#include #include #include #include "text.h" #include "column.h" #include "render.h" #include "backdrop.h" #include "events.h" #include "research.h" #include "hiscore.h" #include "sdl.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); // 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); // level current for (int i = 0; i < 2; i++) { status[26 + i] = str[5 + i]; } its(total, str); // 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 ///////////////// 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 = 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 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); 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(); // SDL_Delay(500); clear_mat(); // clear matched 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) { 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; }