437 lines
12 KiB
C

#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"
#include "include/utilityFunctions.h"
#include "include/bricks.h"
#include "include/paddleAndBall.h"
int loadTextures(GLuint *texture, const char *imageLoc);
void surfaceToTexture(GLuint *texture, SDL_Surface *surface);
void updateScore(int *playerScore, brick *bricks, int *brickCount, int *level, ball *theBall);
int main(void) {
/*
* RETURN CODES
* 0: Success
* 1: SDL init fail
* 2: Error creating Window
* 3: Error creating context
* 4: SDL_TTF init fail
* 5: Error loading font(s)
* 6: Error loading image asset(s)
*
*/
/* ----------------
* SDL Init
* ----------------
*/
if (SDL_Init(SDL_INIT_EVERYTHING)!=0) {
perror("[FAILED] Initialising SDL: ");
return 1;
}
if (TTF_Init() < 0) {
perror("[FAILED] Initialising SDL_TTF: ");
}
int go; //Var for loop control
int step = 0; //Var for step counter
/* ----------------
* Main Window
* ----------------
* Create the main output Window for SDL
*/
// Window vars
int winPosX = 100; int winPosY = 100;
int winWidth = 480; int winHeight = 720;
char windowTitle[128] = "Breakout";
Uint32 timer;
SDL_Window *window1 = SDL_CreateWindow(
windowTitle,
winPosX, winPosY,
winWidth, winHeight,
SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL
);
if (window1==NULL) {
fprintf(stderr, "[FAILED] Creating Window window1");
return 2; //Error creating Window
}
/*
* ----------------
* Renderer
* ----------------
* Creates the main renderer (tied to main window)
*/
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
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); // Set depth buffer to 16 bits, if OpenGL agrees (see below)
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); // Enable double buffering
SDL_GLContext context1 = SDL_GL_CreateContext(window1); // Use SDL_GL_MakeCurrent function to switch contexts
if (context1 == NULL) {
fprintf(stderr, "[FAILED] Creating render context context1 for window1");
return 3;
}
glFrontFace(GL_CCW); // Counter-clockwise winding
glEnable(GL_NORMALIZE); // Vectors normalized after transforming to keep units consistent for lighting
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); // 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);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glMatrixMode(GL_PROJECTION); // Sets our matrix mode (initially) to work with the projection stack
glLoadIdentity(); // Projection matrix is now the identity matrix, so we can work in 2D space
gluOrtho2D(
-1.0*(GLdouble)(winWidth / 2), // Left
(GLdouble)(winWidth / 2), // Right
-1.0*(GLdouble)(winHeight / 2), // Bottom
(GLdouble)(winHeight / 2) // Top
);
glViewport(0, 0, winWidth, winHeight); // Set the viewport to fill the window
timer = SDL_GetTicks();
/*
* ----------------
* Game variables
* ----------------
*/
char subSteps = 1; // Draw every N+1 frames, thereby calculating movement more precisely
int targetFPS = 90; // Limit FPS to this value, to stop unneccessary calculations
char moveX=0; // Toggled between -1, 0 and 1 by keypresses later
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[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, 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, // 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"; // Placeholder text
char txtR[4] = "000";
/*
* ----------------
* Font stuff
* ----------------
*/
TTF_Font* font_main = TTF_OpenFont("assets/font_main.ttf", 56);
if (font_main == NULL) {
printf("[FAILED] Unable to load font\n");
return 5;
}
SDL_Color textColour = {
.a = 255,
.r = 255,
.g = 255,
.b = 255
};
/*
* --------------------------------
* Loading required textures
* --------------------------------
*/
GLuint heartFullTex;
GLuint heartEmptyTex;
if (
loadTextures(&heartEmptyTex, "assets/heartUsed.png") ||
loadTextures(&heartFullTex, "assets/heartFull.png") > 1) {
return 6;
}
/*
* ----------------
* Let's go!
