From 85d7036609fbcf97b73cfbed71c2fff66faac936 Mon Sep 17 00:00:00 2001 From: Jason Bou-Samra <154414066+bou-samra@users.noreply.github.com> Date: Sat, 3 Aug 2024 10:36:12 +1000 Subject: [PATCH] Update render.c --- src/render.c | 230 +++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 230 insertions(+) diff --git a/src/render.c b/src/render.c index 8b13789..e057c7b 100644 --- a/src/render.c +++ b/src/render.c @@ -1 +1,231 @@ +#include +#include +#include +//#include "render.h" +#include "text.h" +#include "ascii.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; +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 +// pink, green, purple, yellow, orange,cyan +int spr_x[5][6] = { +{0, 12, 24, 36, 48, 60}, // ball 1 +{72, 84, 96, 108, 120, 132}, // square 1 +{144, 156, 168, 180, 192, 204}, // square 2 +{216, 228, 240, 252, 264, 276}, // square 3 +{288, 300, 312, 324, 336, 348}, // ball 2 +}; + +// =============== 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}; +//SDL_Rect char_dst = {22, 11 , 7 , 5}; +SDL_Rect main_back = {110, 0, 100, 200}; +SDL_Rect main_trim = {111, 0, 98, 200}; +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 high_back = {13, 7, 76, 186}; +SDL_Rect high_trim = {12, 6, 78, 188}; +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 ============= +// 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 ) { + + int cc; // char col + int j = 0; + + if (col) { + cc = 2; // white char + } else { + cc = 0; // black char + } + for (int i = 0; i < ll; i++) { + SDL_Rect char_dst = {char_x + j, char_y, 8, 5}; + SDL_Rect char_src = {ascii[line[i + ln]][cc], ascii[line[i + ln]][cc + 1], 8, 5}; + SDL_RenderCopy(sr, texture, &char_src, &char_dst); // render char + j = j + 8; // character height + } + 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 ============= +int Ren_level(void) { + SDL_SetRenderDrawColor(sr, 0xff , 0xff , 0xff, 0xff); + SDL_RenderFillRect(sr, &level_back); // background + SDL_SetRenderDrawColor (sr, 0x00, 0x00, 0x00, 255); + SDL_RenderDrawRect(sr, &level_trim); // trim + SDL_RenderDrawLine (sr, 234, 74, 308, 74); // level shadow + SDL_RenderDrawLine (sr, 234, 75, 309, 75); + SDL_RenderDrawLine (sr, 308, 75, 308, 10); + SDL_RenderDrawLine (sr, 309, 74, 309, 10); + for (int z = 0; z < 6; z++) { // 6 lines of text + Ren_line(status, statusl[z][0], statusl[z][1], z * 7, 7, 1); + } + +return 0; +} + +// ============= Next Piece ============= +int Ren_next(void) { + if (next_p == 0) { + } else { + SDL_SetRenderDrawColor(sr, 0xff , 0xff , 0xff, 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); + } + return 0; +} + +// ============= High Scores ============= +int Ren_high(void) { + SDL_SetRenderDrawColor(sr, 0xff , 0xff , 0xff, 0xff); + SDL_RenderFillRect(sr, &high_back); // background + SDL_SetRenderDrawColor (sr, 0x00, 0x00, 0x00, 255); + SDL_RenderDrawRect(sr, &high_trim); // trim + SDL_RenderDrawLine (sr, 17, 194, 90, 194); // next shadow + SDL_RenderDrawLine (sr, 17, 195, 91, 195); + SDL_RenderDrawLine (sr, 90, 194, 90, 10); + SDL_RenderDrawLine (sr, 91, 195, 91, 10); + for (int z = 0; z < 18; z++) { // 18 lines of text + Ren_line(high, highl[z][0], highl[z][1], z * 7, 7, 1); + } + return 0; +} + +// ============= Logo ============= +int Ren_logo(void) { + SDL_RenderCopy(sr, texture, &logo_src, &logo_dst); + 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); + SDL_RenderDrawLine (sr, 309, 191, 309, 140); + return 0; +} + +// ============= display play field ============= +int display_grid() +{ + tiledst_y = 1; + 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 + 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 + } else { + tile_dst.x = tiledst_x; + tile_dst.y = tiledst_y; + SDL_SetRenderDrawColor(sr, 0x0 , 0x0 , 0x0, 0xff); + SDL_RenderFillRect(sr, &tile_dst); // draw empty tile + } + tiledst_x = tiledst_x + 12; // next column + } + tiledst_y = tiledst_y + 11; // next row + } + return 0; +} + +// ============= Game ============= +int Ren_game(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 + display_grid(); + if(tile_c > 17) { + tile_c = 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++; + } + return 0; +}