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https://github.com/thepigeongenerator/breakout_clone.git
synced 2025-12-18 06:45:45 +01:00
drawing player components
This commit is contained in:
@@ -1,4 +1,7 @@
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#pragma once
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#pragma once
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#define SCREEN_WIDTH 960
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#define SCREEN_WIDTH 960
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#define SCREEN_HEIGHT 640
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#define SCREEN_HEIGHT 640
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#define BOUNCER_HEIGHT 5
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#define BOUNCER_WIDTH_DEFAULT 60
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#define BALL_SIZE_DEFAULT 10
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12
level.c
12
level.c
@@ -7,14 +7,14 @@
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//prepares the level to be in a playable state
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//prepares the level to be in a playable state
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void level_init(Level* level) {
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void level_init(Level* level) {
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// initialize ball
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// initialize ball
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level->ball.pos.x = SCREEN_WIDTH / 2;
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level->ball.pos.x = (SCREEN_WIDTH / 2) - (BALL_SIZE_DEFAULT / 2);
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level->ball.pos.y = SCREEN_HEIGHT / 2;
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level->ball.pos.y = (SCREEN_HEIGHT / 2) - (BALL_SIZE_DEFAULT / 2);
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level->ball.radius = 1;
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level->ball.size = BALL_SIZE_DEFAULT;
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// initialize bouncer
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// initialize bouncer
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level->bouncer.pos.x = SCREEN_HEIGHT / 2;
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level->bouncer.pos.x = (SCREEN_WIDTH / 2) - (BOUNCER_WIDTH_DEFAULT / 2);
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level->bouncer.pos.y = 5;
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level->bouncer.pos.y = SCREEN_HEIGHT - (BOUNCER_HEIGHT * 2);
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level->bouncer.width = 20;
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level->bouncer.width = BOUNCER_WIDTH_DEFAULT;
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}
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}
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//updates the level
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//updates the level
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2
level.h
2
level.h
@@ -9,7 +9,7 @@ typedef struct {
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typedef struct {
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typedef struct {
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struct {
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struct {
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unsigned radius;
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unsigned size;
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Position pos;
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Position pos;
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} ball;
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} ball;
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22
main.c
22
main.c
@@ -11,14 +11,14 @@
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#define CLOCKS_PER_UPDATE_F (((float)CLOCKS_PER_SEC) / UPDATES_PER_SEC)
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#define CLOCKS_PER_UPDATE_F (((float)CLOCKS_PER_SEC) / UPDATES_PER_SEC)
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// initializes the game
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// initializes the game
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static int init(SDL_Window* window, SDL_Renderer* renderer, Level* level) {
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static int init(SDL_Window** window, SDL_Renderer** renderer, Level* level) {
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level_init(level);
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level_init(level);
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return renderer_init(&window, &renderer);
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return renderer_init(window, renderer);
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}
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}
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// called on each game update
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// called on each game update
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static bool update(Level* level, bool* keys, RenderData* render_data) {
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static bool update(Level* level, bool* keys, RenderData* render_data) {
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clock_t clock_start = clock();
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const clock_t clock_start = clock();
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//update the event keys
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//update the event keys
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{
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{
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@@ -45,11 +45,11 @@ static bool update(Level* level, bool* keys, RenderData* render_data) {
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renderer_update(render_data); //update the render
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renderer_update(render_data); //update the render
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}
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}
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clock_t clock_end = clock();
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const clock_t clock_end = clock();
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// provide a delay if needed, otherwise log a warning
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// provide a delay if needed, otherwise log a warning
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clock_t clock_diff = clock_end - clock_start; // difference / how long the operations took
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const clock_t clock_diff = clock_end - clock_start; // difference / how long the operations took
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int remaining_ms = (int)((CLOCKS_PER_UPDATE_F - clock_diff) / CLOCKS_PER_SEC) * 1000;
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const int remaining_ms = (int)((CLOCKS_PER_UPDATE_F - clock_diff) / CLOCKS_PER_SEC) * 1000;
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if (remaining_ms < 0) {
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if (remaining_ms < 0) {
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(void)printf("delay between updates was %dms too long.", -remaining_ms);
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(void)printf("delay between updates was %dms too long.", -remaining_ms);
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@@ -68,26 +68,24 @@ static void close(SDL_Window* window, SDL_Renderer* renderer) {
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// entry-point of the application
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// entry-point of the application
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int main(void) {
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int main(void) {
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Level* level = NULL; //stores the game's state
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Level level = { 0 }; //stores the game's state
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SDL_Window* window = NULL; //the window that is given to the OS
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SDL_Window* window = NULL; //the window that is given to the OS
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SDL_Renderer* renderer = NULL; //the renderer used to draw to the window
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SDL_Renderer* renderer = NULL; //the renderer used to draw to the window
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bool keys[322] = { 0 }; //stores the key states
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bool keys[322] = { 0 }; //stores the key states
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// initialize
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// initialize
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{
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{
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int code = init(window, renderer, level);
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const int code = init(&window, &renderer, &level);
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if (code != SUCCESS)
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if (code != SUCCESS)
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exit(code);
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exit(code);
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}
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}
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bool quit = false;
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// TEMP: tell me that the program has been initialized
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// TEMP: tell me that the program has been initialized
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(void)printf("initialized!\n");
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(void)printf("initialized!\n");
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// game-loop
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// game-loop
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RenderData render_data = { window, renderer, level }; //contains the data which is used to render the game
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RenderData render_data = { window, renderer, &level }; //contains the data which is used to render the game
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while (update(level, keys, &render_data));
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while (update(&level, keys, &render_data));
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// frees media and shuts down SDL
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// frees media and shuts down SDL
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close(window, renderer);
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close(window, renderer);
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24
renderer.c
24
renderer.c
@@ -34,15 +34,27 @@ int renderer_init(SDL_Window** window, SDL_Renderer** renderer) {
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// renders the screen
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// renders the screen
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void renderer_update(RenderData* render_data) {
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void renderer_update(RenderData* render_data) {
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// render background
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SDL_Renderer* renderer = render_data->renderer;
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(void)SDL_SetRenderDrawColor(render_data->renderer, 0x00, 0x00, 0x00, 0xFF);
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Level* level = render_data->level;
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(void)SDL_RenderClear(render_data->renderer);
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//TODO: render ball as a circle at render_data->level->ball.pos
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int success = 0; // if an error occurs, this value is <0
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//TODO: render bouncer as a bar at render_data->level->bouncer.pos
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// render background
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success |= SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
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success |= SDL_RenderClear(renderer);
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//draw player components
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success |= SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
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success |= SDL_RenderFillRect(renderer, &(SDL_Rect) {level->bouncer.pos.x, level->bouncer.pos.y, level->bouncer.width, 5});
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success |= SDL_RenderFillRect(renderer, &(SDL_Rect) {level->ball.pos.x, level->ball.pos.y, level->ball.size, level->ball.size});
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if (success < 0) {
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printf("something went wrong whilst rendering: %s\n", SDL_GetError());
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exit(FAILURE_SDL_RENDERER);
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}
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// present the result to the renderer
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// present the result to the renderer
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SDL_RenderPresent(render_data->renderer);
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SDL_RenderPresent(renderer);
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}
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}
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void renderer_destroy(SDL_Window* window, SDL_Renderer* renderer) {
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void renderer_destroy(SDL_Window* window, SDL_Renderer* renderer) {
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