickCount = 112;
}
void initialiseBricks2(brick *bricks, int *brickCount) {
*brickCount = 1;
break;
case 2:
bricks[0] = (brick) { .brickType = 1, .x = 290, .y = 240 - 370, .width = 8, .height = 8, .destroyed = 0 };
bricks[1] = (brick) { .brickType = 1, .x = 280, .y = 240 - 370, .width = 8, .height = 8, .destroyed = 0 };
bricks[2] = (brick) { .brickType = 1, .x = 270, .y = 240 - 370, .width = 8, .height = 8, .destroyed = 0 };
@ -134,7 +136,7 @@ void initialiseBricks2(brick *bricks, int *brickCount) {
bricks[14] = (brick) { .brickType = 1, .x = 260, .y = 240 - 360, .width = 8, .height = 8, .destroyed = 0 };
bricks[15] = (brick) { .brickType = 1, .x = 250, .y = 240 - 360, .width = 8, .height = 8, .destroyed = 0 };
bricks[16] = (brick) { .brickType = 1, .x = 240, .y = 240 - 360, .width = 8, .height = 8, .destroyed = 0 };
bricks[17] = (brick) { .brickType = 1, .x = 230, .y = 240 - 360, .width = 8, .height = 8, .destroyed = 0 };
bricks[17] = (brick) { .brickType = 5, .x = 230, .y = 240 - 360, .width = 8, .height = 8, .destroyed = 0 };
bricks[18] = (brick) { .brickType = 1, .x = 220, .y = 240 - 360, .width = 8, .height = 8, .destroyed = 0 };
bricks[19] = (brick) { .brickType = 1, .x = 210, .y = 240 - 360, .width = 8, .height = 8, .destroyed = 0 };
bricks[20] = (brick) { .brickType = 1, .x = 200, .y = 240 - 360, .width = 8, .height = 8, .destroyed = 0 };
@ -569,7 +571,7 @@ void initialiseBricks2(brick *bricks, int *brickCount) {
bricks[449] = (brick) { .brickType = 1, .x = 180, .y = 240 - 140, .width = 8, .height = 8, .destroyed = 0 };
bricks[450] = (brick) { .brickType = 1, .x = 170, .y = 240 - 140, .width = 8, .height = 8, .destroyed = 0 };
bricks[451] = (brick) { .brickType = 1, .x = 160, .y = 240 - 140, .width = 8, .height = 8, .destroyed = 0 };
bricks[452] = (brick) { .brickType = 1, .x = 150, .y = 240 - 140, .width = 8, .height = 8, .destroyed = 0 };
bricks[452] = (brick) { .brickType = 7, .x = 150, .y = 240 - 140, .width = 8, .height = 8, .destroyed = 0 };
bricks[453] = (brick) { .brickType = 1, .x = 140, .y = 240 - 140, .width = 8, .height = 8, .destroyed = 0 };
bricks[454] = (brick) { .brickType = 1, .x = 130, .y = 240 - 140, .width = 8, .height = 8, .destroyed = 0 };
bricks[455] = (brick) { .brickType = 1, .x = 340, .y = 240 - 130, .width = 8, .height = 8, .destroyed = 0 };
@ -1062,7 +1064,7 @@ void initialiseBricks2(brick *bricks, int *brickCount) {
bricks[942] = (brick) { .brickType = 2, .x = 330, .y = 240 - 60, .width = 8, .height = 8, .destroyed = 0 };
bricks[943] = (brick) { .brickType = 2, .x = 320, .y = 240 - 60, .width = 8, .height = 8, .destroyed = 0 };
bricks[944] = (brick) { .brickType = 2, .x = 310, .y = 240 - 60, .width = 8, .height = 8, .destroyed = 0 };
bricks[945] = (brick) { .brickType = 2, .x = 300, .y = 240 - 60, .width = 8, .height = 8, .destroyed = 0 };
bricks[945] = (brick) { .brickType = 6, .x = 300, .y = 240 - 60, .width = 8, .height = 8, .destroyed = 0 };
bricks[946] = (brick) { .brickType = 2, .x = 280, .y = 240 - 60, .width = 8, .height = 8, .destroyed = 0 };
bricks[947] = (brick) { .brickType = 2, .x = 220, .y = 240 - 60, .width = 8, .height = 8, .destroyed = 0 };
bricks[948] = (brick) { .brickType = 2, .x = 210, .y = 240 - 60, .width = 8, .height = 8, .destroyed = 0 };
@ -1100,4 +1102,121 @@ void initialiseBricks2(brick *bricks, int *brickCount) {
bricks[980] = (brick) { .brickType = 2, .x = 280, .y = 240 - 10, .width = 8, .height = 8, .destroyed = 0 };
