-
Notifications
You must be signed in to change notification settings - Fork 0
/
jogoutils.c
289 lines (261 loc) · 7.54 KB
/
jogoutils.c
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
#include "jogoutils.h"
#include <math.h>
void iniciaBola(Player *bola, int x, int y, int timer){
bola->bmp = al_load_bitmap("./resources/ball.png");
bola->x = x;
bola->y = y;
bola->r = 5;
bola->timer = timer;
bola->move = false;
}
/*inica um bloco em uma posicao*/
Bloco *iniciaBloco(int x, int y, int c){
Bloco *b = malloc(sizeof(Bloco));
b->bmp = al_load_bitmap("./resources/quad.png");
b->d = 90;
b->x = x;
b->y = y;
b->cont = c;
return b;
}
/*inica um bloco em uma posicao*/
Item *iniciaItem(int x, int y){
Item *i = malloc(sizeof(Item));
i->anim1 = al_load_bitmap("./resources/itemt2.png");
i->anim2 = al_load_bitmap("./resources/itemt3.png");
i->d = 90;
i->x = x;
i->y = y;
return i;
}
/*retorna se elemento ainda nao existe no vetor*/
int naorepete(int a, int vet[], int tam){
if(tam > 0){
for(int i = 0; i < tam; i++){
if(a == vet[i]){
return 0;
}
}
return 1;
}
return 1;
}
/*cria linha de blocos sem repetir posicoes*/
void criaLinha(listaBloco *lbl, int pontos){
int esp = 95;
/*1-7 blocos podem ser criados*/
int r = (pontos < 30 ? (rand() %7) : 5);
int i = 0;
r++;
int pos[r];
/*cria blocos e insere apenas se nao repetir as posicoes*/
while(i < r){
/*posicoes 0-6*/
int r2 = (rand() %7);
if(naorepete(r2, pos, i)){
pos[i] = r2;
/*1/3 de chance do prox bloco ter o dobro de "vida"*/
int chance = ((rand() % 3)+1) == 3;
int moeda = ((rand() % 2)) == 1;
if(r > 1 && (i == r-1) && moeda){
insereLista(NULL, (iniciaItem(50+(r2*esp), 185)), lbl);
}
else{
if(pontos == 0){
if(chance){
insereLista(iniciaBloco(5+(r2*esp), 140, 2), NULL, lbl);
}
else{
insereLista(iniciaBloco(5+(r2*esp), 140, 1), NULL, lbl);
}
}
else{
if(chance){
insereLista(iniciaBloco(5+(r2*esp), 140, pontos*2), NULL, lbl);
}
else{
insereLista(iniciaBloco(5+(r2*esp), 140, pontos), NULL, lbl);
}
}
}
i++;
}
}
}
/*toca sample se on for true*/
void tocaMusica(bool on, ALLEGRO_SAMPLE *sample, ALLEGRO_PLAYMODE mode){
if(on){
al_play_sample(sample, 0.5, 0.0, 1.0, mode, NULL);
}
}
/*para mixer de musica*/
void paraSom(){
al_set_mixer_playing(al_get_default_mixer(), false);
}
/*inicia mixer de musica*/
void continuaSom(){
al_set_mixer_playing(al_get_default_mixer(), true);
}
/*redesenha menu principal*/
void desenhaMenu(ALLEGRO_BITMAP *b1, ALLEGRO_BITMAP *b2, ALLEGRO_BITMAP *t, ALLEGRO_BITMAP *info, float width, ALLEGRO_FONT *font, char *max){
al_clear_to_color(al_map_rgb(0, 0, 0));
al_draw_rotated_bitmap(b1, 150, 68.5, width, 350, 0, 0);
al_draw_rotated_bitmap(b2, 150, 68.5, width, 500, 0, 0);
al_draw_rotated_bitmap(t, 150, 70, width, 200, 0, 0);
al_draw_bitmap(info, 5, 50, 0);
al_draw_text(font, al_map_rgb(255,255,255), (width*2)-50, 5, 0, max);
}
void desenhaPausa(ALLEGRO_BITMAP *b1, ALLEGRO_BITMAP *b2, ALLEGRO_BITMAP *b3, ALLEGRO_BITMAP *info, float width, ALLEGRO_FONT *font, char *max){
al_clear_to_color(al_map_rgb(0, 0, 0));
al_draw_rotated_bitmap(b1, 150, 68.5, width, 200, 0, 0);
al_draw_rotated_bitmap(b3, 150, 68.5, width, 350, 0, 0);
al_draw_rotated_bitmap(b2, 150, 68.5, width, 500, 0, 0);
al_draw_bitmap(info, width, 650, 0);
al_draw_text(font, al_map_rgb(255,255,255), (width*2)-30, 5, 0, max);
}
/*norma de um vetor*/
float norma(float x, float y){
return (sqrt(x * x + y * y));
}
/*retorna se houve ou nao colisao entre a bola e um bloco*/
int colisao(Player *bola, Bloco b1){
float cx = bola->x+bola->dx;
float cy = bola->y+bola->dy;
float testX = cx;
float testY = cy;
//esq
if (cx < b1.x){
testX = b1.x;
}
//dir
else if (cx > b1.x+b1.d){
testX = b1.x+b1.d;
}
//cima
if (cy < b1.y){
testY = b1.y;
}
//baixo
else if (cy > b1.y+b1.d){
testY = b1.y+b1.d;
}
// get distance from closest edges
float distX = cx-testX;
float distY = cy-testY;
float distance = sqrt( (distX*distX) + (distY*distY) );
// if the distance is less than the radius, collision!
