using git now lol
BIN
assets/battle_grid.ase
Normal file
BIN
assets/battle_grid.png
Normal file
|
After Width: | Height: | Size: 11 KiB |
BIN
assets/default_card.ase
Normal file
BIN
assets/default_card.png
Normal file
|
After Width: | Height: | Size: 651 B |
BIN
assets/mainscreen.png
Normal file
|
After Width: | Height: | Size: 13 KiB |
BIN
assets/mainscreen_exit.png
Normal file
|
After Width: | Height: | Size: 5.3 KiB |
BIN
assets/mainscreen_start.png
Normal file
|
After Width: | Height: | Size: 7.0 KiB |
BIN
assets/maroon.png
Normal file
|
After Width: | Height: | Size: 2.4 KiB |
BIN
assets/selected_card.png
Normal file
|
After Width: | Height: | Size: 469 B |
BIN
assets/selected_grid.ase
Normal file
BIN
assets/selected_grid.png
Normal file
|
After Width: | Height: | Size: 237 B |
BIN
assets/sprites/player.png
Normal file
|
After Width: | Height: | Size: 10 KiB |
201
battle.c
Normal file
@@ -0,0 +1,201 @@
|
||||
/*Troy Rosin*/
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include <SDL2/SDL_image.h>
|
||||
#include <mydebug.h>
|
||||
#include <game.h>
|
||||
#include <input.h>
|
||||
#include <deck.h>
|
||||
|
||||
#define BOARDER_THICKNESS 10
|
||||
//do not let dx or dy be anything less than 2
|
||||
#define DX 5
|
||||
#define DY 5
|
||||
#define DRAW_TIMEOUT 10
|
||||
|
||||
SDL_Rect mouse_rect;
|
||||
SDL_Rect bot_rect, hand_rect;
|
||||
SDL_Point mouse_pos;
|
||||
|
||||
int selected_card;
|
||||
|
||||
int dragging;
|
||||
|
||||
void start_battle(){
|
||||
int cardoff_x, cardoff_y;
|
||||
int mx, my;
|
||||
selected_card = -1;
|
||||
dragging = 0;
|
||||
PRINT_M(STARTING GAME LOOP);
|
||||
|
||||
//SDL_Texture *maroon = IMG_LoadTexture(renderer, "assets/maroon.png");
|
||||
SDL_Texture *grid = IMG_LoadTexture(renderer, "assets/battle_grid.png");
|
||||
SDL_Texture *card = IMG_LoadTexture(renderer, "assets/default_card.png");
|
||||
SDL_Texture *selected = IMG_LoadTexture(renderer, "assets/selected_card.png");
|
||||
|
||||
mouse_rect.x = 0;
|
||||
mouse_rect.y = 0;
|
||||
mouse_rect.w = 5;
|
||||
mouse_rect.h = 5;
|
||||
|
||||
bot_rect.w = DEF_WINDOW_WIDTH - 2 * BOARDER_THICKNESS;
|
||||
bot_rect.x = BOARDER_THICKNESS;
|
||||
bot_rect.h = DEF_WINDOW_HEIGHT >> 3;
|
||||
bot_rect.y = DEF_WINDOW_HEIGHT - BOARDER_THICKNESS - bot_rect.h;
|
||||
|
||||
hand_rect.w = bot_rect.w >> 1;
|
||||
hand_rect.x = DEF_WINDOW_WIDTH >> 2;
|
||||
hand_rect.y = bot_rect.y - BOARDER_THICKNESS;
|
||||
hand_rect.h = bot_rect.h;
|
||||
|
||||
|
||||
|
||||
mouse_pos.x = mouse_pos.y = 0;
|
||||
|
||||
if(!grid || !card || !selected)
|
||||
{
|
||||
printf("IMG_LOAD err: %s\n", IMG_GetError());
|
||||
}
|
||||
|
||||
Uint64 lastdraw = SDL_GetTicks64() + DRAW_TIMEOUT;
|
||||
|
||||
HAND hand;
|
||||
hand.handsize = 7;
|
||||
for(int i=0; i<7; i++){
|
||||
hand.cards[i] = card;
|
||||
hand.card_rects[i].w = CARD_SIZE;
|
||||
hand.card_rects[i].h = CARD_SIZE;
|
||||
}
|
||||
|
||||
while(running)
|
||||
{
|
||||
handle_event(&event);
|
||||
|
||||
SDL_GetMouseState(&mx, &my);
|
||||
mouse_pos.x = mouse_rect.x = mx;
|
||||
mouse_pos.y = mouse_rect.y = my;
|
||||
int inside = 0;
|
||||
//handle resizing hand box
|
||||
inside = SDL_PointInRect(&mouse_pos, &hand_rect);
|
||||
if(SDL_GetTicks64() > lastdraw)
|
||||
{
|