bricks[981] = (brick) { .brickType = 2, .x = 270, .y = 240 - 10, .width = 8, .height = 8, .destroyed = 0 };
*brickCount = 982;
break;
case 3:
bricks[0] = (brick) { .brickType = 5, .x = 17, .y = 130, .width = 32, .height = 10, .destroyed = 0 };
bricks[1] = (brick) { .brickType = 1, .x = 49, .y = 130, .width = 32, .height = 10, .destroyed = 0 };
bricks[2] = (brick) { .brickType = 1, .x = 81, .y = 130, .width = 32, .height = 10, .destroyed = 0 };
bricks[3] = (brick) { .brickType = 1, .x = 113, .y = 130, .width = 32, .height = 10, .destroyed = 0 };
bricks[4] = (brick) { .brickType = 1, .x = 145, .y = 130, .width = 32, .height = 10, .destroyed = 0 };
bricks[5] = (brick) { .brickType = 1, .x = 177, .y = 130, .width = 32, .height = 10, .destroyed = 0 };
bricks[6] = (brick) { .brickType = 1, .x = 209, .y = 130, .width = 32, .height = 10, .destroyed = 0 };
bricks[7] = (brick) { .brickType = 1, .x = 241, .y = 130, .width = 32, .height = 10, .destroyed = 0 };
bricks[8] = (brick) { .brickType = 1, .x = 273, .y = 130, .width = 32, .height = 10, .destroyed = 0 };
bricks[9] = (brick) { .brickType = 1, .x = 305, .y = 130, .width = 32, .height = 10, .destroyed = 0 };
bricks[10] = (brick) { .brickType = 1, .x = 337, .y = 130, .width = 32, .height = 10, .destroyed = 0 };
bricks[11] = (brick) { .brickType = 1, .x = 369, .y = 130, .width = 32, .height = 10, .destroyed = 0 };
bricks[12] = (brick) { .brickType = 1, .x = 401, .y = 130, .width = 32, .height = 10, .destroyed = 0 };
bricks[13] = (brick) { .brickType = 1, .x = 433, .y = 130, .width = 32, .height = 10, .destroyed = 0 };
bricks[14] = (brick) { .brickType = 1, .x = 17, .y = 142, .width = 32, .height = 10, .destroyed = 0 };
bricks[15] = (brick) { .brickType = 1, .x = 49, .y = 142, .width = 32, .height = 10, .destroyed = 0 };
bricks[16] = (brick) { .brickType = 1, .x = 81, .y = 142, .width = 32, .height = 10, .destroyed = 0 };
bricks[17] = (brick) { .brickType = 1, .x = 113, .y = 142, .width = 32, .height = 10, .destroyed = 0 };
bricks[18] = (brick) { .brickType = 1, .x = 145, .y = 142, .width = 32, .height = 10, .destroyed = 0 };
bricks[19] = (brick) { .brickType = 1, .x = 177, .y = 142, .width = 32, .height = 10, .destroyed = 0 };
bricks[20] = (brick) { .brickType = 6, .x = 209, .y = 142, .width = 32, .height = 10, .destroyed = 0 };
bricks[21] = (brick) { .brickType = 1, .x = 241, .y = 142, .width = 32, .height = 10, .destroyed = 0 };
bricks[22] = (brick) { .brickType = 1, .x = 273, .y = 142, .width = 32, .height = 10, .destroyed = 0 };
bricks[23] = (brick) { .brickType = 1, .x = 305, .y = 142, .width = 32, .height = 10, .destroyed = 0 };
bricks[24] = (brick) { .brickType = 1, .x = 337, .y = 142, .width = 32, .height = 10, .destroyed = 0 };
bricks[25] = (brick) { .brickType = 1, .x = 369, .y = 142, .width = 32, .height = 10, .destroyed = 0 };
bricks[26] = (brick) { .brickType = 1, .x = 401, .y = 142, .width = 32, .height = 10, .destroyed = 0 };
bricks[27] = (brick) { .brickType = 1, .x = 433, .y = 142, .width = 32, .height = 10, .destroyed = 0 };
bricks[28] = (brick) { .brickType = 2, .x = 17, .y = 154, .width = 32, .height = 10, .destroyed = 0 };
bricks[29] = (brick) { .brickType = 2, .x = 49, .y = 154, .width = 32, .height = 10, .destroyed = 0 };
bricks[30] = (brick) { .brickType = 2, .x = 81, .y = 154, .width = 32, .height = 10, .destroyed = 0 };
