#include #include #include #include #include #include #include #include "sprite_sheet.h" #include "text.h" #include "ascii.h" #define DEBUG 1 #define MAX 216 #define SIZE 100 #define NUMS_TO_GENERATE 10 enum gradient {Blue = 0, Green = 10, Red = 20, Yellow = 30, Magenta = 40, Cyan = 50, Grey = 60} colour = 0; // ============= funcs int display_grid(); 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 new_column(); // select random column to drop brick into int disp_column(int row, int col); // update column board int new_brick(void); // choose current/preview random brick int research(void); // cluster detection // ============== vars 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; int colcnt[8]= {0, 0, 0, 0, 0, 0, 0, 0}; // number of empty spaces in each column int totcol_avail = 0; // count bits in which column int actual_col = 0; // actual column in game panel int randc = 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 = {72, 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 }; uint32_t tile_1, tile_2; int i, j, k, x, y, z; int counter = 0; int col, row; int tile_shp, tilesrc_x, tilesrc_y, tiledst_x, tiledst_y; int display_tile(); int grid [2][18][8]= { { {0, 0, 0, 0, 0, 0, 0, 0}, // colours {0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 5, 0, 0, 0, 0, 0}, {0, 0, 1, 0, 0, 0, 0, 0}, {0, 0, 6, 0, 0, 0, 0, 0}, {0, 0, 3, 0, 4, 0, 0, 0}, {0, 0, 5, 0, 3, 0, 0, 0}, {3, 0, 1, 0, 5, 0, 0, 0}, {5, 0, 4, 0, 0, 0, 0, 0}, {6, 0, 3, 0, 2, 0, 0, 6}, {3, 0, 5, 3, 2, 0, 0, 3}, {6, 0, 4, 1, 6, 1, 4, 2}, {4, 0, 5, 2, 4, 2, 3, 2}, {1, 1, 2, 4, 3, 2, 5, 6}, {5, 6, 2, 2, 4, 5, 3, 2}, {4, 1, 4, 4, 1, 1, 4, 1}, {6, 4, 6, 1, 3, 3, 6, 3}, {5, 4, 6, 5, 6, 1, 1, 6}, }, { {0, 0, 0, 0, 0, 0, 0, 0}, // matches {0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0}, } }; // 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 mask[2] = {360, 372}; int spr_y[6] = {0, 11, 22, 33, 44, 55}; /******************** * tile colours * * empty = 0 * * pink = 1 * * green = 2 * * purple = 3 * * yellow = 4 * * orange = 5 * * cyan = 6 * * ******************/ int tile_current[3] = {0}; int tile_next[3] = {0};