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
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bf52ead7cc
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6be9da289c
@ -22,7 +22,7 @@
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int loadTextures(GLuint *texture, const char *imageLoc);
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void surfaceToTexture(GLuint *texture, SDL_Surface *surface);
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void updateScore(int *playerScore, brick *bricks, int brickCount);
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void updateScore(int *playerScore, brick *bricks, int *brickCount, int *level, ball *theBall);
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int main(void) {
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@ -85,12 +85,6 @@ int main(void) {
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* Creates the main renderer (tied to main window)
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*/
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//SDL_Renderer * renderer1 = SDL_CreateRenderer(window1, -1, 0);
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//if (renderer1==NULL) {
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// fprintf(stderr, "[FAILED] Creating renderer renderer1 for window1");
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// return 3;
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//}
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1); // Specifies the version of the OpenGL context
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 5); // (here, 1.5) -- hello, 2003!
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY); // Allows deprecated functions to be used
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@ -109,8 +103,8 @@ int main(void) {
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glShadeModel(GL_SMOOTH); // GL_FLAT for flat shading instead
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glEnable(GL_DEPTH_TEST); // Enables depth comparisons
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glEnable(GL_TEXTURE_2D); // Enables use of textures
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glAlphaFunc(GL_GREATER, 0);
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_GREATER, 0); // How we plan on treating aplha
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glEnable(GL_ALPHA_TEST); // Enables alpha testing (needed for transparent textures)
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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@ -136,45 +130,57 @@ int main(void) {
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* ----------------
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*/
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char subSteps = 2; // Draw every N+1 frames, thereby calculating movement more precisely
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char subSteps = 1; // Draw every N+1 frames, thereby calculating movement more precisely
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int targetFPS = 60; // Limit FPS to this value, to stop unneccessary calculations
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char moveX=0;
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char moveX=0; // Toggled between -1, 0 and 1 by keypresses later
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brick bricks[2048];
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int playerScore = 0;
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int level = 1;
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int playerLives = 3;
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brick bricks[2048]; // Sets up array for the bricks to be stored in, max no. bricks is 2048
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int brickCount;
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colour brickColours[4];
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colour brickColours[7]; //brickColours[n] corresponds to the colour of a brick with type n+1
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brickColours[6] = (colour) { .r = 0.9000 /*255*/, .g = 0.9000 /*64 */, .b = 0.9000 /*167*/, .a = 1 };
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brickColours[5] = (colour) { .r = 0.8000 /*255*/, .g = 0.8000 /*64 */, .b = 0.8000 /*167*/, .a = 1 };
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brickColours[4] = (colour) { .r = 0.7000 /*255*/, .g = 0.7000 /*64 */, .b = 0.7000 /*167*/, .a = 1 };
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brickColours[3] = (colour) { .r = 1.0000 /*255*/, .g = 0.2510 /*64 */, .b = 0.6549 /*167*/, .a = 1 };
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brickColours[2] = (colour) { .r = 0.4588 /*117*/, .g = 0.5490 /*140*/, .b = 1.0000 /*255*/, .a = 1 };
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brickColours[1] = (colour) { .r = 0.3490 /*89 */, .g = 0.8706 /*222*/, .b = 1.0000 /*255*/, .a = 1 };
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brickColours[0] = (colour) { .r = 1.0000 /*255*/, .g = 0.7569 /*193*/, .b = 0.1216 /*31 */, .a = 1 };
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initialiseBricks(&bricks, &brickCount);
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initialiseBricks(&bricks, &brickCount, level); // Sets up the bricks for level one
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colour paddleCol;
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paddleCol.r = 1.0; paddleCol.g = 1.0; paddleCol.b = 1.0; paddleCol.a = 1.0; // RGBA of paddle and ball
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colour bgcol1; colour bgcol2;
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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
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bgcol1.g = 0.2471; /*63 */ bgcol2.g = 0.0901; /*23 */
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bgcol1.b = 0.6078; /*155*/ bgcol2.b = 0.4431; /*113*/
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bgcol1.a = 1.0000; /*255*/ bgcol2.a = 1.0000; /*255*/
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ball theBall = {
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.x = 0,
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.y = 0,
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.vX = 1.5f,
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.vX = 1.5f, // Change to desired X / Y speeds
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.vY = -5.0f,
