Update hiscore.c

This commit is contained in:
Jason Bou-Samra
2024-10-16 20:09:06 +11:00
committed by GitHub
parent 5c29dc84a7
commit e45733d59a
+106 -58
View File
@@ -7,62 +7,93 @@
#include "column.h" #include "column.h"
#include "backdrop.h" #include "backdrop.h"
SDL_Rect gameo_back = {119, 93, 82, 13}; // Game Over Background SDL_Rect gameo_back = {119, 93, 82, 13}; // Game Over Background
SDL_Rect gameo_trim = {118, 92, 84, 15}; // Game Over Trim SDL_Rect gameo_trim = {118, 92, 84, 15}; // Game Over Trim
SDL_Rect entern_back = {115, 131, 90, 29}; // Enter Name Background SDL_Rect entern_back = {115, 131, 90, 29}; // Enter Name Background
SDL_Rect entern_trim = {114, 130, 92, 31}; // Enter Name Trim SDL_Rect entern_trim = {114, 130, 92, 31}; // Enter Name Trim
SDL_Rect cursor = {128, 146, 7, 5}; // Name entry cursor SDL_Rect cursor = {128, 146, 7, 5}; // Name entry cursor
SDL_Rect cursor_last = {128, 146, 7, 5}; // last cursor position SDL_Rect cursor_last = {128, 146, 7, 5}; // last cursor position
SDL_Rect fnt = {128, 146, 7, 5}; // Name entry cursor SDL_Rect fnt = {128, 146, 7, 5}; // Name entry cursor
char pen1 = 0xff; char pen1 = 0xff;
int score = 65535; // current score int score; // current score
char level_r = 0x1E; // game level (remaining) char level_r = 0x1E; // game level (remaining)
char level_c = 0x00; // game level (current) char level_c = 0x00; // game level (current)
int total = 0x00; // smashed tiles int total = 0x00; // smashed tiles
int hscores1[8] = {1000, 780, 600, 500, 400, 300, 200, 100};
int hscores [8]; // high score panel - scores char hscores[8][7+1] = {{"......."}, {"......."}, {"......."}, {"......."}, {"......."}, {"......."}, {"......."}, {"......."}}; // high score panel - scores
char names[8][7+1]; // high score panel - names char names[8][7+1] = {{"HULK "}, {"EARTH "}, {"BUSH "}, {"AXE "}, {"PERFECT"}, {"POWERS "}, {"TUGBOAT"}, {"DINO "}}; // high score panel - names
char name_temp[7+1] = "ANTARES"; char name_temp[7+1] = " ";
///////////////// DISPLAY RESTART ///////////////// ///////////////// DISPLAY RESTART /////////////////
int Ren_restart(void) { int Ren_restart(void) {
SDL_SetRenderDrawColor(sr, 0xff , 0xff , 0xff, 0xff); SDL_SetRenderDrawColor(sr, 0xff , 0xff , 0xff, 0xff);
SDL_RenderFillRect(sr, &gameo_back); // restart background SDL_RenderFillRect(sr, &gameo_back); // restart 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); Ren_line(gameo, gameol[z][0], gameol[z][1], z * 9, 9, 1);
} }
SDL_RenderPresent(sr); SDL_RenderPresent(sr);
return 0; return 0;
} }
/////////////// INSERT ENTRY INTO HIGH SCORE LIST ///////////////////////
int insert_score(int new) {
int hscores_new = new;
int counter;
for (int i = 0; i < 8; i++) {
if (hscores_new > hscores1[i]) {
counter = 8 - i; // find position in list to insert
for (int j = 0; j < counter; j++) {
hscores1[7 - j] = hscores1[6 - j]; // shift right from position to make space, drop off last position
for (int k = 0; k < 8; k++) {
names[7 - j][k] = names[6 - j][k]; // do same as above for name array
}
}
hscores1[i] = hscores_new; // insert new high score into integer aray
