Update render.c

This commit is contained in:
Jason Bou-Samra
2024-11-09 12:53:46 +11:00
committed by GitHub
parent 3fbf462057
commit b634de105e
+358
View File
@@ -104,6 +104,128 @@ int Ren_next(void) {
return 0; return 0;
} }
///////////////// DISPLAY 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);
// update status panel
// for (int i = 0; i < 7; i++) {
// high[14 + i] = name_temp[i];
// }
// its(score, str); // score
// for (int i = #include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <stdbool.h>
#include "text.h"
#include "column.h"
#include "render.h"
#include "backdrop.h"
#include "events.h"
#include "research.h"
#include "hiscore.h"
#include "sdl.h"
#include "level.h"
int tile_shp = 1;
int tilesrc_x, tilesrc_y, tiledst_x, tiledst_y;
int row = -1, col = 0;
int last_time, current_time, deltatime, speed;
bool wait = true;
char str[8];
///////////////// 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
};
int spr_y[6] = {0, 11, 22, 33, 44, 55};
///////////////// RECTANGLE COORDS /////////////////
SDL_Rect logo_src = { 384, 0, 78, 54 }; // Logo Source
SDL_Rect logo_dst = { 230, 136, 78, 54 }; // Logo Destination
SDL_Rect main_back = {110, 0, 100, 200}; // Main game board Background
SDL_Rect main_trim = {111, 0, 98, 200}; // Main game board Trim
SDL_Rect level_back = {231, 7, 76, 66}; // Level panel Background
SDL_Rect level_trim = {230, 6, 78, 68}; // Level panel Trim
SDL_Rect next_back = {257, 86, 18, 37}; // Next piece Background
SDL_Rect next_trim = {256, 85, 20, 39}; // Next piece Trim
SDL_Rect next_tile = {260, 88, 12, 11}; // Next Tile
SDL_Rect high_back = {13, 7, 76, 186}; // High score panel Background
SDL_Rect high_trim = {12, 6, 78, 188}; // High score panel Trim
SDL_Rect tile_src = {72, 0, 12, 11}; // Tile Source
SDL_Rect tile_dst = {112, 1, 12, 11}; // Tile Destination
///////////////// DISPLAY 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);
// update status panel
its(score, str, 0x20); // score
for (int i = 0; i < 7; i++) {
status[7 + i] = str[i];
}
hts(level_r, str); // levels remaining
for (int i = 0; i < 2; i++) {
status[21 + i] = str[i];
}
its(level_c, str, 0x20); // level current
for (int i = 0; i < 2; i++) {
status[26 + i] = str[5 + i];
}
its(total, str, 0x20); // total bricks smashed
for (int i = 0; i < 7; i++) {
status[35 + i] = str[i];
}
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;
}
///////////////// DISPLAY NEXT PIECE /////////////////
int Ren_next(void) {
if (next_p == 0) {
} else {
SDL_SetRenderDrawColor(sr, 0x00 , 0x00 , 0x00, 0xff);
SDL_RenderFillRect(sr, &next_back); // background
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;
}
///////////////// DISPLAY HIGH SCORES ///////////////// ///////////////// DISPLAY HIGH SCORES /////////////////
int Ren_high(void) { int Ren_high(void) {
SDL_SetRenderDrawColor(sr, 0xff , 0xff , 0xff, 0xff); SDL_SetRenderDrawColor(sr, 0xff , 0xff , 0xff, 0xff);
@@ -176,6 +298,242 @@ int Ren_about(void) {
return 0; return 0;
} }
///////////////// DISPLAY ABOUT /////////////////
int Ren_saving(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 < 2; z++) { // 2 lines of text
Ren_line(saving, savingl[z][0], savingl[z][1], z * 11, 11, 0);
}
SDL_RenderPresent(sr);
SDL_Delay(1000);
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 PAUSE /////////////////
int Ren_pause(void) {
SDL_SetRenderDrawColor(sr, 0x0 , 0x0 , 0x0, 0xff);
SDL_RenderFillRect(sr, &main_back); // clear background
SDL_SetRenderDrawColor(sr, 0xff, 0xff, 0xff, 255);
SDL_RenderDrawRect(sr, &main_trim); // trim
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);
check_key();
pause_f = false;
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(void) {
for (int i = 0; i < 18; i++) {
for (int j = 0; j < 8; j++) {
int k = grid[0][i][j];
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 + 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 + 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
}
}
}
return 0;
}
//////////////// GAME LOGIC ////////////////
int game_logic(void) {
count_col(); // count number of empty spaces in each column
// printf("colcnt[%i]: %i, row: %i\n", col, colcnt[col], row);
if(row == colcnt[col]) {
row = -1;
while (research()) {
eliminate_c();
cascade();
clear_mat(); // clear matched
// level_current();
SDL_Delay(500);
display_grid();
SDL_RenderPresent (sr);
}
score = score + 5;
col = new_column();
if (col == -1) {
return 0;
}
// next column preview here
current_brick();
}
row++;
disp_column (row, col); // update column in grid
return 0;
}
///////////////// RENDER FRAME //////////////
int Ren_frame(void) {
level_current();
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();
SDL_RenderPresent (sr);
return 0;
}
///////////////// UPDATE GAME /////////////////
int Ren_game(void) {
while (pause_f != true)
{
current_time = SDL_GetTicks();
deltatime = current_time - last_time;
if (deltatime > 500 / speed) {
last_time = current_time;
deltatime = 0;
game_logic();
}
Ren_frame();
return 0;
}
Ren_pause();
return 0;
}
0; i < 7; i++) {
// high[21 + i] = str[i];
// }
// print hscores
for (int i = 0; i < 8; i++) {
for (int j = 0; j < 7; j++) {
high[21 + (i * 14) + j] = hscores[i][j];
}
}
// print hall of fame names
for (int i = 0; i < 8; i++) {
for (int j = 0; j < 7; j++) {
high[14 + (i * 14) + j] = names[i][j];
}
}
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;
}
///////////////// DISPLAY 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 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 ABOUT /////////////////
int Ren_saving(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 < 2; z++) { // 2 lines of text
Ren_line(saving, savingl[z][0], savingl[z][1], z * 11, 11, 0);
}
SDL_RenderPresent(sr);
SDL_Delay(1000);
return 0;
}
///////////////// DISPLAY INFO ///////////////// ///////////////// DISPLAY INFO /////////////////
int Ren_info(void) { int Ren_info(void) {
backdrop(colour); backdrop(colour);