Update columns.c

This commit is contained in:
Jason Bou-Samra
2024-07-09 18:40:35 +10:00
committed by GitHub
parent 98f2b81204
commit ed3ddad1cd
+44 -82
View File
@@ -10,79 +10,8 @@
#include <SDL2/SDL_image.h> #include <SDL2/SDL_image.h>
#include <math.h> #include <math.h>
#include <stdbool.h> #include <stdbool.h>
#include "sprite_sheet.h"
#include "text.h"
#include "ascii.h"
#include "game.h" #include "game.h"
enum gradient {Blue = 0, Green = 10, Red = 20, Yellow = 30, Magenta = 40, Cyan = 50, Grey = 60} colour = 0;
int backdrop (enum gradient colour);
int check_key(void);
int Ren_restart(void); // game over/restart
int Ren_pause(void); // pause
int Ren_game(void); // render game
int Ren_logo (void); // display logo
int Ren_about (void); // display about
int Ren_info (void); // info screen
int Ren_menu (void); // main menu
int Ren_level (void); // display level / current score
int Ren_next (void); // display next block/brick/piece
int Ren_high (void); // display high scores
int Ren_line (char line[], int char_x, int char_y, int ln, int ll, bool col ); // parameter names in function prototypes not necessary
int initSDL (void); // initialise SDL
int shutdownSDL (void); // shutdown SDL
int render (void); // render output
int init_gfx (void); // create texture
int i, j, k, x, y, z, l; // index variables
int gamep = 0;
int tile_c;
int tile_pos = 112;
bool next_p = false; // next piece flag
bool quit = false; // quit flag
bool main_m = false;
bool pause_f = 0;
SDL_Window *window = NULL;
SDL_Renderer *sr;
SDL_Event event;
SDL_RWops* rwops_new;
SDL_Surface* image;
SDL_Texture * texture;
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 = {132, 0, 12, 11};
SDL_Rect tile_dst = {112, 1, 12, 11};
SDL_Rect gameo_back = {119, 93, 82, 13};
/* window paramaters */
#define WIDTH 1280 // pixels
#define HEIGHT 800 // pixels
#define TITLE "FUN COLUMNS" // window title
/** board background colours **/
int grad_tab[] = {
0x0000cc, 0x0000bb, 0x0000aa, 0x000099, 0x000088, 0x000077, 0x000066, 0x000055, 0x000044, 0x000033, // blue
0x00cc00, 0x00bb00, 0x00aa00, 0x009900, 0x008800, 0x007700, 0x006600, 0x005500, 0x004400, 0x003300, // green
0xcc0000, 0xbb0000, 0xaa0000, 0x990000, 0x880000, 0x770000, 0x660000, 0x550000, 0x440000, 0x330000, // red
0xcccc00, 0xbbbb00, 0xaaaa00, 0x999900, 0x888800, 0x777700, 0x666600, 0x555500, 0x444400, 0x333300, // yellow
0xcc00cc, 0xbb00bb, 0xaa00aa, 0x990099, 0x880088, 0x770077, 0x660066, 0x550055, 0x440044, 0x330033, // magenta
0x00cccc, 0x00bbbb, 0x00aaaa, 0x009999, 0x008888, 0x007777, 0x006666, 0x005555, 0x004444, 0x003333, // cyan
0xcccccc, 0xbbbbbb, 0xaaaaaa, 0x999999, 0x888888, 0x777777, 0x666666, 0x555555, 0x444444, 0x333333 // grey
};
// ============= Main ============= // ============= Main =============
int main (void) { int main (void) {
@@ -355,22 +284,56 @@ int Ren_logo(void) {
return 0; return 0;
} }
// ============= display play field =============
int display_grid()
{
tiledst_y = 1;
for (i = 0; i < 18; i++) {
tiledst_x = 112;
for (j = 0; j < 8; j++) {
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 ============= // ============= Game =============
int Ren_game(void) { int Ren_game(void) {
SDL_SetRenderDrawColor(sr, 0x0 , 0x0 , 0x0, 0xff); SDL_SetRenderDrawColor(sr, 0x0 , 0x0 , 0x0, 0xff);
SDL_RenderFillRect(sr, &main_back); // background SDL_RenderFillRect(sr, &main_back); // background
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
if(tile_c > 17) { // if(tile_c > 17) {
tile_c = 0; // tile_c = 0;
} // }
for (i = 0; i < 1; i++) { // for (i = 0; i < 1; i++) {
tile_dst.x = tile_pos; // tile_dst.x = tile_pos;
tile_dst.y = 11 * tile_c + 1; // tile_dst.y = 11 * tile_c + 1;
SDL_RenderCopy(sr, texture, &tile_src, &tile_dst); // SDL_RenderCopy(sr, texture, &tile_src, &tile_dst);
tile_c++; // tile_c++;
} // }
display_grid();
return 0; return 0;
} }
@@ -395,7 +358,6 @@ int Ren_info(void) {
for (z = 0; z < 11; z++) { // 11 lines of text for (z = 0; z < 11; z++) { // 11 lines of text
Ren_line(info, infol[z][0], infol[z][1], z * 11, 11, 0); Ren_line(info, infol[z][0], infol[z][1], z * 11, 11, 0);
} }
return 0; return 0;
} }