for (int k = 0; k < 8; k++) {
names[i][k] = name_temp[k]; // insert new name into name ASCII array
}
break;
}
}
for (int j = 0; j < 8; j++){
its(hscores1[j], str); // convert high scores to ASCII code
for (int k = 0; k < 8; k++){
hscores[j][k] = str[k]; // store in high score ASCII array
}
}
return 0; // all done
}
/////////////////// RENDER NAME //////////////////// /////////////////// RENDER NAME ////////////////////
int Ren_name(void){ int Ren_name(void){
SDL_SetRenderDrawColor(sr, 0xff , 0xff , 0xff, 0xff); // white pen SDL_SetRenderDrawColor(sr, 0xff , 0xff , 0xff, 0xff); // white pen
SDL_RenderFillRect(sr, &entern_back); // enter name background SDL_RenderFillRect(sr, &entern_back); // enter name background
SDL_RenderFillRect(sr, &gameo_back); // game over background SDL_RenderFillRect(sr, &gameo_back); // game over background
SDL_SetRenderDrawColor(sr, 0x00 , 0x00 , 0x00, 0xff); // black pen SDL_SetRenderDrawColor(sr, 0x00 , 0x00 , 0x00, 0xff); // black pen
SDL_RenderDrawRect(sr, &entern_trim); // enter name trim SDL_RenderDrawRect(sr, &entern_trim); // enter name trim
SDL_RenderDrawRect(sr, &gameo_trim); // enter name trim SDL_RenderDrawRect(sr, &gameo_trim); // enter name trim
SDL_RenderDrawLine(sr, 118, 161, 207, 161); // enter name shadow SDL_RenderDrawLine(sr, 118, 161, 207, 161); // enter name shadow
SDL_RenderDrawLine(sr, 118, 162, 207, 162); SDL_RenderDrawLine(sr, 118, 162, 207, 162);
SDL_RenderDrawLine(sr, 206, 134, 206, 162); SDL_RenderDrawLine(sr, 206, 134, 206, 162);
SDL_RenderDrawLine(sr, 207, 134, 207, 162); // enter name shadow SDL_RenderDrawLine(sr, 207, 134, 207, 162); // enter name shadow
SDL_RenderDrawLine(sr, 122, 107, 203, 107); SDL_RenderDrawLine(sr, 122, 107, 203, 107);
SDL_RenderDrawLine(sr, 122, 108, 203, 108); SDL_RenderDrawLine(sr, 122, 108, 203, 108);
SDL_RenderDrawLine(sr, 202, 96, 202, 108); SDL_RenderDrawLine(sr, 202, 96, 202, 108);
SDL_RenderDrawLine(sr, 203, 96, 203, 108); // game over shadow SDL_RenderDrawLine(sr, 203, 96, 203, 108); // game over shadow
for (int z = 0; z < 1; z++) { // 1 line of text (game over) for (int z = 0; z < 1; z++) { // 1 line of text (game over)
Ren_line(gameo, gameol[z][0], gameol[z][1], z * 9, 9, 1); Ren_line(gameo, gameol[z][0], gameol[z][1], z * 9, 9, 1);
} }
for (int z = 0; z < 2; z++) { // 2 lines of text (enter name) for (int z = 0; z < 2; z++) { // 2 lines of text (enter name)
Ren_line(name, namel[z][0], namel[z][1], z * 10, 10, 1); Ren_line(name, namel[z][0], namel[z][1], z * 10, 10, 1);
} }
for (int z = 0; z < 1; z++) { // 1 line of text (new high) for (int z = 0; z < 1; z++) { // 1 line of text (new high)
Ren_line(newh, newhl[z][0], newhl[z][1], z * 7, 7, 1); Ren_line(newh, newhl[z][0], newhl[z][1], z * 7, 7, 1);
} }
// SDL_RenderPresent(sr); // SDL_RenderPresent(sr);
@@ -81,12 +112,12 @@ int Ren_cursor(void) {
SDL_RenderPresent(sr); SDL_RenderPresent(sr);
} }
// backdrop(colour); // backdrop(colour);
// Ren_logo(); // logo // Ren_logo(); // logo
// Ren_level(); // render current level/score // Ren_level(); // render current level/score