bricks[31] = (brick) { .brickType = 2, .x = 113, .y = 154, .width = 32, .height = 10, .destroyed = 0 };
bricks[32] = (brick) { .brickType = 2, .x = 145, .y = 154, .width = 32, .height = 10, .destroyed = 0 };
bricks[33] = (brick) { .brickType = 2, .x = 177, .y = 154, .width = 32, .height = 10, .destroyed = 0 };
bricks[34] = (brick) { .brickType = 2, .x = 209, .y = 154, .width = 32, .height = 10, .destroyed = 0 };
bricks[35] = (brick) { .brickType = 2, .x = 241, .y = 154, .width = 32, .height = 10, .destroyed = 0 };
bricks[36] = (brick) { .brickType = 2, .x = 273, .y = 154, .width = 32, .height = 10, .destroyed = 0 };
bricks[37] = (brick) { .brickType = 7, .x = 305, .y = 154, .width = 32, .height = 10, .destroyed = 0 };
bricks[38] = (brick) { .brickType = 2, .x = 337, .y = 154, .width = 32, .height = 10, .destroyed = 0 };
bricks[39] = (brick) { .brickType = 2, .x = 369, .y = 154, .width = 32, .height = 10, .destroyed = 0 };
bricks[40] = (brick) { .brickType = 2, .x = 401, .y = 154, .width = 32, .height = 10, .destroyed = 0 };
bricks[41] = (brick) { .brickType = 2, .x = 433, .y = 154, .width = 32, .height = 10, .destroyed = 0 };
bricks[42] = (brick) { .brickType = 2, .x = 17, .y = 166, .width = 32, .height = 10, .destroyed = 0 };
bricks[43] = (brick) { .brickType = 2, .x = 49, .y = 166, .width = 32, .height = 10, .destroyed = 0 };
bricks[44] = (brick) { .brickType = 2, .x = 81, .y = 166, .width = 32, .height = 10, .destroyed = 0 };
bricks[45] = (brick) { .brickType = 2, .x = 113, .y = 166, .width = 32, .height = 10, .destroyed = 0 };
bricks[46] = (brick) { .brickType = 2, .x = 145, .y = 166, .width = 32, .height = 10, .destroyed = 0 };
bricks[47] = (brick) { .brickType = 2, .x = 177, .y = 166, .width = 32, .height = 10, .destroyed = 0 };
bricks[48] = (brick) { .brickType = 2, .x = 209, .y = 166, .width = 32, .height = 10, .destroyed = 0 };
bricks[49] = (brick) { .brickType = 2, .x = 241, .y = 166, .width = 32, .height = 10, .destroyed = 0 };
bricks[50] = (brick) { .brickType = 2, .x = 273, .y = 166, .width = 32, .height = 10, .destroyed = 0 };
bricks[51] = (brick) { .brickType = 2, .x = 305, .y = 166, .width = 32, .height = 10, .destroyed = 0 };
bricks[52] = (brick) { .brickType = 2, .x = 337, .y = 166, .width = 32, .height = 10, .destroyed = 0 };
bricks[53] = (brick) { .brickType = 2, .x = 369, .y = 166, .width = 32, .height = 10, .destroyed = 0 };
bricks[54] = (brick) { .brickType = 2, .x = 401, .y = 166, .width = 32, .height = 10, .destroyed = 0 };
bricks[55] = (brick) { .brickType = 2, .x = 433, .y = 166, .width = 32, .height = 10, .destroyed = 0 };
bricks[56] = (brick) { .brickType = 3, .x = 17, .y = 178, .width = 32, .height = 10, .destroyed = 0 };
bricks[57] = (brick) { .brickType = 3, .x = 49, .y = 178, .width = 32, .height = 10, .destroyed = 0 };
bricks[58] = (brick) { .brickType = 3, .x = 81, .y = 178, .width = 32, .height = 10, .destroyed = 0 };
bricks[59] = (brick) { .brickType = 3, .x = 113, .y = 178, .width = 32, .height = 10, .destroyed = 0 };
bricks[60] = (brick) { .brickType = 3, .x = 145, .y = 178, .width = 32, .height = 10, .destroyed = 0 };
bricks[61] = (brick) { .brickType = 3, .x = 177, .y = 178, .width = 32, .height = 10, .destroyed = 0 };
bricks[62] = (brick) { .brickType = 3, .x = 209, .y = 178, .width = 32, .height = 10, .destroyed = 0 };
bricks[63] = (brick) { .brickType = 3, .x = 241, .y = 178, .width = 32, .height = 10, .destroyed = 0 };
