Update render.c

This commit is contained in:
Jason Bou-Samra
2024-08-12 18:48:51 +10:00
committed by GitHub
parent 0090b1c2bb
commit 3fa71c7f91
+124 -76
View File
@@ -1,20 +1,27 @@
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <stdbool.h>
//#include "render.h"
#include "text.h"
#include "ascii.h"
#include "column.h"
#include "backdrop.h"
#include "events.h"
#include "sdl.h"
extern int spr_x[5][6];
extern int grid[2][18][8];
extern SDL_Renderer *sr;
extern SDL_Texture * texture;
extern int tile_c;
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;
// =============== sprite sheet top left coordinates
int tile_shp, tilesrc_x, tilesrc_y, tiledst_x, tiledst_y;
int row = 0, col = 0;
int last_time, current_time, deltatime, score;
///////////////// SPRITE SHEET TOP LEFT COORDINATES /////////////////
// pink, green, purple, yellow, orange,cyan
int spr_x[5][6] = {
{0, 12, 24, 36, 48, 60}, // ball 1
@@ -24,7 +31,7 @@ int spr_x[5][6] = {
{288, 300, 312, 324, 336, 348}, // ball 2
};
// =============== rectangle coords
///////////////// RECTANGLE COORDS /////////////////
SDL_Rect logo_src = { 384, 0, 78, 54 };
SDL_Rect logo_dst = { 230, 136, 78, 54 };
//SDL_Rect char_src = {463, 0 , 7 , 5};
@@ -41,7 +48,7 @@ SDL_Rect tile_src = {72, 0, 12, 11};
SDL_Rect tile_dst = {112, 1, 12, 11};
SDL_Rect gameo_back = {119, 93, 82, 13};
// ============= ASCII Line Render =============
///////////////// ASCII LINE READER /////////////////
// api: text, x, y, line num, line len, col
int Ren_line(char line[], int char_x, int char_y, int ln, int ll, bool col ) {
@@ -61,65 +68,7 @@ int Ren_line(char line[], int char_x, int char_y, int ln, int ll, bool col ) {
}
return 0;
}
// ============= About =============
int Ren_about(void) {
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 < 13; z++) { // 13 lines of text
Ren_line(about, aboutl[z][0], aboutl[z][1], z * 11, 11, 0);
}
return 0;
}
// ============= Info =============
int Ren_info(void) {
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 < 11; z++) { // 11 lines of text
Ren_line(info, infol[z][0], infol[z][1], z * 11, 11, 0);
}
return 0;
}
// ============= Game Over =============
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
Ren_line(gameo, gameol[z][0], gameol[z][1], z * 9, 9, 1);
}
return 0;
}
// ============= Pause =============
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
Ren_line(pause, pausel[z][0], pausel[z][1], z * 9, 9, 1);
}
return 0;
}
// ============= Main Menu =============
int Ren_menu(void) {
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
Ren_line(m_menu, m_menul[z][0], m_menul[z][1], z * 11, 11, 0);
}
return 0;
}
// ============= Status =============
///////////////// DISPLAY STATUS /////////////////
int Ren_level(void) {
SDL_SetRenderDrawColor(sr, 0xff , 0xff , 0xff, 0xff);
SDL_RenderFillRect(sr, &level_back); // background
@@ -136,7 +85,7 @@ int Ren_level(void) {
return 0;
}
// ============= Next Piece =============
///////////////// DISPLAY NEXT PIECE /////////////////
int Ren_next(void) {
if (next_p == 0) {
} else {
@@ -152,7 +101,7 @@ int Ren_next(void) {
return 0;
}
// ============= High Scores =============
///////////////// DISPLAY HIGH SCORES /////////////////
int Ren_high(void) {
SDL_SetRenderDrawColor(sr, 0xff , 0xff , 0xff, 0xff);
SDL_RenderFillRect(sr, &high_back); // background
@@ -168,7 +117,7 @@ int Ren_high(void) {
return 0;
}
// ============= Logo =============
///////////////// DISPLAY LOGO /////////////////
int Ren_logo(void) {
SDL_RenderCopy(sr, texture, &logo_src, &logo_dst);
SDL_SetRenderDrawColor (sr, 0x0, 0x0, 0x0, 255); // shadow
@@ -179,7 +128,83 @@ int Ren_logo(void) {
return 0;
}
// ============= display play field =============
///////////////// DISPLAY ABOUT /////////////////
int Ren_about(void) {
backdrop(colour);
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 < 13; z++) { // 13 lines of text
Ren_line(about, aboutl[z][0], aboutl[z][1], z * 11, 11, 0);
}
SDL_RenderPresent (sr);
return 0;
}
///////////////// DISPLAY INFO /////////////////
int Ren_info(void) {
backdrop(colour);
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 < 11; z++) { // 11 lines of text
Ren_line(info, infol[z][0], infol[z][1], z * 11, 11, 0);
}
SDL_RenderPresent (sr);
return 0;
}
///////////////// DISPLAY GAME OVER /////////////////
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
Ren_line(gameo, gameol[z][0], gameol[z][1], z * 9, 9, 1);
}
SDL_RenderPresent (sr);
return 0;
}
///////////////// DISPLAY PAUSE /////////////////
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
Ren_line(pause, pausel[z][0], pausel[z][1], z * 9, 9, 1);
}
SDL_RenderPresent (sr);
return 0;
}
///////////////// 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
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
Ren_line(m_menu, m_menul[z][0], m_menul[z][1], z * 11, 11, 0);
}
SDL_RenderPresent (sr);
return 0;
}
///////////////// DISPLAY GAME BOARD/////////////////
int display_grid()
{
tiledst_y = 1;
@@ -210,22 +235,45 @@ int display_grid()
return 0;
}
// ============= Game =============
///////////////// UPDATE GAME /////////////////
int Ren_game(void) {
if (pause_f == true) {
Ren_pause();
SDL_Delay(40);
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
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(tile_c > 17) {
tile_c = 0;
if(row > 15) {
grid[0][15][col] = 0;
grid[0][16][col] = 0;
grid[0][17][col] = 0;
row = 0;
}
for (int i = 0; i < 1; i++) {
tile_dst.x = tile_pos;
tile_dst.y = 11 * tile_c + 1;
SDL_RenderCopy(sr, texture, &tile_src, &tile_dst);
tile_c++;
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;
}
SDL_RenderPresent (sr);
return 0;
}
}