* ----------------
*/
go=1;
while(go) {
/* ----------------
* Timing control
* ----------------
*
*/
Uint32 tickrate=SDL_GetTicks()-timer;
timer=SDL_GetTicks();
int fps=1000/(tickrate+1);
/*
* ----------------
* Event handling
* ----------------
*/
SDL_Event incomingEvent;
while (SDL_PollEvent(&incomingEvent)) {
switch (incomingEvent.type) {
case SDL_QUIT:
// User requested program quit - e.g. window close
go=0;
break;
case SDL_KEYDOWN:
switch(incomingEvent.key.keysym.sym) {
case SDLK_ESCAPE:
go = 0;
break;
case SDLK_LEFT:
moveX=-1;
break;
case SDLK_RIGHT:
moveX=1;
break;
case SDLK_SPACE:
if (playerLives>0) theBall.stickToPaddle = 0;
else {
playerLives = 3;
level = 1;
theBall.stickToPaddle = 1;
initialiseBricks(&bricks, &brickCount, level);
}
break;
}
break;
case SDL_KEYUP:
switch(incomingEvent.key.keysym.sym) {
case SDLK_LEFT:
moveX=0;
break;
case SDLK_RIGHT:
moveX=0;
break;
}
break;
}
}
/*
* ----------------
* Update elements
* ----------------
*/
if (playerLives > 0) {
sprintf(txtL, "%03d", playerScore);
sprintf(txtR, "%03d", level);
updatePaddle(tickrate, &thePaddle, moveX, winWidth, winHeight);
updateBall(tickrate, &theBall, &thePaddle, winWidth, winHeight, &bricks, brickCount, &playerLives);
updateScore(&playerScore, &bricks, &brickCount, &level, &theBall);
}
if (level > 3) {
printf("Congratulations! You won!\n");
go = 0;
}
if (step % (subSteps+1) == 0) {
//step = 0;
/*
* ----------------
* Draw to buffer
* ----------------
*/
SDL_GL_MakeCurrent(window1, context1);
sprintf(windowTitle, "Breakout: Score (%d), lives remaining (%d)", playerScore, playerLives);
SDL_SetWindowTitle(window1, windowTitle);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
if (playerLives==0) {
drawText("Game Over", font_main, textColour, (coord){ .x=0, .y=-128});
}
drawText(txtL, font_main, textColour, (coord){ .x=-128, .y=(winHeight/2)-32 });
drawText(txtR, font_main, textColour, (coord){ .x=128, .y=(winHeight/2)-32 });
drawHearts(heartFullTex, heartEmptyTex, playerLives, winWidth, winHeight);
drawPaddle(&thePaddle, winWidth, winHeight, &paddleCol);
drawBall(&theBall, &paddleCol);
drawBricks(&bricks, brickCount, winWidth, winHeight, &brickColours);
drawBg(winWidth, winHeight, &bgcol1, &bgcol2);
glFlush();
/*
* --------------------------------
* Output to Window
* --------------------------------
*/
SDL_GL_SwapWindow(window1);
}
if (SDL_GetTicks() - timer < 1000 / (targetFPS * (subSteps+1))) SDL_Delay((1000 / (targetFPS * (subSteps+1))) - (SDL_GetTicks() - timer));
step++;
}
/*
* --------------------------------
* Clean up after ourselves
* --------------------------------
*/
SDL_GL_DeleteContext(context1);
SDL_DestroyWindow(window1);
SDL_Quit();
printf("Your score was: %d, with %d lives remaining\n", playerScore, playerLives);
return 0;
}
int loadTextures(GLuint *texture, const char *imageLoc) {
char errorMsg[512];
sprintf(errorMsg, "[FAILED] Opening %s", imageLoc);
SDL_Surface *surface = IMG_Load(imageLoc);
if (surface == NULL) {
fprintf(stderr, errorMsg);
return 1;
}
*texture = 0;
// Start of code from SDLTutorials.com
int Mode = GL_RGB;
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture);
if (surface->format->BytesPerPixel == 4) {
Mode = GL_RGBA;
}
glTexImage2D(GL_TEXTURE_2D, 0, Mode, surface->w, surface->h, 0, Mode, GL_UNSIGNED_BYTE, surface->pixels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// End of code from SDLTutorials.com
// Tim Jones (2011) SDL Surface to OpenGL Texture, Available at: http://www.sdltutorials.com/sdl-tip-sdl-surface-to-opengl-texture (Accessed: 10/01/2018)
return 0;
}
void surfaceToTexture(GLuint *texture, SDL_Surface *surface) {
*texture = 0;
int Mode = GL_RGB;
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture);
if (surface->format->BytesPerPixel == 4) {
Mode = GL_RGBA;
}
glTexImage2D(GL_TEXTURE_2D, 0, Mode, surface->w, surface->h, 0, Mode, GL_UNSIGNED_BYTE, surface->pixels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
void updateScore(int *playerScore, brick *bricks, int *brickCount, int *level, ball *theBall) {
*playerScore = 0;
char allBricksDestroyed = 1;
for (int i = 0; i < *brickCount; i++) {
if (bricks[i].destroyed == 1) {
switch (bricks[i].brickType) {
case 1:
*playerScore += 1;
break;
case 2:
*playerScore += 3;
break;
case 3:
*playerScore += 5;
break;
case 4:
*playerScore += 7;
break;
}
} else {
if (bricks[i].brickType<5) allBricksDestroyed = 0; // Excludes 'power-up bricks' from having to be destroyed before moving on to the next level
}
}
if (allBricksDestroyed==1) {
*level += 1;
initialiseBricks(bricks, brickCount, *level);
theBall->stickToPaddle = 1;
}
}