bricks[64] = (brick) { .brickType = 3, .x = 273, .y = 178, .width = 32, .height = 10, .destroyed = 0 };
bricks[65] = (brick) { .brickType = 3, .x = 305, .y = 178, .width = 32, .height = 10, .destroyed = 0 };
bricks[66] = (brick) { .brickType = 3, .x = 337, .y = 178, .width = 32, .height = 10, .destroyed = 0 };
bricks[67] = (brick) { .brickType = 3, .x = 369, .y = 178, .width = 32, .height = 10, .destroyed = 0 };
bricks[68] = (brick) { .brickType = 3, .x = 401, .y = 178, .width = 32, .height = 10, .destroyed = 0 };
bricks[69] = (brick) { .brickType = 3, .x = 433, .y = 178, .width = 32, .height = 10, .destroyed = 0 };
bricks[70] = (brick) { .brickType = 3, .x = 17, .y = 190, .width = 32, .height = 10, .destroyed = 0 };
bricks[71] = (brick) { .brickType = 3, .x = 49, .y = 190, .width = 32, .height = 10, .destroyed = 0 };
bricks[72] = (brick) { .brickType = 3, .x = 81, .y = 190, .width = 32, .height = 10, .destroyed = 0 };
bricks[73] = (brick) { .brickType = 3, .x = 113, .y = 190, .width = 32, .height = 10, .destroyed = 0 };
bricks[74] = (brick) { .brickType = 3, .x = 145, .y = 190, .width = 32, .height = 10, .destroyed = 0 };
bricks[75] = (brick) { .brickType = 3, .x = 177, .y = 190, .width = 32, .height = 10, .destroyed = 0 };
bricks[76] = (brick) { .brickType = 3, .x = 209, .y = 190, .width = 32, .height = 10, .destroyed = 0 };
bricks[77] = (brick) { .brickType = 3, .x = 241, .y = 190, .width = 32, .height = 10, .destroyed = 0 };
bricks[78] = (brick) { .brickType = 3, .x = 273, .y = 190, .width = 32, .height = 10, .destroyed = 0 };
bricks[79] = (brick) { .brickType = 3, .x = 305, .y = 190, .width = 32, .height = 10, .destroyed = 0 };
bricks[80] = (brick) { .brickType = 3, .x = 337, .y = 190, .width = 32, .height = 10, .destroyed = 0 };
bricks[81] = (brick) { .brickType = 3, .x = 369, .y = 190, .width = 32, .height = 10, .destroyed = 0 };
bricks[82] = (brick) { .brickType = 3, .x = 401, .y = 190, .width = 32, .height = 10, .destroyed = 0 };
bricks[83] = (brick) { .brickType = 3, .x = 433, .y = 190, .width = 32, .height = 10, .destroyed = 0 };
bricks[84] = (brick) { .brickType = 4, .x = 17, .y = 202, .width = 32, .height = 10, .destroyed = 0 };
bricks[85] = (brick) { .brickType = 4, .x = 49, .y = 202, .width = 32, .height = 10, .destroyed = 0 };
bricks[86] = (brick) { .brickType = 4, .x = 81, .y = 202, .width = 32, .height = 10, .destroyed = 0 };
bricks[87] = (brick) { .brickType = 4, .x = 113, .y = 202, .width = 32, .height = 10, .destroyed = 0 };
bricks[88] = (brick) { .brickType = 4, .x = 145, .y = 202, .width = 32, .height = 10, .destroyed = 0 };
bricks[89] = (brick) { .brickType = 4, .x = 177, .y = 202, .width = 32, .height = 10, .destroyed = 0 };
bricks[90] = (brick) { .brickType = 4, .x = 209, .y = 202, .width = 32, .height = 10, .destroyed = 0 };
bricks[91] = (brick) { .brickType = 4, .x = 241, .y = 202, .width = 32, .height = 10, .destroyed = 0 };
bricks[92] = (brick) { .brickType = 4, .x = 273, .y = 202, .width = 32, .height = 10, .destroyed = 0 };
bricks[93] = (brick) { .brickType = 4, .x = 305, .y = 202, .width = 32, .height = 10, .destroyed = 0 };
bricks[94] = (brick) { .brickType = 4, .x = 337, .y = 202, .width = 32, .height = 10, .destroyed = 0 };
bricks[95] = (brick) { .brickType = 4, .x = 369, .y = 202, .width = 32, .height = 10, .destroyed = 0 };