||||
lastdraw = SDL_GetTicks() + DRAW_TIMEOUT;
|
||||
if(inside)
|
||||
{
|
||||
if(hand_rect.w < (DEF_WINDOW_WIDTH >> 1) + (DEF_WINDOW_WIDTH >> 3) )
|
||||
{ //growing
|
||||
hand_rect.x -= DX>>1;
|
||||
hand_rect.w += DX;
|
||||
hand_rect.y -= DY;
|
||||
hand_rect.h += DY;
|
||||
}
|
||||
}else if(hand_rect.w > bot_rect.w >> 1){
|
||||
//shrinking
|
||||
hand_rect.x += DX>>1;
|
||||
hand_rect.w -= DX;
|
||||
hand_rect.y += DY;
|
||||
hand_rect.h -= DY;
|
||||
if(!dragging){ selected_card = -1; }
|
||||
}
|
||||
}
|
||||
int useable_hand_space = hand_rect.w - (BOARDER_THICKNESS << 1) - CARD_W;
|
||||
int spacing;
|
||||
if(hand.handsize == 1)
|
||||
{
|
||||
spacing = useable_hand_space;
|
||||
}else
|
||||
{
|
||||
spacing = useable_hand_space / (hand.handsize - 1);
|
||||
}
|
||||
int check = 1;
|
||||
if(selected_card == -1) { check = 1;}
|
||||
else if(SDL_PointInRect(&mouse_pos, &(hand.card_rects[selected_card]))){ check = 0;}
|
||||
else { selected_card = -1; }
|
||||
for(int i = 0; i < hand.handsize; i++)
|
||||
{
|
||||
hand.card_rects[i].x = hand_rect.x + BOARDER_THICKNESS + ( spacing * i)
|
||||
- ((CARD_SIZE - CARD_W)>>1) ;
|
||||
hand.card_rects[i].y = hand_rect.y + BOARDER_THICKNESS;
|
||||
if(check && SDL_PointInRect(&mouse_pos, &(hand.card_rects[i])))
|
||||
{
|
||||
selected_card = i;
|
||||
}
|
||||
}
|
||||
|
||||
//handle dragging cards
|
||||
if(dragging)
|
||||
{
|
||||
if(dragging == GRAB_OLD)
|
||||
{
|
||||
hand.card_rects[selected_card].x = mouse_pos.x - cardoff_x;
|
||||
hand.card_rects[selected_card].y = mouse_pos.y - cardoff_y;
|
||||
}
|
||||
else if(dragging == GRAB_NEW)
|
||||
{
|
||||
if(selected_card != -1)
|
||||
{
|
||||
cardoff_x = mouse_pos.x - hand.card_rects[selected_card].x;
|
||||
cardoff_y = mouse_pos.y - hand.card_rects[selected_card].y;
|
||||
dragging = GRAB_OLD;
|
||||
} else
|
||||
{
|
||||
dragging = NOT_DRAG;
|
||||
}
|
||||
}
|
||||
else if(dragging == LETGO && selected_card != -1){
|
||||
dragging = NOT_DRAG;
|
||||
if(!inside)
|
||||
{
|
||||
hand.handsize--;
|
||||
for(int i = selected_card; i < hand.handsize; i++)
|
||||
{
|
||||
hand.cards[i] = hand.cards[i+1];
|
||||
}
|
||||
selected_card = -1;
|
||||
hand.cards[hand.handsize + 1] = NULL;
|
||||
}
|
||||
}
|
||||
}
|
||||
SDL_RenderClear(renderer);
|
||||
//background
|
||||
SDL_RenderCopy(renderer, grid, NULL, NULL);
|
||||
|
||||
//bottom box for ui shit
|
||||
SDL_SetRenderDrawColor(renderer, 0,0,0,255);
|
||||
SDL_RenderFillRect(renderer, &bot_rect);
|
||||
|
||||
//box for hand of cards
|
||||
SDL_SetRenderDrawColor(renderer, 64,64,64,255);
|
||||
SDL_RenderFillRect(renderer, &hand_rect);
|
||||
|
||||
//mouse follower box
|
||||
SDL_SetRenderDrawColor(renderer, 0,255,0,255);
|
||||
SDL_RenderFillRect(renderer, &mouse_rect);
|
||||
|
||||
//render cards
|
||||
for(int i = 0; i < hand.handsize; i++)
|
||||
{
|
||||
if(selected_card != i)
|
||||
{
|
||||
SDL_RenderCopy(renderer, hand.cards[i], NULL, &(hand.card_rects[i]));
|
||||
}
|
||||
}
|
||||
//render selected card last
|
||||
if(selected_card != -1)
|
||||
{
|
||||
if(!dragging){ hand.card_rects[selected_card].y -= BOARDER_THICKNESS; }
|
||||
SDL_RenderCopy(renderer, hand.cards[selected_card], NULL,
|
||||
&(hand.card_rects[selected_card]));
