mirror of
https://github.com/thepigeongenerator/breakout_clone.git
synced 2025-12-16 22:05:45 +01:00
drawing player components
This commit is contained in:
@@ -1,4 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#define SCREEN_WIDTH 960
|
||||
#define SCREEN_HEIGHT 640
|
||||
#define SCREEN_HEIGHT 640
|
||||
#define BOUNCER_HEIGHT 5
|
||||
#define BOUNCER_WIDTH_DEFAULT 60
|
||||
#define BALL_SIZE_DEFAULT 10
|
||||
|
||||
12
level.c
12
level.c
@@ -7,14 +7,14 @@
|
||||
//prepares the level to be in a playable state
|
||||
void level_init(Level* level) {
|
||||
// initialize ball
|
||||
level->ball.pos.x = SCREEN_WIDTH / 2;
|
||||
level->ball.pos.y = SCREEN_HEIGHT / 2;
|
||||
level->ball.radius = 1;
|
||||
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;
|
||||
|
||||
// initialize bouncer
|
||||
level->bouncer.pos.x = SCREEN_HEIGHT / 2;
|
||||
level->bouncer.pos.y = 5;
|
||||
level->bouncer.width = 20;
|
||||
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;
|
||||
}
|
||||
|
||||
//updates the level
|
||||
|
||||
2
level.h
2
level.h
@@ -9,7 +9,7 @@ typedef struct {
|
||||
|
||||
typedef struct {
|
||||
struct {
|
||||
unsigned radius;
|
||||
unsigned size;
|
||||
Position pos;
|
||||
} ball;
|
||||
|
||||
|
||||
22
main.c
22
main.c
@@ -11,14 +11,14 @@
|
||||
#define CLOCKS_PER_UPDATE_F (((float)CLOCKS_PER_SEC) / UPDATES_PER_SEC)
|
||||
|
||||
// initializes the game
|
||||
static int init(SDL_Window* window, SDL_Renderer* renderer, Level* level) {
|
||||
static int init(SDL_Window** window, SDL_Renderer** renderer, Level* level) {
|
||||
level_init(level);
|
||||
return renderer_init(&window, &renderer);
|
||||
return renderer_init(window, renderer);
|
||||
}
|
||||
|
||||
// called on each game update
|
||||
static bool update(Level* level, bool* keys, RenderData* render_data) {
|
||||
clock_t clock_start = clock();
|
||||
const clock_t clock_start = clock();
|
||||
|
||||
//update the event keys
|
||||
{
|
||||
@@ -45,11 +45,11 @@ static bool update(Level* level, bool* keys, RenderData* render_data) {
|
||||
renderer_update(render_data); //update the render
|
||||
}
|
||||
|
||||
clock_t clock_end = clock();
|
||||
const clock_t clock_end = clock();
|
||||
|
||||
// provide a delay if needed, otherwise log a warning
|
||||
clock_t clock_diff = clock_end - clock_start; // difference / how long the operations took
|
||||
int remaining_ms = (int)((CLOCKS_PER_UPDATE_F - clock_diff) / CLOCKS_PER_SEC) * 1000;
|
||||
const clock_t clock_diff = clock_end - clock_start; // difference / how long the operations took
|
||||
const int remaining_ms = (int)((CLOCKS_PER_UPDATE_F - clock_diff) / CLOCKS_PER_SEC) * 1000;
|
||||
|
||||
if (remaining_ms < 0) {
|
||||
(void)printf("delay between updates was %dms too long.", -remaining_ms);
|
||||
@@ -68,26 +68,24 @@ static void close(SDL_Window* window, SDL_Renderer* renderer) {
|
||||
|
||||
// entry-point of the application
|
||||
int main(void) {
|
||||
Level* level = NULL; //stores the game's state
|
||||
Level level = { 0 }; //stores the game's state
|
||||
SDL_Window* window = NULL; //the window that is given to the OS
|
||||
SDL_Renderer* renderer = NULL; //the renderer used to draw to the window
|
||||
bool keys[322] = { 0 }; //stores the key states
|
||||
|
||||
// initialize
|
||||
{
|
||||
int code = init(window, renderer, level);
|
||||
const int code = init(&window, &renderer, &level);
|
||||
if (code != SUCCESS)
|
||||
exit(code);
|
||||
}
|
||||
|
||||
bool quit = false;
|
||||
|
||||
// TEMP: tell me that the program has been initialized
|
||||
(void)printf("initialized!\n");
|
||||
|
||||
// game-loop
|
||||
RenderData render_data = { window, renderer, level }; //contains the data which is used to render the game
|
||||
while (update(level, keys, &render_data));
|
||||
RenderData render_data = { window, renderer, &level }; //contains the data which is used to render the game
|
||||
while (update(&level, keys, &render_data));
|
||||
|
||||
// frees media and shuts down SDL
|
||||
close(window, renderer);
|
||||
|
||||
24
renderer.c
24
renderer.c
@@ -34,15 +34,27 @@ int renderer_init(SDL_Window** window, SDL_Renderer** renderer) {
|
||||
|
||||
// renders the screen
|
||||
void renderer_update(RenderData* render_data) {
|
||||
// render background
|
||||
(void)SDL_SetRenderDrawColor(render_data->renderer, 0x00, 0x00, 0x00, 0xFF);
|
||||
(void)SDL_RenderClear(render_data->renderer);
|
||||
SDL_Renderer* renderer = render_data->renderer;
|
||||
Level* level = render_data->level;
|
||||
|
||||
//TODO: render ball as a circle at render_data->level->ball.pos
|
||||
//TODO: render bouncer as a bar at render_data->level->bouncer.pos
|
||||
int success = 0; // if an error occurs, this value is <0
|
||||
|
||||
// render background
|
||||
success |= SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
|
||||
success |= SDL_RenderClear(renderer);
|
||||
|
||||
//draw player components
|
||||
success |= SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
|
||||
success |= SDL_RenderFillRect(renderer, &(SDL_Rect) {level->bouncer.pos.x, level->bouncer.pos.y, level->bouncer.width, 5});
|
||||
success |= SDL_RenderFillRect(renderer, &(SDL_Rect) {level->ball.pos.x, level->ball.pos.y, level->ball.size, level->ball.size});
|
||||
|
||||
if (success < 0) {
|
||||
printf("something went wrong whilst rendering: %s\n", SDL_GetError());
|
||||
exit(FAILURE_SDL_RENDERER);
|
||||
}
|
||||
|
||||
// present the result to the renderer
|
||||
SDL_RenderPresent(render_data->renderer);
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
||||
|
||||
void renderer_destroy(SDL_Window* window, SDL_Renderer* renderer) {
|
||||
|
||||
Reference in New Issue
Block a user