Added brick reneration + Bouncer speed

This commit is contained in:
Quinn
2024-08-14 12:22:48 +02:00
parent fc7e956f58
commit ac15858e7c
5 changed files with 88 additions and 21 deletions

9
src/colour.h Normal file
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@@ -0,0 +1,9 @@
typedef union {
struct {
unsigned char r;
unsigned char g;
unsigned char b;
unsigned char a;
};
unsigned packed;
} Colour;

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@@ -5,8 +5,16 @@
#define BOUNCER_HEIGHT 5
#define BOUNCER_WIDTH_DEFAULT 60
#define BOUNCER_SPEED 10.0F
#define BALL_SIZE_DEFAULT 10
#define BALL_SPEED 0.3F
#define BALL_SPEED 5.0F
#define BRICK_WIDTH 50
#define BRICK_HEIGHT 15
#define BRICK_PADDING 2
#define BRICK_PADDING_TOP 30
#define BRICK_ROWS 5
#define BRICK_COLUMNS (int)(SCREEN_WIDTH / (BRICK_WIDTH + BRICK_PADDING))
#define PI 3.14159265358979323846F // pi was being fucky! :D

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@@ -4,6 +4,7 @@
#include <SDL2/SDL.h>
#include "vector2.h"
#include "constants.h"
#include "renderer.h"
//prepares the level to be in a playable state
void level_init(Level* level) {
@@ -13,25 +14,49 @@ void level_init(Level* level) {
level->ball.pos.x = (SCREEN_WIDTH / 2) - (BALL_SIZE_DEFAULT / 2);
level->ball.pos.y = (SCREEN_HEIGHT / 2) - (BALL_SIZE_DEFAULT / 2);
level->ball.size = BALL_SIZE_DEFAULT;
level->ball.direction = (Vector2){ 0, BALL_SPEED};
level->ball.direction = (Vector2){ 0, BALL_SPEED };
// initialize bouncer
level->bouncer.pos.x = (SCREEN_WIDTH / 2) - (BOUNCER_WIDTH_DEFAULT / 2);
level->bouncer.pos.y = SCREEN_HEIGHT - (BOUNCER_HEIGHT * 2);
level->bouncer.width = BOUNCER_WIDTH_DEFAULT;
// initialize bricks
// define the colours of the brick rows
const Colour colours[BRICK_COLUMNS] = {
{0x5B, 0xCE, 0xFA, 0xFF},
{0xF5, 0xA9, 0xB8, 0xFF},
{0xFF, 0xFF, 0xFF, 0xFF},
{0xF5, 0xA9, 0xB8, 0xFF},
{0x5B, 0xCE, 0xFA, 0xFF}
};
int brick_width = BRICK_WIDTH + BRICK_PADDING;
int brick_height = BRICK_HEIGHT + (BRICK_PADDING / 2);
float level_padding_left = ((float)SCREEN_WIDTH - ((SCREEN_WIDTH / brick_width) * brick_width)) / 2.0F; //for centering
// store bricks in the level
for (int x = 0; x < BRICK_COLUMNS; x++) {
for (int y = 0; y < BRICK_ROWS; y++) {
Brick* brick = &level->bricks[x][y];
brick->colour = colours[y];
brick->pos.x = (x * brick_width) + level_padding_left;
brick->pos.y = (y * brick_height) + BRICK_PADDING_TOP;
}
}
}
//updates the level
void level_update(Level* level, bool* keys) {
struct Bouncer* bouncer = &level->bouncer;
struct Ball* ball = &level->ball;
Bouncer* bouncer = &level->bouncer;
Ball* ball = &level->ball;
// if move bouncer LEFT
if (keys[SDLK_a]) {
ball->moving = true;
if (bouncer->pos.x < 0 == false) {
bouncer->pos.x -= 0.5F;
bouncer->pos.x -= BOUNCER_SPEED;
}
}
@@ -40,7 +65,7 @@ void level_update(Level* level, bool* keys) {
ball->moving = true;
if ((bouncer->pos.x + bouncer->width) > SCREEN_WIDTH == false) {
bouncer->pos.x += 0.5F; // increase the bouncer pos
bouncer->pos.x += BOUNCER_SPEED; // increase the bouncer pos
}
}

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@@ -2,21 +2,31 @@
#include <stdbool.h>
#include <SDL2/SDL.h>
#include "vector2.h"
#include "constants.h"
#include "colour.h"
typedef struct {
Vector2 pos;
Vector2 direction;
unsigned size;
bool moving;
} Ball;
typedef struct {
Vector2 pos;
unsigned width;
} Bouncer;
typedef struct {
Vector2 pos;
Colour colour;
} Brick;
typedef struct {
bool stop;
struct Ball {
bool moving;
unsigned size;
Vector2 pos;
Vector2 direction;
} ball;
struct Bouncer {
unsigned width;
Vector2 pos;
} bouncer;
Ball ball;
Bouncer bouncer;
Brick bricks[BRICK_COLUMNS][BRICK_ROWS];
} Level;

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@@ -43,10 +43,25 @@ void renderer_update(RenderData* render_data) {
success |= SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
success |= SDL_RenderClear(renderer);
//draw player components
// draw player components
success |= SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
success |= SDL_RenderFillRectF(renderer, &(SDL_FRect) {level->bouncer.pos.x, level->bouncer.pos.y, level->bouncer.width, 5});
success |= SDL_RenderFillRectF(renderer, &(SDL_FRect) {level->ball.pos.x, level->ball.pos.y, level->ball.size, level->ball.size});
success |= SDL_RenderFillRectF(renderer, &(SDL_FRect) {level->bouncer.pos.x, level->bouncer.pos.y, level->bouncer.width, 5}); // draw bouncer
success |= SDL_RenderFillRectF(renderer, &(SDL_FRect) {level->ball.pos.x, level->ball.pos.y, level->ball.size, level->ball.size}); // draw ball
// draw bricks
int bricks_left = 0;
for (int x = 0; x < BRICK_COLUMNS; x++) {
for (int y = 0; y < BRICK_ROWS; y++) {
Brick* brick = &level->bricks[x][y];
if (brick == NULL) {
continue;
}
success |= SDL_SetRenderDrawColor(renderer, brick->colour.r, brick->colour.g, brick->colour.b, brick->colour.a);
success |= SDL_RenderFillRectF(renderer, &(SDL_FRect) {brick->pos.x, brick->pos.y, BRICK_WIDTH, BRICK_HEIGHT}); // draw brick
}
}
if (success < 0) {
printf("something went wrong whilst rendering: %s\n", SDL_GetError());