mirror of
https://github.com/thepigeongenerator/breakout_clone.git
synced 2025-12-16 22:05:45 +01:00
initial commit
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2
.gitignore
vendored
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2
.gitignore
vendored
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.vscode
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build
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17
error_codes.h
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17
error_codes.h
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#pragma once
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enum {
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SUCCESS = 0,
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FAILURE = -1,
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FAILURE_STD = 1 << 0, // 1 : marks a generic C library error
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FAILURE_MEMORY = FAILURE_STD | (1 << 1), // 3 : marks a memory related error
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// SDL ERRORS
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FAILURE_SDL = 1 << 1, // 2 : marks a generic SDL error
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FAILURE_SDL_INIT = FAILURE_SDL | (1 << 2), // 6 : marks an error during SDL initialisation
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FAILURE_SDL_WINDOW = FAILURE_SDL | (1 << 3), // 10 : marks an error with the window
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FAILURE_SDL_RENDERER = FAILURE_SDL | (1 << 4), // 18 : marks an error with the renderer
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// GAME ERRORS
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FAILURE_GAME = 1 << 2, // 4 : marks a generic game error
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};
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9
level.c
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level.c
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#include <stdbool.h>
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#include <SDL2/SDL.h>
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#include "level.h"
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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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//updates the level
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void level_update(Level* level, bool* keys) {}
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17
level.h
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level.h
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#pragma once
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#include <stdbool.h>
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#include <SDL2/SDL.h>
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typedef struct {
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unsigned x;
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unsigned y;
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} Position;
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typedef struct {
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Position ball_pos;
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Position bouncer_pos;
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} Level;
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void level_init(Level* level);
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void level_update(Level* level, bool* keys);
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95
main.c
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main.c
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#include <SDL2/SDL.h>
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#include <stdbool.h>
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#include <stdio.h>
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#include <time.h>
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#include "error_codes.h"
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#include "renderer.h"
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#include "level.h"
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#define UPDATES_PER_SEC 50
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#define CLOCKS_PER_UPDATE (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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static int init(SDL_Window* window, SDL_Renderer* renderer, Level* level) {
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level_init(level);
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return renderer_init(&window, &renderer);
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}
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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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clock_t clock_start = clock();
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//update the event keys
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{
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SDL_Event e;
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while (SDL_PollEvent(&e)) {
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switch (e.type) {
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case SDL_QUIT:
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return false;
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break;
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case SDL_KEYDOWN:
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keys[e.key.keysym.sym] = true;
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break;
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case SDL_KEYUP:
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keys[e.key.keysym.sym] = false;
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break;
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}
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}
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}
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// preform updates
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{
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level_update(level, keys); //update the level
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renderer_update(render_data); //update the render
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}
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clock_t clock_end = clock();
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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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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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(void)printf("delay between updates was %dms too long.", -remaining_ms);
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}
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else {
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SDL_Delay(remaining_ms); // wait the time in ms
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}
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return true;
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}
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// cleans up resources
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static void close(SDL_Window* window, SDL_Renderer* renderer) {
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renderer_destroy(window, renderer);
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}
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// entry-point of the application
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int main(void) {
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Level* level = NULL; //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_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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// initialize
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{
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int code = init(window, renderer, level);
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if (code != SUCCESS)
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exit(code);
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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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(void)printf("initialized!\n");
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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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while (update(level, keys, &render_data));
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// frees media and shuts down SDL
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close(window, renderer);
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return 0;
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}
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54
renderer.c
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54
renderer.c
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#include "renderer.h"
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#include <SDL2/SDL.h>
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#include <stdio.h>
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#include "error_codes.h"
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#include "level.h"
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#define SCREEN_WIDTH 960
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#define SCREEN_HEIGHT 640
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// initializes the window and renderer
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int renderer_init(SDL_Window** window, SDL_Renderer** renderer) {
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// initialize SDL
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if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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(void)printf("SDL Failed to initialize! SDL_Error: %s\n", SDL_GetError());
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return FAILURE_SDL_INIT;
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}
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// init the window
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*window = SDL_CreateWindow("Title", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
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if (*window == NULL) {
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(void)printf("Window failed to be created! SDL_Error: %s\n", SDL_GetError());
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return FAILURE_SDL_WINDOW;
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}
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// create a renderer
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*renderer = SDL_CreateRenderer(*window, -1, SDL_RENDERER_PRESENTVSYNC);
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if (*renderer == NULL) {
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(void)printf("Renderer failed to be created! SDL_Error: %s\n", SDL_GetError());
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return FAILURE_SDL_RENDERER;
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}
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return SUCCESS;
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}
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// renders the screen
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void renderer_update(RenderData* render_data) {
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int success = 0x0;
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success | SDL_SetRenderDrawColor(render_data->renderer, 0x00, 0x00, 0x00, 0xFF);
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success | SDL_RenderClear(render_data->renderer);
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SDL_RenderPresent(render_data->renderer);
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if (success != 0) {
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printf("something went wrong during the render update! -> %d", success);
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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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SDL_DestroyWindow(window);
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SDL_DestroyRenderer(renderer);
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SDL_Quit();
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}
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14
renderer.h
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14
renderer.h
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#pragma once
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#include <SDL2/SDL.h>
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#include "level.h"
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typedef struct {
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SDL_Window* window;
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SDL_Renderer* renderer;
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Level* level;
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} RenderData;
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int renderer_init(SDL_Window** window, SDL_Renderer** renderer);
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void renderer_update(RenderData* render_data);
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void renderer_destroy(SDL_Window* window, SDL_Renderer* renderer);
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