Merged Scoring_and_Text into master
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commit
a8898fe13a
@ -1,6 +1,7 @@
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#ifdef _WIN32
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#include <Windows.h>
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#include <SDL.h>
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#include <SDL_ttf.h>
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#else
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#include <SDL2/SDL.h>
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#endif
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@ -68,6 +69,7 @@ char vertexWithinQuad(coord point, coord *quad);
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void updatePaddle(Uint32 tickrate, paddle *thePaddle, char moveX, int winWidth, int winHeight);
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void updateBall(Uint32 tickrate, ball *theBall, paddle *thePaddle, int winWidth, int winHeight, brick *bricks, int brickCount);
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void updateScore(int *playerScore, brick *bricks, int brickCount);
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void drawPaddle(paddle *thePaddle, int winWidth, int winHeight, colour *c);
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void drawBall(ball *theBall, colour *c);
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@ -84,6 +86,8 @@ int main(void) {
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* 1: SDL init fail
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* 2: Error creating Window
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* 3: Error creating context
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* 4: SDL_TTF init fail
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* 5: Error loading font(s)
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*
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*/
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@ -96,6 +100,10 @@ int main(void) {
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return 1;
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}
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if (TTF_Init() < 0) {
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perror("[FAILED] Initialising SDL_TTF: ");
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}
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int go; //Var for loop control
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int step = 0; //Var for step counter
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@ -108,11 +116,12 @@ int main(void) {
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// Window vars
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int winPosX = 100; int winPosY = 100;
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int winWidth = 480; int winHeight = 720;
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char windowTitle[128] = "Breakout";
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Uint32 timer;
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SDL_Window *window1 = SDL_CreateWindow(
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"Main Window",
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windowTitle,
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winPosX, winPosY,
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winWidth, winHeight,
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SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL
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@ -152,6 +161,9 @@ int main(void) {
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glEnable(GL_NORMALIZE); // Vectors normalized after transforming to keep units consistent for lighting
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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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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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@ -206,6 +218,26 @@ int main(void) {
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.x = (winWidth/2)-(thePaddle.width/2)
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};
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int playerScore = 0;
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/*
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* ----------------
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* Font stuff
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* ----------------
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*/
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TTF_Font* font_main = TTF_OpenFont("font_main.ttf", 24);
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if (font_main == NULL) {
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printf("[FAILED] Unable to load font\n");
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return 5;
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}
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SDL_Color textColour = {
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.a = 255,
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.r = 255,
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.g = 255,
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.b = 255
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};
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/*
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* ----------------
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* Let's go!
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@ -272,6 +304,7 @@ int main(void) {
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updatePaddle(tickrate, &thePaddle, moveX, winWidth, winHeight);
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updateBall(tickrate, &theBall, &thePaddle, winWidth, winHeight, &bricks, brickCount);
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updateScore(&playerScore, &bricks, brickCount);
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if (step % (subSteps+1) == 0) {
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//step = 0;
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@ -283,6 +316,9 @@ int main(void) {
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SDL_GL_MakeCurrent(window1, context1);
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sprintf(windowTitle, "Breakout: Score %d", playerScore);
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SDL_SetWindowTitle(window1, windowTitle);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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@ -454,6 +490,28 @@ 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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void updateScore(int *playerScore, brick *bricks, int brickCount) {
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*playerScore = 0;
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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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*playerScore += 1;
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break;
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case 2:
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*playerScore += 3;
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break;
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case 3:
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*playerScore += 5;
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break;
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case 4:
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*playerScore += 7;
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break;
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}
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}
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}
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}
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void drawBg(int winWidth, int winHeight, colour *c1, colour *c2) {
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GLint matrixmode = 0;
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glGetIntegerv(GL_MATRIX_MODE, &matrixmode);
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