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.initVX = theBall.vX,
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.initVY = theBall.vY,
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.radius = 4,
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.isColliding = 0,
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.stickToPaddle = 1
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};
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}; // Initialising the ball
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paddle thePaddle = {
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.width = 50,
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.height = 10,
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.x = (winWidth/2)-(thePaddle.width/2)
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};
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}; // Initialising the paddle
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char txtL[4] = "000";
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char txtL[4] = "000"; // Placeholder text
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char txtR[4] = "000";
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int playerScore = 0;
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int level = 1;
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int playerLives = 3;
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/*
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* ----------------
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* Font stuff
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@ -251,7 +257,13 @@ int main(void) {
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moveX=1;
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break;
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case SDLK_SPACE:
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theBall.stickToPaddle = 0;
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if (playerLives>0) theBall.stickToPaddle = 0;
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else {
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playerLives = 3;
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level = 1;
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theBall.stickToPaddle = 1;
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initialiseBricks(&bricks, &brickCount, level);
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}
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break;
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}
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break;
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@ -279,7 +291,7 @@ int main(void) {
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sprintf(txtR, "%03d", level);
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updatePaddle(tickrate, &thePaddle, moveX, winWidth, winHeight);
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updateBall(tickrate, &theBall, &thePaddle, winWidth, winHeight, &bricks, brickCount, &playerLives);
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updateScore(&playerScore, &bricks, brickCount);
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updateScore(&playerScore, &bricks, &brickCount, &level, &theBall);
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}
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if (step % (subSteps+1) == 0) {
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@ -302,15 +314,6 @@ int main(void) {
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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colour paddleCol;
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paddleCol.r = 1.0; paddleCol.g = 1.0; paddleCol.b = 1.0; paddleCol.a = 1.0;
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colour bgcol1; colour bgcol2;
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bgcol1.r = 0.7216; /*184*/ bgcol2.r = 0.0824; /*21 */
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bgcol1.g = 0.2471; /*63 */ bgcol2.g = 0.0901; /*23 */
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bgcol1.b = 0.6078; /*155*/ bgcol2.b = 0.4431; /*113*/
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bgcol1.a = 1.0000; /*255*/ bgcol2.a = 1.0000; /*255*/
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if (playerLives==0) {
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drawText("Game Over", font_main, textColour, (coord){ .x=0, .y=-128});
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}
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@ -396,9 +399,10 @@ void surfaceToTexture(GLuint *texture, SDL_Surface *surface) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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void updateScore(int *playerScore, brick *bricks, int brickCount) {
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void updateScore(int *playerScore, brick *bricks, int *brickCount, int *level, ball *theBall) {
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*playerScore = 0;
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for (int i = 0; i < brickCount; i++) {
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char allBricksDestroyed = 1;
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for (int i = 0; i < *brickCount; i++) {
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if (bricks[i].destroyed == 1) {
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switch (bricks[i].brickType) {
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case 1:
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@ -414,6 +418,13 @@ void updateScore(int *playerScore, brick *bricks, int brickCount) {
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*playerScore += 7;
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break;
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}
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} else {
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allBricksDestroyed = 0;
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}
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}
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if (allBricksDestroyed==1) {
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*level += 1;
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initialiseBricks(bricks, brickCount, *level);
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theBall->stickToPaddle = 1;
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}
