Update render.c

This commit is contained in:
Jason Bou-Samra
2024-08-16 20:39:22 +10:00
committed by GitHub
parent 190204488a
commit 11bb75035a
+53 -55
View File
@@ -12,13 +12,12 @@ extern int spr_x[5][6];
extern int grid[2][18][8];
extern SDL_Renderer *sr;
extern SDL_Texture * texture;
int tile_c;
extern int tile_pos;
extern bool next_p; // next piece flag
int tile_shp, tilesrc_x, tilesrc_y, tiledst_x, tiledst_y;
int row = 0, col = 0;
int tile_c;
int last_time, current_time, deltatime, score;
///////////////// SPRITE SHEET TOP LEFT COORDINATES /////////////////
@@ -42,6 +41,7 @@ SDL_Rect level_back = {231, 7, 76, 66};
SDL_Rect level_trim = {230, 6, 78, 68};
SDL_Rect next_back = {257, 86, 18, 37};
SDL_Rect next_trim = {256, 85, 20, 39};
SDL_Rect next_tile = {260, 88, 12, 11};
SDL_Rect high_back = {13, 7, 76, 186};
SDL_Rect high_trim = {12, 6, 78, 188};
SDL_Rect tile_src = {72, 0, 12, 11};
@@ -87,17 +87,25 @@ return 0;
///////////////// DISPLAY NEXT PIECE /////////////////
int Ren_next(void) {
tile_shp = 1; // tile shape
if (next_p == 0) {
} else {
SDL_SetRenderDrawColor(sr, 0xff , 0xff , 0xff, 0xff);
SDL_SetRenderDrawColor(sr, 0x00 , 0x00 , 0x00, 0xff);
SDL_RenderFillRect(sr, &next_back); // background
SDL_SetRenderDrawColor (sr, 0x00, 0x00, 0x00, 255);
SDL_RenderDrawRect(sr, &next_trim); // trim
SDL_RenderDrawLine (sr, 259, 124, 276, 124); // next shadow
SDL_RenderDrawLine (sr, 259, 125, 277, 125);
SDL_RenderDrawLine (sr, 276, 124, 276, 89);
SDL_RenderDrawLine (sr, 277, 125, 277, 89);
SDL_SetRenderDrawColor (sr, 0xff, 0xff, 0xff, 0xff);
SDL_RenderDrawRect(sr, &next_trim); // trim
for (int i = 0; i < 3; i++) {
tile_src.x = spr_x[tile_shp][tile_next[i] - 1]; // source x position in sprite map depends on tile shape and colour
tile_src.y = 0; // source y position in sprite map = 0
tile_dst.x = 260; // tile destination x position = 260
tile_dst.y = 88 + (i * 11); // add 11 pixels to move to next tile destination y location
SDL_RenderCopy(sr, texture, &tile_src, &tile_dst);
}
}
return 0;
}
@@ -120,7 +128,7 @@ int Ren_high(void) {
///////////////// DISPLAY LOGO /////////////////
int Ren_logo(void) {
SDL_RenderCopy(sr, texture, &logo_src, &logo_dst);
SDL_SetRenderDrawColor (sr, 0x0, 0x0, 0x0, 255); // shadow
SDL_SetRenderDrawColor (sr, 0x0, 0x0, 0x0, 255); // shadow
SDL_RenderDrawLine (sr, 234, 190, 308, 190);
SDL_RenderDrawLine (sr, 234, 191, 309, 191);
SDL_RenderDrawLine (sr, 308, 190, 308, 140);
@@ -157,7 +165,7 @@ int Ren_info(void) {
SDL_RenderFillRect(sr, &main_back); // background
SDL_SetRenderDrawColor (sr, 0xff, 0xff, 0xff, 255);
SDL_RenderDrawRect(sr, &main_trim); // trim
for (int z = 0; z < 11; z++) { // 11 lines of text
for (int z = 0; z < 11; z++) { // 11 lines of text
Ren_line(info, infol[z][0], infol[z][1], z * 11, 11, 0);
}
SDL_RenderPresent (sr);
@@ -168,7 +176,7 @@ int Ren_info(void) {
int Ren_restart(void) {
SDL_SetRenderDrawColor(sr, 0xff , 0xff , 0xff, 0xff);
SDL_RenderFillRect(sr, &gameo_back); // background
for (int z = 0; z < 1; z++) { // 1 line of text
for (int z = 0; z < 1; z++) { // 1 line of text
Ren_line(gameo, gameol[z][0], gameol[z][1], z * 9, 9, 1);
}
SDL_RenderPresent (sr);
@@ -179,7 +187,7 @@ int Ren_restart(void) {
int Ren_pause(void) {
SDL_SetRenderDrawColor(sr, 0xff , 0xff , 0xff, 0xff);
SDL_RenderFillRect(sr, &gameo_back); // background
for (int z = 0; z < 1; z++) { // 1 line of text
for (int z = 0; z < 1; z++) { // 1 line of text
