Started to split sections of the program into their own header / source files

This commit is contained in:
Joe Adams 2018-01-12 01:32:31 +00:00
parent f29f78e634
commit bf52ead7cc
10 changed files with 1478 additions and 1441 deletions

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1103
breakout/bricks.c Normal file

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void initialiseBricks(brick *bricks, int *brickCount);
void initialiseBricks2(brick *bricks, int *brickCount);

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void updatePaddle(Uint32 tickrate, paddle *thePaddle, char moveX, int winWidth, int winHeight);
void updateBall(Uint32 tickrate, ball *theBall, paddle *thePaddle, int winWidth, int winHeight, brick *bricks, int brickCount, int *playerLives);

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void drawHearts(GLuint heartFullTex, GLuint heartEmptyTex, int playerLives, int winWidth, int winHeight);
void drawPaddle(paddle *thePaddle, int winWidth, int winHeight, colour *c);
void drawBall(ball *theBall, colour *c);
void drawBricks(brick *bricks, int brickCount, int winWidth, int winHeight, colour *colours);
void drawBg(int winWidth, int winHeight, colour *c1, colour *c2);
void drawText(const char *text, TTF_Font *font, SDL_Color txtColour, coord loc);

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typedef struct coord {
double x;
double y;
} coord;
typedef struct colour {
double r;
double g;
double b;
double a;
} colour;
typedef struct paddle {
int width;
int height;
double x;
} paddle;
typedef struct ball {
double x;
double y;
double vX;
double vY;
double initVX;
double initVY;
double radius;
char isColliding;
char stickToPaddle;
} ball;
typedef struct brick {
char brickType;
int x;
int y;
int width;
int height;
char destroyed;
} brick;
typedef struct brickCD {
char isLeaf;
int x;
int y;
int width;
int height;
struct brickCD *container;
int brickID;
} brickCD;

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double heronsFormula(coord a, coord b, coord c);
char vertexWithinQuad(coord point, coord *quad);

129
breakout/paddleAndBall.c Normal file
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#ifdef _WIN32
#include <SDL.h>
#else
#include <SDL2/SDL.h>
#endif
#include "include/structs.h"
#include "include/utilityFunctions.h"
void updatePaddle(Uint32 tickrate, paddle *thePaddle, char moveX, int winWidth, int winHeight) {
thePaddle->x += moveX * 0.5 * tickrate;
if (thePaddle->x < 0 - (thePaddle->width / 2)) thePaddle->x = 0 - (thePaddle->width / 2);
if (thePaddle->x > winWidth - (thePaddle->width / 2)) thePaddle->x = winWidth - (thePaddle->width / 2);
}
void updateBall(Uint32 tickrate, ball *theBall, paddle *thePaddle, int winWidth, int winHeight, brick *bricks, int brickCount, int *playerLives) {
if (theBall->stickToPaddle == 0) {
double ballNX = theBall->x + theBall->vX * 0.1 * tickrate; // Calculates the position of the ball's centre on the next step
double ballNY = theBall->y + theBall->vY * 0.1 * tickrate;
double paddleRX = thePaddle->x - (double)(winWidth / 2); // Converts paddle X/Y to coordinates relative to the center of the window as the ball
double paddleRY = 20 - (double)(winHeight / 2); // (Default is absolute, offset from the top left corner of window)
coord paddleQ[4] = {
{ .x = paddleRX,.y = paddleRY }, // Sets up a quad (coord array) to pass to vertexWithinQuad function later
{ .x = paddleRX,.y = paddleRY - thePaddle->height },
{ .x = paddleRX + thePaddle->width,.y = paddleRY - thePaddle->height },
{ .x = paddleRX + thePaddle->width,.y = paddleRY },
};
// Collision with paddle
// (Testing each vertex of ball against paddle quad)
char colliding = 0;
int mults[4] = { -1,-1,1,1 };
for (int i = 0, j = 3; i < 4; i++, j++) {
coord ballN = { .x = ballNX + (theBall->radius*mults[i % 4]),.y = ballNY + (theBall->radius*mults[j % 4]) }; // Constructs pairs of coordinates referring to each vertex of the ball
if (vertexWithinQuad(ballN, paddleQ)) colliding = 1;
}
if (colliding) {
if (theBall->isColliding == 0) {
theBall->isColliding = 1; // This keeps track of any current attepmts to 'solve' collision
// Without this flag, if the ball ends up within another object and moving slow enough that on the next frame it has not escaped the object,
// it will repeatedly have its velocity multiplied by -1 and get stuck, effectively moving only along one axis. With this flag,
// the game will ignore subsequent collisions, until it is no longer colliding. Note this does not solve the same problem where two objects
// are very close to each other and on exiting one object it enters another, in which case the ball will move through the other objects
if (theBall->x + theBall->radius < paddleRX) { // Left side collision
theBall->vX *= -1.0;
}
else if (theBall->x - theBall->radius > paddleRX + thePaddle->width) { // Right side collision
theBall->vX *= -1.0;
}
else { // Top or bottom collision
theBall->vY *= -1.0;
theBall->vX = ((ballNX - paddleRX - (double)(thePaddle->width / 2)) / ((double)thePaddle->width / 2))*theBall->initVX; // Sets X velocity to be proportional to the relative position of the ball and the paddle on collision
}
}
else {
// Already solving a collision
}
}
else {
theBall->isColliding = 0;
}
// Collision with bricks
// (Testing each vertex of ball against every brick)
for (int i = 0; i < brickCount; i++) {
colliding = 0;
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 - 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 },
};
for (int j = 0, k = 3; j < 4; j++, k++) {
coord ballN = { .x = ballNX + (theBall->radius*mults[j % 4]),.y = ballNY + (theBall->radius*mults[k % 4]) };
if (vertexWithinQuad(ballN, brick)) colliding = 1;
}
if (colliding) {
if (theBall->x + theBall->radius < bricks[i].x - (winWidth / 2)) { // Left side collision
theBall->vX *= -1.0;
}
else if (theBall->x - theBall->radius > bricks[i].x - (winWidth / 2) + bricks[i].width) { // Right side collision
theBall->vX *= -1.0;
}
else {
theBall->vY *= -1.0;
}
bricks[i].destroyed = 1;
break;
}
}
}
// Collision with window boundaries
if (ballNX > winWidth / 2 || ballNX < (-1.0*winWidth / 2)) { // Collision with walls
theBall->vX *= -1.0;
}
if (ballNY > winHeight / 2) { // Collision with ceiling
theBall->vY *= -1.0;
}
if (ballNY < (-1.0*winHeight / 2)) { // Collision with floor
theBall->x = 0;
theBall->y = 0;
theBall->vX = theBall->initVX;
theBall->vY = theBall->initVY;
*playerLives -= 1;
}
// Update the ball's position
theBall->x += theBall->vX * 0.1 * tickrate;
theBall->y += theBall->vY * 0.1 * tickrate;
}
else {
theBall->x = thePaddle->x - (double)(winWidth / 2) + (thePaddle->width) / 2;
theBall->y = 26 - (double)(winHeight / 2);
}
}