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}
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2317
breakout/bricks.c
2317
breakout/bricks.c
File diff suppressed because it is too large
Load Diff
@ -1,2 +1 @@
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void initialiseBricks(brick *bricks, int *brickCount);
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void initialiseBricks2(brick *bricks, int *brickCount);
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void initialiseBricks(brick *bricks, int *brickCount, int level);
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@ -21,10 +21,10 @@ void updateBall(Uint32 tickrate, ball *theBall, paddle *thePaddle, int winWidth,
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double paddleRY = 20 - (double)(winHeight / 2); // (Default is absolute, offset from the top left corner of window)
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coord paddleQ[4] = {
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{ .x = paddleRX,.y = paddleRY }, // Sets up a quad (coord array) to pass to vertexWithinQuad function later
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{ .x = paddleRX,.y = paddleRY - thePaddle->height },
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{ .x = paddleRX + thePaddle->width,.y = paddleRY - thePaddle->height },
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{ .x = paddleRX + thePaddle->width,.y = paddleRY },
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{ .x = paddleRX, .y = paddleRY }, // Sets up a quad (coord array) to pass to vertexWithinQuad function later
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{ .x = paddleRX, .y = paddleRY - thePaddle->height },
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{ .x = paddleRX + thePaddle->width, .y = paddleRY - thePaddle->height },
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{ .x = paddleRX + thePaddle->width, .y = paddleRY },
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};
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// Collision with paddle
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@ -74,10 +74,10 @@ void updateBall(Uint32 tickrate, ball *theBall, paddle *thePaddle, int winWidth,
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if (bricks[i].destroyed == 0) {
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coord brick[4] = {
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{ .x = bricks[i].x - (winWidth / 2),.y = bricks[i].y },
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{ .x = bricks[i].x - (winWidth / 2),.y = bricks[i].y - bricks[i].height },
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{ .x = bricks[i].x - (winWidth / 2) + bricks[i].width,.y = bricks[i].y - bricks[i].height },
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{ .x = bricks[i].x - (winWidth / 2) + bricks[i].width,.y = bricks[i].y },
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{ .x = bricks[i].x - (winWidth / 2), .y = bricks[i].y }, // Set up quad for brick
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{ .x = bricks[i].x - (winWidth / 2), .y = bricks[i].y - bricks[i].height },
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{ .x = bricks[i].x - (winWidth / 2) + bricks[i].width, .y = bricks[i].y - bricks[i].height },
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{ .x = bricks[i].x - (winWidth / 2) + bricks[i].width, .y = bricks[i].y },
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};
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for (int j = 0, k = 3; j < 4; j++, k++) {
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@ -96,6 +96,17 @@ void updateBall(Uint32 tickrate, ball *theBall, paddle *thePaddle, int winWidth,
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theBall->vY *= -1.0;
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}
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bricks[i].destroyed = 1;
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switch (bricks[i].brickType) {
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case 5:
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thePaddle->width *= 1.5;
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break;
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case 6:
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theBall->vY *= 0.5;
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break;
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case 7:
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theBall->radius *= 1.6;
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break;
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}
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break;
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}
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}
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@ -110,8 +121,7 @@ void updateBall(Uint32 tickrate, ball *theBall, paddle *thePaddle, int winWidth,
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theBall->vY *= -1.0;
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}
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if (ballNY < (-1.0*winHeight / 2)) { // Collision with floor
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theBall->x = 0;
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theBall->y = 0;
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theBall->stickToPaddle = 1;
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theBall->vX = theBall->initVX;
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theBall->vY = theBall->initVY;
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*playerLives -= 1;
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@ -123,6 +133,9 @@ void updateBall(Uint32 tickrate, ball *theBall, paddle *thePaddle, int winWidth,
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theBall->y += theBall->vY * 0.1 * tickrate;
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}
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else {
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// If the ball is 'stuck to paddle' (i.e. post-death/level change)
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theBall->x = thePaddle->x - (double)(winWidth / 2) + (thePaddle->width) / 2;
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theBall->y = 26 - (double)(winHeight / 2);
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}
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