|
||||
SDL_RenderCopy(renderer, selected, NULL,
|
||||
&(hand.card_rects[selected_card]));
|
||||
}
|
||||
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
9
game.c
Normal file
@@ -0,0 +1,9 @@
|
||||
/*Troy Rosin*/
|
||||
|
||||
#include <game.h>
|
||||
#include <input.h>
|
||||
#include <SDL2/SDL.h>
|
||||
#include <SDL2/SDL_image.h>
|
||||
#include <mydebug.h>
|
||||
|
||||
|
||||
22
include/deck.h
Normal file
@@ -0,0 +1,22 @@
|
||||
//Troy Rosin
|
||||
|
||||
#ifndef __deck_h__
|
||||
#define __deck_h__
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
#define MAX_HANDSIZE 8
|
||||
#define CARD_SIZE (128 * 2)
|
||||
#define CARD_W (96 * 2)
|
||||
|
||||
typedef struct hand
|
||||
{
|
||||
int handsize;
|
||||
SDL_Texture *cards[MAX_HANDSIZE];
|
||||
SDL_Rect card_rects[MAX_HANDSIZE];
|
||||
} HAND;
|
||||
|
||||
|
||||
|
||||
|
||||
#endif
|
||||
37
include/game.h
Normal file
@@ -0,0 +1,37 @@
|
||||
//Troy Rosin
|
||||
|
||||
#ifndef __game_h__
|
||||
#define __game_h__
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
|
||||
#define DEF_WINDOW_WIDTH 1920
|
||||
#define DEF_WINDOW_HEIGHT 1080
|
||||
|
||||
|
||||
extern int running;
|
||||
extern int state;
|
||||
|
||||
#define TITLE 0
|
||||
#define BATTLE 1
|
||||
extern int state;
|
||||
|
||||
#define START_GAME 0
|
||||
#define EXIT_GAME 1
|
||||
#define MAIN_SELECTIONS 2
|
||||
extern int selected_index;
|
||||
|
||||
void start_battle();
|
||||
|
||||
extern SDL_Window* window;
|
||||
extern SDL_Renderer* renderer;
|
||||
extern SDL_Event event;
|
||||
|
||||
#define GRAB_NEW 2
|
||||
#define GRAB_OLD 1
|
||||
#define LETGO 3
|
||||
#define NOT_DRAG 0
|
||||
extern int dragging;
|
||||
|
||||
#endif
|
||||
12
include/input.h
Normal file
@@ -0,0 +1,12 @@
|
||||
/*Troy Rosin*/
|
||||
|
||||
#ifndef __input_h__
|
||||
#define __input_h__
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
void handle_input(SDL_Event *e);
|
||||
|
||||
void handle_event(SDL_Event *e);
|
||||
|
||||
#endif
|
||||
89
include/mydebug.h
Normal file
@@ -0,0 +1,89 @@
|
||||
#ifndef __mydebug_h__
|
||||
#define __mydebug_h__
|
||||
|
||||
/*for debugging print statments and timers
|
||||
* Troy Rosin TJR760 11200680
|
||||
* compile with -Ddebug and the prints will be there
|
||||
* otherwise nothing wil appear
|
||||
*
|
||||
* to use with makefile add the following
|
||||
*
|
||||
* debug ?=off
|
||||
* ifeq ($(debug),on)
|
||||
* CPPFLAGS += -Ddebug
|
||||
* endif
|
||||
*
|
||||
* then use "make debug=on" to make if you want the debug messages
|
||||
* just use make to build normally
|
||||
*
|
||||
*/
|
||||
|
||||
#include <stdio.h>
|
||||
#include <time.h>
|
||||
|
||||
#ifdef debug
|
||||
/*prints the name of the function that was called passed as an arg */
|
||||
#define PRINT_C(FUNC)\
|
||||
puts(#FUNC" was called");
|
||||
|
||||
|
||||
/*prints the message wanted followed by a \n no "" needed*/
|
||||
#define PRINT_M(MSG)\
|
||||
puts(#MSG);
|
||||
|
||||
|
||||
/*prints the name of a variable holding a pointer and its value*/
|
||||
#define PRINT_P(PTR)\
|
||||
printf(#PTR" has value %p\n", (void*)PTR);
|
||||
|
||||
|
||||
/*prints the varilble name holding the int and the value
|
||||
* Type is how you want it to print ie l, d, ld, u, f...