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breakout/render.c Normal file
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#ifdef _WIN32
#include <Windows.h>
#include <SDL.h>
#include <SDL_ttf.h>
#include <SDL_image.h>
#else
#include <SDL2/SDL.h>
#include <SDL2/SDL_ttf.h>
#include <SDL2/SDL_image.h>
#endif
#include <GL/gl.h>
#include <GL/glu.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include "include/structs.h"
void drawText(const char *text, TTF_Font *font, SDL_Color txtColour, coord loc) {
SDL_Surface *text_surface = TTF_RenderUTF8_Blended(font, text, txtColour);
if (text_surface == NULL) {
fprintf(stderr, "Error generating text");
}
else {
GLuint testTxt;
surfaceToTexture(&testTxt, text_surface);
glBindTexture(GL_TEXTURE_2D, testTxt);
GLint matrixmode = 0;
glGetIntegerv(GL_MATRIX_MODE, &matrixmode);
glPushMatrix();
glTranslated(loc.x - (text_surface->w / 2), loc.y, 0.0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex3d(0.0, 0.0, 0.0);
glTexCoord2f(0, 1); glVertex3d(0.0, -1 * text_surface->h, 0.0);
glTexCoord2f(1, 1); glVertex3d(text_surface->w, -1 * text_surface->h, 0.0);
glTexCoord2f(1, 0); glVertex3d(text_surface->w, 0.0, 0.0);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
glPopMatrix();
glMatrixMode(matrixmode);
}
}
void drawHearts(GLuint heartFullTex, GLuint heartEmptyTex, int playerLives, int winWidth, int winHeight) {
coord locations[3] = { { .x = -19,.y = -32 },{ .x = 0,.y = -32 },{ .x = 19,.y = -32 } };
for (int i = 0; i < 3; i++) {
if (i > playerLives - 1) {
glBindTexture(GL_TEXTURE_2D, heartEmptyTex);
}
else {
glBindTexture(GL_TEXTURE_2D, heartFullTex);
}
GLint matrixmode = 0;
glGetIntegerv(GL_MATRIX_MODE, &matrixmode);
glPushMatrix();
glTranslated(0.0, (winHeight / 2), 0.0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex3d(0.0 + locations[i].x, 0.0 + locations[i].y, 0.0);
glTexCoord2f(0, 1); glVertex3d(0.0 + locations[i].x, -15.0 + locations[i].y, 0.0);
glTexCoord2f(1, 1); glVertex3d(15.0 + locations[i].x, -15.0 + locations[i].y, 0.0);
glTexCoord2f(1, 0); glVertex3d(15.0 + locations[i].x, 0.0 + locations[i].y, 0.0);
glEnd();
glPopMatrix();
glMatrixMode(matrixmode);
}
glBindTexture(GL_TEXTURE_2D, 0);
}
void drawBg(int winWidth, int winHeight, colour *c1, colour *c2) {
GLint matrixmode = 0;
glGetIntegerv(GL_MATRIX_MODE, &matrixmode);
glPushMatrix();
glTranslated((GLdouble)(-1 * winWidth / 2), (GLdouble)(-1 * winHeight / 2), 0.0);
glBegin(GL_QUADS);
//Top colour
glColor3f(c1->r, c1->g, c1->b);
glVertex2f(winWidth, 0.0);
glVertex2f(0.0, 0.0);
//Bottom colour
glColor3f(c2->r, c2->g, c2->b);
glVertex2f(0.0, winHeight);
glVertex2f(winWidth, winHeight);
