Files
fun-columns-sdl/src/columns.c
T
2024-07-18 20:08:11 +10:00

479 lines
12 KiB
C

/*************************************
** FUN COLUMNS - SDL **
** clone of FTA version from 1991 **
** JC 'Al-Khwarizmi' Bou-Samra **
** Paragon Software 04/05/2024 - **
*************************************/
#include "game.h"
// ============= Main =============
int main (void) {
if (sodium_init() < 0) { // initialise sodium
printf("error\n"); // -1 = failure
}
initSDL ();
init_gfx();
while (quit == false) {
SDL_Delay(50);
while (SDL_PollEvent (&event)) {
if (event.type == SDL_QUIT || event.type == SDL_WINDOWEVENT_CLOSE) {
quit = true;
}
switch (event.type) {
case SDL_KEYDOWN:
gamep = 0;
if (event.key.keysym.sym == SDLK_q) {
quit = true;
} // quit
if (event.key.keysym.sym == SDLK_a) {
printf("about\n");
gamep = 1;
} // about
if (event.key.keysym.sym == SDLK_i) {
printf("info\n");
gamep = 2;
} // info
else if (event.key.keysym.sym > SDLK_0 && event.key.keysym.sym < SDLK_7) { // level
main_m = false;
gamep = 3;
while (main_m == false) {
// SDL_Delay(150);
render ();
SDL_PollEvent (&event);
switch (event.type) {
case SDL_KEYDOWN:
gamep = 3;
if(event.key.keysym.sym == SDLK_c
&& (event.key.keysym.mod & KMOD_CTRL) != 0 ) {
colour = colour + 10;
if (colour >= 69) {colour = 0;}
backdrop(colour);
pause_f = 0;
break;
} // gradient colour cycle
else if (event.key.keysym.sym == SDLK_LEFT) {
pause_f = 0;
if (tile_pos == 112) {break;}
tile_pos = tile_pos - 12;
break;
} // left arrow
else if (event.key.keysym.sym == SDLK_RIGHT) {
pause_f = 0;
if (tile_pos == 196) {break;}
tile_pos = tile_pos + 12;
break;
} // right arrow
else if (event.key.keysym.sym == SDLK_n) {
printf("next brick preview\n");
next_p = !next_p;
pause_f = 0;
break;
} // next piece (brick/block) preview
else if( event.key.keysym.sym == SDLK_r
&& (event.key.keysym.mod & KMOD_CTRL) != 0 ) {
printf("restart\n");
main_m = true;
gamep = 4;
pause_f = 0;
//check_key();
break;
} // restart
else if (event.key.keysym.sym == SDLK_r) {
printf("rotate\n");
pause_f = 0;
break;
} // rotate tiles
else if (event.key.keysym.sym == SDLK_SPACE) {
printf("drop/fall\n");
pause_f = 0;
break;
} // drop/fall block/piece/brick
else if( event.key.keysym.sym == SDLK_s
&& (event.key.keysym.mod & KMOD_CTRL) != 0 ) {
printf("change tile pattern\n");
pause_f = 0;
break;
} // change tile design/pattern
else if (event.key.keysym.sym == SDLK_p) {
if (!pause_f){
printf("pause\n");
gamep = 5;
pause_f = 1;}
else {
pause_f = 0;
gamep = 3;}
// check_key();
break;
} // pause
}
}
}
}
}
if (quit) {
break;
}
render ();
}
shutdownSDL ();
return 0;
}
// ============= Initialize SDL =============
int initSDL () {
SDL_Init (SDL_INIT_EVERYTHING);
/* new window */
window = SDL_CreateWindow ( TITLE, /* title */
SDL_WINDOWPOS_CENTERED,/* x pos */
SDL_WINDOWPOS_CENTERED,/* w pos */
WIDTH, /* width */
HEIGHT, /* height */
SDL_WINDOW_BORDERLESS); /* Additional flag(s) */
/* deal with error */
if (window == NULL) {
fprintf (stderr, "SDL window failed to initialise: %s\n",
SDL_GetError ());
return 1;
}
/* create renderer */
sr = SDL_CreateRenderer (window, 0, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
SDL_RenderSetScale (sr, 4.0, 4.0); // scale x2 x4 options on cli
}
// ============= Shutdown =============
int shutdownSDL () {
SDL_DestroyWindow (window); // free memory
SDL_Quit (); // shutdown entire sdl sub-systems
return 0;
}
// ============= Render =============
int render () {
backdrop(colour); // backdrop
//Ren_menu();
switch (gamep) {
case 0:
Ren_menu();
break;
case 1:
Ren_about();
break;
case 2:
Ren_info();
break;
case 3:
Ren_game();
break;
case 4:
Ren_game();
Ren_restart();
break;
case 5:
Ren_game();
Ren_pause();
break;
}
Ren_logo(); // logo
Ren_level(); // render current level/score
Ren_next(); // render next brick/block/piece
Ren_high(); // render high scores
SDL_RenderPresent (sr);
}
// ============= Backdrop =============
int backdrop (enum gradient colour) {
k = 0; // gradient fill
for (j = 0; j < 10; j++) {
SDL_SetRenderDrawColor (sr, (grad_tab[j + colour] & 0x00ff0000) >> 16, (grad_tab[j + colour] & 0x0000ff00) >> 8, grad_tab[j + colour] & 0x000000ff, 255);
for (i = 0; i < 20; i++) {
SDL_RenderDrawLine (sr, 0, k, 319, k);
k = k + 1;
}
}
k = 0; // horizontal edge light
SDL_SetRenderDrawColor (sr, 0x99, 0x99, 0x99, 255);