if (distance <= bola->r) {
return 1;
}
return 0;
}
/*retorna se houve ou nao colisao entre a bola e um bloco*/
int colisaoIt(Player *bola, Item b1){
float cx = bola->x+bola->dx;
float cy = bola->y+bola->dy;
float testX = cx;
float testY = cy;
//esq
if (cx < b1.x-(b1.d/2)){
testX = b1.x;
}
//dir
else if (cx > b1.x+(b1.d/2)){
testX = b1.x+b1.d;
}
//cima
if (cy < b1.y-(b1.d/2)){
testY = b1.y;
}
//baixo
else if (cy > b1.y+(b1.d/2)){
testY = b1.y+b1.d;
}
// get distance from closest edges
float distX = cx-testX;
float distY = cy-testY;
float distance = sqrt( (distX*distX) + (distY*distY) );
// if the distance is less than the radius, collision!
if (distance <= bola->r) {
return 1;
}
return 0;
}
void colideParedes(Player **bolas, int qtdball, int width, int height){
for(int i = 0; i < qtdball; i++){
if((bolas[i]->x > width-bolas[i]->r && bolas[i]->y < bolas[i]->r) || (bolas[i]->x < bolas[i]->r && bolas[i]->y < bolas[i]->r)){
bolas[i]->dx = -bolas[i]->dx;
bolas[i]->dy = -bolas[i]->dy;
}
else if(bolas[i]->x <= bolas[i]->r || bolas[i]->x+bolas[i]->r >= width){
bolas[i]->dx = -bolas[i]->dx;
}
else if(bolas[i]->y <= bolas[i]->r){
bolas[i]->dy = -bolas[i]->dy;
}
}
}
void mira(Player bola, int posx, int posy, int qtdball){
ALLEGRO_BITMAP *tri = al_load_bitmap("./resources/triang.png");
ALLEGRO_FONT *minifont = al_load_font("./resources/PixelF.ttf", 15, 0);
char qtdbolas[50];
/*rotaciona o triangulo de acordo com a rotacao da bolinha*/
float dist = sqrtf( ((bola.x-posx)*(bola.x-posx)) + ((bola.y-posy)*(bola.y-posy)) );
int q = floorf(dist/20);
/*distancia curta, desesnha bolinhas menores*/
if(q < 10 && q > 0){
for(float i = 0; i < q; i++){
al_draw_filled_circle(bola.x-((bola.x-posx)*(i/(q-1))), bola.y-((bola.y-posy)*(i/(q-1))), 2, al_map_rgb(255,255,255));
al_draw_rotated_bitmap(tri, 10, 30, (bola.x-((bola.x-posx)*0.05)), (bola.y-((bola.y-posy)*0.05)), atan2(posx-bola.x, -(posy-bola.y)), 0);
}
}
/*distancia maior, desenha bolinhas maiores*/
else if(q > 0){
for(float i = 3; i < q; i++){
al_draw_filled_circle(bola.x-((bola.x-posx)*(i/(q-1))), bola.y-((bola.y-posy)*(i/(q-1))), 4, al_map_rgb(255,255,255));
al_draw_rotated_bitmap(tri, 10, 30, (bola.x-((bola.x-posx)*0.05)), (bola.y-((bola.y-posy)*0.05)), atan2(posx-bola.x, -(posy-bola.y)), 0);
}
}
sprintf(qtdbolas, "x%d", qtdball);
al_draw_text(minifont, al_map_rgb(255,255,255), bola.x+10, bola.y-10, 0, qtdbolas);
al_destroy_font(minifont);
al_destroy_bitmap(tri);
}
void desenhaBloco(Bloco b1, ALLEGRO_FONT *font){
char bcont[4];
sprintf(bcont, "%d", b1.cont);
/*colocar em funcao*/
/*amarelo*/
if(b1.cont < 8)
al_draw_tinted_bitmap(b1.bmp, al_map_rgb(255, 195, 0), b1.x, b1.y, 0);
/*verde*/
else if(b1.cont < 14){
al_draw_tinted_bitmap(b1.bmp, al_map_rgb(0, 255, 0), b1.x, b1.y, 0);
}
/*vermelho*/
else if(b1.cont < 40){
al_draw_tinted_bitmap(b1.bmp, al_map_rgb(255, 0, 0), b1.x, b1.y, 0);
}
/*azul*/
else{
al_draw_tinted_bitmap(b1.bmp, al_map_rgb(0, 0, 255), b1.x, b1.y, 0);
}
al_draw_text(font, al_map_rgb(255, 255, 255), b1.x+45, b1.y+30, ALLEGRO_ALIGN_CENTER, bcont);
}
void reflete(Player *bola, Bloco b1){
/*bola passa raspando por cima*/
if((bola->x <= b1.x && bola->y <= b1.y) || (bola->x >= b1.x+b1.d && bola->y <= b1.y)){
bola->dx = -bola->dx;
}
/*bola na esquerda ou na direita*/
else if((bola->x <= b1.x && bola->y >= b1.y) || (bola->x >= b1.x+b1.d && bola->y >= b1.y)){
bola->dx = -bola->dx;
}
else if((bola->x >= b1.x && bola->y >= b1.y+b1.d) || (bola->x >= b1.x && bola->y <= b1.y)){
bola->dy = -bola->dy;
}
/*bola passa raspando em algum lado*/
else{
bola->dy = -bola->dy;
}
}