|
||||
* just pass the field type printf expects without the '%'
|
||||
*/
|
||||
#define PRINT_INT(VAR, TYPE)\
|
||||
printf(#VAR" has value %"#TYPE"\n", VAR);
|
||||
|
||||
|
||||
/*starts a timer so you can see how long fuctions can run for
|
||||
* you must end the timer within the same scope as the start
|
||||
* the id can be anything its only used to differentiate between
|
||||
* timers
|
||||
* T_START must be placed at the end of variable definitions to comply with C90
|
||||
* standards. if not using C90 go nuts
|
||||
*/
|
||||
#define T_START(ID)\
|
||||
struct timespec ID ## __d_timer_s__;\
|
||||
struct timespec ID ## __d_timer_e__;\
|
||||
clock_gettime(CLOCK_MONOTONIC_RAW, &ID ## __d_timer_s__);
|
||||
|
||||
|
||||
|
||||
/*checks how long since the timer began and prints the seconds and nanoseconds
|
||||
* since. Can be called multiple times if needed
|
||||
*/
|
||||
#define T_END(ID)\
|
||||
clock_gettime(CLOCK_MONOTONIC_RAW, &ID ## __d_timer_e__);\
|
||||
printf("timer "#ID" took:\n%ld second(s) total\n%ld nanoseconds total\n",\
|
||||
((ID ## __d_timer_e__.tv_sec * 1000000000 + ID ## __d_timer_e__.tv_nsec - \
|
||||
ID ## __d_timer_s__.tv_sec * 1000000000 + ID ## __d_timer_s__.tv_nsec) - \
|
||||
((ID ## __d_timer_e__.tv_sec * 1000000000 + ID ## __d_timer_e__.tv_nsec-\
|
||||
ID ## __d_timer_s__.tv_sec * 1000000000 + ID ## __d_timer_s__.tv_nsec) \
|
||||
% 1000000000)) / 1000000000 , \
|
||||
ID ## __d_timer_e__.tv_sec * 1000000000 + ID ## __d_timer_e__.tv_nsec -\
|
||||
ID ## __d_timer_s__.tv_sec * 1000000000 + ID ## __d_timer_s__.tv_nsec );
|
||||
|
||||
|
||||
|
||||
#else
|
||||
/*if debug was not defined we insert nothing there*/
|
||||
#define PRINT_C(X) {}
|
||||
#define PRINT_M(X) {}
|
||||
#define PRINT_P(X) {}
|
||||
#define PRINT_INT(X,Y) {}
|
||||
#define T_START(X) {}
|
||||
#define T_END(X) {}
|
||||
|
||||
#endif
|
||||
|
||||
#endif
|
||||
79
input.c
Normal file
@@ -0,0 +1,79 @@
|
||||
/*Troy Rosin*/
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include <game.h>
|
||||
|
||||
extern int running;
|
||||
|
||||
void handle_input_mainmenu(SDL_Event *e);
|
||||
void handle_input_battle(SDL_Event *e);
|
||||
|
||||
|
||||
void handle_event(SDL_Event *e){
|
||||
while(SDL_PollEvent(e))
|
||||
{
|
||||
switch(state)
|
||||
{
|
||||
case TITLE:
|
||||
if(e->type == SDL_KEYDOWN)
|
||||
{
|
||||
handle_input_mainmenu(e);
|
||||
}
|
||||
break;
|
||||
case BATTLE:
|
||||
switch (e->type)
|
||||
{
|
||||
case SDL_KEYDOWN:
|
||||
handle_input_battle(e);
|
||||
break;
|
||||
case SDL_MOUSEBUTTONDOWN:
|
||||
dragging = GRAB_NEW;
|
||||
break;
|
||||
case SDL_MOUSEBUTTONUP:
|
||||
dragging = LETGO;
|
||||
}
|
||||
break;
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
void handle_input_mainmenu(SDL_Event *e)
|
||||
{
|
||||
switch(e->key.keysym.sym){
|
||||
case SDLK_ESCAPE:
|
||||
running = 0;
|
||||
break;
|
||||
case SDLK_w:
|
||||