bricks[96] = (brick) { .brickType = 4, .x = 401, .y = 202, .width = 32, .height = 10, .destroyed = 0 };
bricks[97] = (brick) { .brickType = 4, .x = 433, .y = 202, .width = 32, .height = 10, .destroyed = 0 };
bricks[98] = (brick) { .brickType = 4, .x = 17, .y = 214, .width = 32, .height = 10, .destroyed = 0 };
bricks[99] = (brick) { .brickType = 4, .x = 49, .y = 214, .width = 32, .height = 10, .destroyed = 0 };
bricks[100] = (brick) { .brickType = 4, .x = 81, .y = 214, .width = 32, .height = 10, .destroyed = 0 };
bricks[101] = (brick) { .brickType = 4, .x = 113, .y = 214, .width = 32, .height = 10, .destroyed = 0 };
bricks[102] = (brick) { .brickType = 4, .x = 145, .y = 214, .width = 32, .height = 10, .destroyed = 0 };
bricks[103] = (brick) { .brickType = 4, .x = 177, .y = 214, .width = 32, .height = 10, .destroyed = 0 };
bricks[104] = (brick) { .brickType = 4, .x = 209, .y = 214, .width = 32, .height = 10, .destroyed = 0 };
bricks[105] = (brick) { .brickType = 4, .x = 241, .y = 214, .width = 32, .height = 10, .destroyed = 0 };
bricks[106] = (brick) { .brickType = 4, .x = 273, .y = 214, .width = 32, .height = 10, .destroyed = 0 };
bricks[107] = (brick) { .brickType = 4, .x = 305, .y = 214, .width = 32, .height = 10, .destroyed = 0 };
bricks[108] = (brick) { .brickType = 4, .x = 337, .y = 214, .width = 32, .height = 10, .destroyed = 0 };
bricks[109] = (brick) { .brickType = 4, .x = 369, .y = 214, .width = 32, .height = 10, .destroyed = 0 };
bricks[110] = (brick) { .brickType = 4, .x = 401, .y = 214, .width = 32, .height = 10, .destroyed = 0 };
bricks[111] = (brick) { .brickType = 4, .x = 433, .y = 214, .width = 32, .height = 10, .destroyed = 0 };
*brickCount = 112;
break;
}
}

View File

@ -1,2 +1 @@
void initialiseBricks(brick *bricks, int *brickCount);
void initialiseBricks2(brick *bricks, int *brickCount);
void initialiseBricks(brick *bricks, int *brickCount, int level);

View File

@ -74,7 +74,7 @@ void updateBall(Uint32 tickrate, ball *theBall, paddle *thePaddle, int winWidth,
if (bricks[i].destroyed == 0) {
coord brick[4] = {
{ .x = bricks[i].x - (winWidth / 2),.y = bricks[i].y },
{ .x = bricks[i].x - (winWidth / 2), .y = bricks[i].y }, // Set up quad for brick
{ .x = bricks[i].x - (winWidth / 2), .y = bricks[i].y - bricks[i].height },
{ .x = bricks[i].x - (winWidth / 2) + bricks[i].width, .y = bricks[i].y - bricks[i].height },
{ .x = bricks[i].x - (winWidth / 2) + bricks[i].width, .y = bricks[i].y },
@ -96,6 +96,17 @@ void updateBall(Uint32 tickrate, ball *theBall, paddle *thePaddle, int winWidth,
theBall->vY *= -1.0;
}
bricks[i].destroyed = 1;
switch (bricks[i].brickType) {
case 5:
thePaddle->width *= 1.5;
break;
case 6:
theBall->vY *= 0.5;
break;
case 7:
theBall->radius *= 1.6;
break;
}
break;
}
}
@ -110,8 +121,7 @@ void updateBall(Uint32 tickrate, ball *theBall, paddle *thePaddle, int winWidth,
theBall->vY *= -1.0;
}
if (ballNY < (-1.0*winHeight / 2)) { // Collision with floor
theBall->x = 0;
theBall->y = 0;
theBall->stickToPaddle = 1;
theBall->vX = theBall->initVX;
theBall->vY = theBall->initVY;
*playerLives -= 1;
@ -123,6 +133,9 @@ void updateBall(Uint32 tickrate, ball *theBall, paddle *thePaddle, int winWidth,
theBall->y += theBall->vY * 0.1 * tickrate;
}
else {
// If the ball is 'stuck to paddle' (i.e. post-death/level change)
theBall->x = thePaddle->x - (double)(winWidth / 2) + (thePaddle->width) / 2;
theBall->y = 26 - (double)(winHeight / 2);
}