glEnd();
}
void drawPaddle(paddle *thePaddle, int winWidth, int winHeight, colour *c) {
GLint matrixmode = 0;
glGetIntegerv(GL_MATRIX_MODE, &matrixmode);
glPushMatrix();
glTranslated((GLdouble)(thePaddle->x) - winWidth / 2, (GLdouble)(20 - winHeight / 2), 0.0);
glBegin(GL_QUADS);
glColor3f(c->r, c->g, c->b);
glVertex3d(0.0, 0.0, 0.0);
glVertex3d(0.0, (double)-1 * thePaddle->height, 0.0);
glVertex3d((double)thePaddle->width, (double)-1 * thePaddle->height, 0.0);
glVertex3d((double)thePaddle->width, 0.0, 0.0);
glEnd();
glPopMatrix();
glMatrixMode(matrixmode);
}
void drawBall(ball *theBall, colour *c) {
GLint matrixmode = 0;
glGetIntegerv(GL_MATRIX_MODE, &matrixmode);
glPushMatrix();
glTranslated(theBall->x, theBall->y, 0.0);
glBegin(GL_QUADS);
glColor3f(c->r, c->g, c->b);
glVertex3d(-1.0*theBall->radius, 1.0*theBall->radius, 0.0);
glVertex3d(-1.0*theBall->radius, -1.0*theBall->radius, 0.0);
glVertex3d(1.0*theBall->radius, -1.0*theBall->radius, 0.0);
glVertex3d(1.0*theBall->radius, 1.0*theBall->radius, 0.0);
glEnd();
glPopMatrix();
glMatrixMode(matrixmode);
}
void drawBricks(brick *bricks, int brickCount, int winWidth, int winHeight, colour *colours) {
for (int i = 0; i < brickCount; i++) {
if (bricks[i].destroyed == 0) {
GLint matrixmode = 0;
glGetIntegerv(GL_MATRIX_MODE, &matrixmode);
glPushMatrix();
glTranslated((double)bricks[i].x - (winWidth / 2), (double)bricks[i].y, 0.0);
glBegin(GL_QUADS);
glColor3f(
colours[bricks[i].brickType - 1].r,
colours[bricks[i].brickType - 1].g,
colours[bricks[i].brickType - 1].b
);
glVertex3d(0.0, 0.0, 0.0);
glVertex3d(0.0, (double)bricks[i].height, 0.0);
glVertex3d((double)bricks[i].width, (double)bricks[i].height, 0.0);
glVertex3d((double)bricks[i].width, 0.0, 0.0);
glEnd();
glPopMatrix();
glMatrixMode(matrixmode);
}
}
}

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#include <math.h>
#include "include/structs.h"
double heronsFormula(coord a, coord b, coord c) {
double A = sqrt(pow((a.x - b.x), 2) + pow((a.y - b.y), 2));
double B = sqrt(pow((b.x - c.x), 2) + pow((b.y - c.y), 2));
double C = sqrt(pow((c.x - a.x), 2) + pow((c.y - a.y), 2));
double s = (A + B + C) / 2;
return sqrt(s*(s - A)*(s - B)*(s - C));
}
char vertexWithinQuad(coord point, coord *quad) {
double quadArea = heronsFormula(quad[0], quad[1], quad[2]) + heronsFormula(quad[1], quad[2], quad[3]);
double testArea = 0;
testArea += heronsFormula(point, quad[0], quad[1]);
testArea += heronsFormula(point, quad[1], quad[2]);
testArea += heronsFormula(point, quad[2], quad[3]);
testArea += heronsFormula(point, quad[3], quad[0]);
if ((int)testArea == (int)quadArea) {
return 1;
}
else {
return 0;
}
}