for (i = 0; i < 16; i++) {
SDL_RenderDrawLine (sr, k, 0, k, 199);
k = k + 20;
}
k = 0; // vertical edge light
// SDL_SetRenderDrawColor (sr, 0x99, 0x99, 0x99, 255);
for (i = 0; i < 10; i++) {
SDL_RenderDrawLine (sr, 0, k, 319, k);
k = k + 20;
}
k = 19; // horizontal edge dark
SDL_SetRenderDrawColor (sr, 0x0, 0x0, 0x0, 255);
for (i = 0; i < 16; i++) {
SDL_RenderDrawLine (sr, k, 0, k, 199);
k = k + 20;
}
k = 19; // vertical edge dark
// SDL_SetRenderDrawColor (sr, 0x0, 0x0, 0x0, 255);
for (i = 0; i < 10; i++) {
SDL_RenderDrawLine (sr, 0, k, 319, k);
k = k + 20;
}
l = 0; // corner highlight
SDL_SetRenderDrawColor (sr, 0xff, 0xff, 0xff, 255);
for (j = 0; j < 10; j++) {
k = 0;
for (i = 0; i < 16; i++) {
SDL_RenderDrawPoint(sr, k, l);
k = k + 20;
}
l = l + 20;
}
return 0;
}
// ============= init_gfx =============
int init_gfx(void) {
rwops_new = SDL_RWFromMem(byn, sizeof(byn));
image = IMG_LoadPNG_RW(rwops_new);
texture = SDL_CreateTextureFromSurface(sr, image);
SDL_FreeSurface( image );
image = NULL;
return 0;
}
// ============= 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 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 =============
int Ren_game(void) {
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();
if(tile_c > 17) {
tile_c = 0;
}
for (i = 0; i < 1; i++) {
tile_dst.x = tile_pos;
tile_dst.y = 11 * tile_c + 1;
SDL_RenderCopy(sr, texture, &tile_src, &tile_dst);
tile_c++;
}
return 0;
}
// ============= About =============
int Ren_about(void) {
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 (z = 0; z < 13; z++) { // 13 lines of text
Ren_line(about, aboutl[z][0], aboutl[z][1], z * 11, 11, 0);
}
return 0;
}
// ============= Info =============
int Ren_info(void) {
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 (z = 0; z < 11; z++) { // 11 lines of text
Ren_line(info, infol[z][0], infol[z][1], z * 11, 11, 0);
}
return 0;
}
// ============= Game Over =============
int Ren_restart(void) {
SDL_SetRenderDrawColor(sr, 0xff , 0xff , 0xff, 0xff);
SDL_RenderFillRect(sr, &gameo_back); // background
for (z = 0; z < 1; z++) { // 1 line of text
Ren_line(gameo, gameol[z][0], gameol[z][1], z * 9, 9, 1);
}
return 0;
}
// ============= Pause =============
int Ren_pause(void) {
SDL_SetRenderDrawColor(sr, 0xff , 0xff , 0xff, 0xff);
SDL_RenderFillRect(sr, &gameo_back); // background
for (z = 0; z < 1; z++) { // 1 line of text
Ren_line(pause, pausel[z][0], pausel[z][1], z * 9, 9, 1);
}
return 0;
}
// ============= Main Menu =============
int Ren_menu(void) {
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 (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);
}
return 0;
}
// ============= 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);
for (z = 0; z < 6; z++) { // 6 lines of text
Ren_line(status, statusl[z][0], statusl[z][1], z * 7, 7, 1);
}
return 0;
}
// ============= Next Piece =============
int Ren_next(void) {
if (next_p == 0) {
} else {
SDL_SetRenderDrawColor(sr, 0xff , 0xff , 0xff, 0xff);
SDL_RenderFillRect(sr, &next_back); // background
SDL_SetRenderDrawColor (sr, 0x00, 0x00, 0x00, 255);
SDL_RenderDrawRect(sr, &next_trim); // trim
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);
}
return 0;
}
// ============= 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);
for (z = 0; z < 18; z++) { // 18 lines of text
Ren_line(high, highl[z][0], highl[z][1], z * 7, 7, 1);
}
return 0;
}
// ============= ASCII Line Render =============
// api: text, x, y, line num, line len, col
int Ren_line(char line[], int char_x, int char_y, int ln, int ll, bool col ) {
int cc; // char col
j = 0;
if (col) {
cc = 2; // white char
} else {
cc = 0; // black char
}
for (i = 0; i < ll; i++) {
SDL_Rect char_dst = {char_x + j, char_y, 8, 5};
SDL_Rect char_src = {ascii[line[i + ln]][cc], ascii[line[i + ln]][cc + 1], 8, 5};
SDL_RenderCopy(sr, texture, &char_src, &char_dst); // render char
j = j + 8; // character height
}
return 0;
}
// ============= wait for key =============
int check_key(void) {
while (SDL_PollEvent(&event)) {
if (event.type == SDL_KEYDOWN) {
return 0;
}
}
}
// ============= Hidden message =============
char author[] = { "copyright (c)1991 FTA, (c)2024 Jason Bou-Samra" };
const char* title = "FUN COLUMNS - SDL";
const char* descr = "clone of FTA 1991 version";