if (selected_index) { selected_index--; }
|
||||
else { selected_index = MAIN_SELECTIONS - 1; }
|
||||
selected_index %= MAIN_SELECTIONS;
|
||||
break;
|
||||
case SDLK_s:
|
||||
selected_index++;
|
||||
selected_index %= MAIN_SELECTIONS;
|
||||
break;
|
||||
case SDLK_RETURN:
|
||||
if(selected_index == EXIT_GAME){
|
||||
running = 0;
|
||||
}
|
||||
else{
|
||||
state = BATTLE;
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
void handle_input_battle(SDL_Event *e)
|
||||
{
|
||||
switch(e->key.keysym.sym)
|
||||
{
|
||||
case SDLK_ESCAPE:
|
||||
running = 0;
|
||||
break;
|
||||
default:
|
||||
printf("%d", (char)e->key.keysym.sym);
|
||||
}
|
||||
return;
|
||||
}
|
||||
80
main.c
Normal file
@@ -0,0 +1,80 @@
|
||||
/*Troy Rosin*/
|
||||
|
||||
#include <game.h>
|
||||
#include <input.h>
|
||||
|
||||
#include <mydebug.h>
|
||||
#include <SDL2/SDL.h>
|
||||
#include <SDL2/SDL_image.h>
|
||||
|
||||
SDL_Window* window;
|
||||
SDL_Renderer* renderer;
|
||||
SDL_Event event;
|
||||
|
||||
int state = TITLE;
|
||||
int running;
|
||||
|
||||
|
||||
int selected_index = START_GAME;
|
||||
|
||||
int main(void) {
|
||||
SDL_Init(SDL_INIT_VIDEO);
|
||||
window = SDL_CreateWindow("Shit Game",\
|
||||
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, DEF_WINDOW_WIDTH,
|
||||
DEF_WINDOW_HEIGHT, 0);
|
||||
renderer = SDL_CreateRenderer(window, -1, 0);
|
||||
IMG_Init(IMG_INIT_PNG);
|
||||
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
|
||||
|
||||
SDL_CaptureMouse(SDL_TRUE);
|
||||
|
||||
SDL_Texture* background = IMG_LoadTexture(renderer, "assets/mainscreen.png");
|
||||
SDL_Texture* start_img = IMG_LoadTexture(renderer, "assets/mainscreen_start.png");
|
||||
SDL_Texture* exit_img = IMG_LoadTexture(renderer, "assets/mainscreen_exit.png");
|
||||
SDL_Texture* selection_img = start_img;
|
||||
|
||||
if (!background || !start_img || !exit_img) {
|
||||
printf("IMG_LoadTexture error: %s\n", IMG_GetError());
|
||||
}
|
||||
int ret = 0;
|
||||
ret = SDL_SetTextureColorMod(start_img, 255, 0, 0);
|
||||
ret |= SDL_SetTextureColorMod(exit_img, 255, 0, 0);
|
||||
|
||||
if(ret){
|
||||
puts("SetTextureColorMod error");
|
||||
}
|
||||
|
||||
running = 1;
|
||||
|
||||
while (running)
|
||||
{
|
||||
handle_event(&event);
|
||||
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
if(selected_index == START_GAME){ selection_img = start_img;}
|
||||
else if(selected_index == EXIT_GAME) {selection_img = exit_img;}
|
||||
|
||||
SDL_RenderCopy(renderer, background, NULL, NULL);
|
||||
SDL_RenderCopy(renderer, selection_img, NULL, NULL);
|
||||
|
||||
SDL_RenderPresent(renderer);
|
||||
if(state)
|
||||
{
|
||||
switch(state)
|
||||
{
|
||||
case BATTLE:
|
||||
start_battle();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
SDL_DestroyRenderer(renderer);
|
||||
SDL_DestroyWindow(window);
|
||||
IMG_Quit();
|
||||
SDL_Quit();
|
||||
return 0;
|
||||
}
|
||||
|
||||