// Ren_next(); // render next brick/block/piece // Ren_next(); // render next brick/block/piece
// Ren_high(); // render high scores // Ren_high(); // render high scores
// SDL_SetRenderDrawColor (sr, 0xff, 0xff, 0xff, 255); // SDL_SetRenderDrawColor (sr, 0xff, 0xff, 0xff, 255);
// SDL_RenderDrawRect(sr, &main_trim); // trim // SDL_RenderDrawRect(sr, &main_trim); // trim
// display_grid(); // display_grid();
Ren_name(); Ren_name();
SDL_Delay(20); SDL_Delay(20);
@@ -95,39 +126,56 @@ int Ren_cursor(void) {
///////////////// DISPLAY GAME OVER ///////////// ///////////////// DISPLAY GAME OVER /////////////
int Ren_gameover(void) { int Ren_gameover(void) {
int counter = 0;
while (event.key.keysym.sym != SDLK_RETURN) { cursor.x = 128;
Ren_cursor(); for (int i = 0; i < 8; i++) {
SDL_PollEvent (&event); newh[i] = 0x20;
if (event.type == SDL_KEYDOWN) { name_temp[i] = 0x20;
if ((event.key.keysym.sym >= SDLK_0 && event.key.keysym.sym <= SDLK_9) || (event.key.keysym.sym >= SDLK_a && event.key.keysym.sym <= SDLK_z) || (event.key.keysym.sym == SDLK_SPACE) || (event.key.keysym.sym == SDLK_RETURN)) { }
printf("event.key.keysym.sym: %02x\n", event.key.keysym.sym); while (event.key.keysym.sym != SDLK_RETURN) {
newh[(cursor.x - 128) / 8] = event.key.keysym.sym; // fill name array Ren_cursor();
SDL_RenderPresent(sr); SDL_PollEvent (&event);
cursor.x = cursor.x + 8; // advance cursor if (event.type == SDL_KEYDOWN) {
if (cursor.x == 192) { if ((event.key.keysym.sym >= SDLK_0 && event.key.keysym.sym <= SDLK_9) || (event.key.keysym.sym >= SDLK_a && event.key.keysym.sym <= SDLK_z) || (event.key.keysym.sym == SDLK_SPACE) || (event.key.keysym.sym == SDLK_RETURN)) {
cursor.x = 184; // 192 - 8 // printf("event.key.keysym.sym: %02x\n", event.key.keysym.sym);
} name_temp[counter] = event.key.keysym.sym; // ascii name array
newh[(cursor.x - 128) / 8] = event.key.keysym.sym; // fill name array
// SDL_RenderPresent(sr);
counter++;
if (counter > 7){counter = 7;}
cursor.x = cursor.x + 8; // advance cursor
if (cursor.x == 192) {
cursor.x = 184; // 192 - 8
} }
else if (event.key.keysym.sym == SDLK_BACKSPACE) }
{ else if (event.key.keysym.sym == SDLK_BACKSPACE) {
cursor.x = cursor.x - 8; // backspace name_temp[counter]=0x20; // ascii name array
if (cursor.x == 120) { counter--;
cursor.x = 128; // 120 + 8 if (counter < 0){counter = 0;}
} cursor.x = cursor.x - 8; // backspace
newh[(cursor.x - 128) / 8] = 32; if (cursor.x == 120) {
} cursor.x = 128; // 120 + 8
}
newh[(cursor.x - 128) / 8] = 32;
} }
} }
return 0; }
return 0;
} }
////////////////// HANDLE END GAME ///////////////////////// ////////////////// HANDLE END GAME /////////////////////////
int end_game(void) { int end_game(void) {
if (game_end == 1) { // restart // score = 801;
Ren_restart(); // Ren_restart();
} else if (game_end == 2) { // game over if (game_end == 1) { // restart
Ren_gameover(); Ren_restart(); // Ren_restart();
} else if (game_end == 2) { // game over
if (score < hscores1[7]) {
Ren_restart(); // if score less then lowest on list, no name entry
} else {
Ren_gameover();
insert_score(score); // else display name entry dialog
}
} }
check_key(); check_key();
reset(); reset();