Ren_line(pause, pausel[z][0], pausel[z][1], z * 9, 9, 1);
}
SDL_RenderPresent (sr);
@@ -189,15 +197,15 @@ int Ren_pause(void) {
///////////////// DISPLAY MAIN MENU /////////////////
int Ren_menu(void) {
backdrop(colour);
Ren_logo(); // logo
Ren_level(); // render current level/score
Ren_next(); // render next brick/block/piece
Ren_high(); // render high scores
Ren_logo(); // logo
Ren_level(); // render current level/score
Ren_next(); // render next brick/block/piece
Ren_high(); // render high scores
SDL_SetRenderDrawColor(sr, 0x0 , 0x0 , 0x0, 0xff);
SDL_RenderFillRect(sr, &main_back); // background
SDL_SetRenderDrawColor (sr, 0xff, 0xff, 0xff, 255);
SDL_RenderDrawRect(sr, &main_trim); // trim
for (int z = 0; z < 10; z++) { // 10 lines of text
for (int z = 0; z < 10; z++) { // 10 lines of text
Ren_line(m_menu, m_menul[z][0], m_menul[z][1], z * 11, 11, 0);
}
SDL_RenderPresent (sr);
@@ -205,75 +213,65 @@ int Ren_menu(void) {
}
///////////////// DISPLAY GAME BOARD/////////////////
int display_grid()
{
tiledst_y = 1;
int display_grid() {
for (int i = 0; i < 18; i++) {
tiledst_x = 112;
for (int j = 0; j < 8; j++) {
int k = grid[0][i][j];
tile_shp = 1; // tile shape
tile_shp = 1; // tile shape
tilesrc_y = 0;
if (k > 0) {
k--;
tilesrc_x = spr_x[tile_shp][k];
tile_src.x = tilesrc_x;
tile_src.y = tilesrc_y;
tile_dst.x = tiledst_x;
tile_dst.y = tiledst_y;
SDL_RenderCopy(sr, texture, &tile_src, &tile_dst); // draw colour tile
tile_dst.x = tiledst_x + 112 + (j * 12);
tile_dst.y = tiledst_y + 1 + (i * 11);
SDL_RenderCopy(sr, texture, &tile_src, &tile_dst); // draw colour tile
} else {
tile_dst.x = tiledst_x;
tile_dst.y = tiledst_y;
tile_dst.x = tiledst_x + 112 + (j * 12);
tile_dst.y = tiledst_y + 1 + (i * 11);
SDL_SetRenderDrawColor(sr, 0x0 , 0x0 , 0x0, 0xff);
SDL_RenderFillRect(sr, &tile_dst); // draw empty tile
SDL_RenderFillRect(sr, &tile_dst); // draw empty tile
}
tiledst_x = tiledst_x + 12; // next column
}
tiledst_y = tiledst_y + 11; // next row
}
return 0;
}
///////////////// UPDATE GAME /////////////////
int Ren_game(void) {
if (pause_f == true) {
Ren_pause();
SDL_Delay(40);
return 0;
}
if (pause_f == true) {
Ren_pause();
return 0;
}
backdrop(colour);
Ren_logo(); // logo
Ren_level(); // render current level/score
Ren_next(); // render next brick/block/piece
Ren_high(); // render high scores
Ren_logo(); // logo
Ren_level(); // render current level/score
Ren_next(); // render next brick/block/piece
Ren_high(); // render high scores
SDL_SetRenderDrawColor(sr, 0x0 , 0x0 , 0x0, 0xff);
SDL_RenderFillRect(sr, &main_back); // background
SDL_SetRenderDrawColor (sr, 0xff, 0xff, 0xff, 255);
SDL_RenderDrawRect(sr, &main_trim); // trim
display_grid();
if(row > 15) {
grid[0][15][col] = 0;
grid[0][16][col] = 0;
grid[0][17][col] = 0;
row = 0;
grid[0][15][col] = 0;
grid[0][16][col] = 0;
grid[0][17][col] = 0;
row = 0;
}
for (int i = 0; i < 1; i++) {
current_time = SDL_GetTicks();
deltatime = current_time - last_time;
if (deltatime > 1000) { // deltatime > 500 - (score * 10)
last_time = current_time;
deltatime = 0;
disp_column (row, col);
row++;
grid[0][row - 2][col] = 0;
current_time = SDL_GetTicks();
deltatime = current_time - last_time;
if (deltatime > 500) { // deltatime > 500 - (score * 10)
last_time = current_time;
deltatime = 0;
disp_column (row, col);
row++;
grid[0][row - 2][col] = 0;
}
SDL_RenderPresent (sr);
return 0;
}
SDL_RenderPresent (sr);
return 0;
}
}