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Copy pathgame.c
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495 lines (429 loc) · 14.8 KB
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#include <SDL2/SDL.h>
#include <SDL2/SDL_ttf.h>
#include <time.h>
#include <stdio.h>
#include <string.h>
#include "game.h"
#include "player.h"
#include "bullet.h"
#define MAX_HIGHSCORES 5
#define NAME_LEN 16
typedef struct {
char name[NAME_LEN];
int score;
} Highscore;
Highscore highscores[MAX_HIGHSCORES];
// ---------- Globální proměnné ----------
SDL_Renderer* gRenderer = NULL;
bool gRunning = true;
int score = 0;
int lives = 3;
float shootCooldown = 0.0f;
const float SHOOT_DELAY = 0.5f;
SDL_Window* gWindow = NULL;
// ---------- Invaders ----------
#define MAX_INVADERS_PER_ROW 10
#define MAX_ROWS 5
typedef struct {
float x, y;
int w, h;
bool alive;
} Invader;
Invader invaders[MAX_ROWS][MAX_INVADERS_PER_ROW];
int num_rows = 2;
float invader_speed = 50.0f;
int invader_direction = 1;
// ---------- Invaders střílení ----------
#define MAX_INVADER_BULLETS 10
typedef struct {
float x, y;
int w, h;
bool active;
} InvaderBullet;
InvaderBullet invaderBullets[MAX_INVADER_BULLETS];
// ---------- UI ----------
TTF_Font* font = NULL;
// ---------- Highscore funkce ----------
void load_highscores(void){
FILE* f = fopen("highscores.txt","r");
if(f){
for(int i=0;i<MAX_HIGHSCORES;i++){
if(fscanf(f,"%15s %d",highscores[i].name,&highscores[i].score)!=2){
highscores[i].score=0;
strcpy(highscores[i].name,"---");
}
}
fclose(f);
} else {
for(int i=0;i<MAX_HIGHSCORES;i++){
highscores[i].score=0;
strcpy(highscores[i].name,"---");
}
}
}
void save_highscores(void){
FILE* f = fopen("highscores.txt","w");
if(f){
for(int i=0;i<MAX_HIGHSCORES;i++){
fprintf(f,"%s %d\n",highscores[i].name, highscores[i].score);
}
fclose(f);
}
}
bool check_highscore(int s){
return s>highscores[MAX_HIGHSCORES-1].score;
}
void add_highscore(int s){
char name[NAME_LEN] = "Player";
// -------- Zadávání jména ve hře ----------
SDL_StartTextInput();
SDL_Event e;
bool entering = true;
int len = 0;
while(entering){
SDL_SetRenderDrawColor(gRenderer,0,0,0,255);
SDL_RenderClear(gRenderer);
SDL_Color white={255,255,255,255};
SDL_Color yellow={255,255,0,255};
char buf[64];
snprintf(buf,sizeof(buf),"NEW HIGHSCORE! Score: %d",s);
SDL_Surface* surf = TTF_RenderText_Solid(font,buf,yellow);
SDL_Texture* tex = SDL_CreateTextureFromSurface(gRenderer,surf);
SDL_Rect dst = {SCREEN_W/2 - surf->w/2, SCREEN_H/2 - 80, surf->w, surf->h};
SDL_RenderCopy(gRenderer,tex,NULL,&dst);
SDL_FreeSurface(surf);
SDL_DestroyTexture(tex);
snprintf(buf,sizeof(buf),"Enter name: %s",name);
surf = TTF_RenderText_Solid(font,buf,white);
tex = SDL_CreateTextureFromSurface(gRenderer,surf);
dst = (SDL_Rect){SCREEN_W/2 - surf->w/2, SCREEN_H/2, surf->w, surf->h};
SDL_RenderCopy(gRenderer,tex,NULL,&dst);
SDL_FreeSurface(surf);
SDL_DestroyTexture(tex);
SDL_RenderPresent(gRenderer);
while(SDL_PollEvent(&e)){
if(e.type == SDL_QUIT) entering = false;
if(e.type == SDL_KEYDOWN){
if(e.key.keysym.sym == SDLK_RETURN) entering=false;
else if(e.key.keysym.sym == SDLK_BACKSPACE && len>0){
len--;
name[len]=0;
}
}
if(e.type == SDL_TEXTINPUT){
if(len + (int)strlen(e.text.text) < NAME_LEN-1){
strcat(name,e.text.text);
len += strlen(e.text.text);
}
}
}
SDL_Delay(16);
}
SDL_StopTextInput();
// -------- jméno se vloží do highscore a třídí se podle dosažených bodů --------
highscores[MAX_HIGHSCORES-1].score = s;
strncpy(highscores[MAX_HIGHSCORES-1].name,name,NAME_LEN-1);
highscores[MAX_HIGHSCORES-1].name[NAME_LEN-1]=0;
for(int i=MAX_HIGHSCORES-1;i>0;i--){
if(highscores[i].score>highscores[i-1].score){
Highscore tmp = highscores[i];
highscores[i]=highscores[i-1];
highscores[i-1]=tmp;
} else break;
}
save_highscores();
}
void show_highscores(void) {
SDL_Event e;
bool waiting = true;
while(waiting) {
SDL_SetRenderDrawColor(gRenderer, 0, 0, 0, 255);
SDL_RenderClear(gRenderer);
SDL_Color white = {255,255,255,255};
SDL_Color yellow = {255,255,0,255};
int total_height = MAX_HIGHSCORES * 40;
int start_y = SCREEN_H/2 - total_height/2;
char buf[64];
for(int i=0; i<MAX_HIGHSCORES; i++) {
snprintf(buf, sizeof(buf), "%d. %s %d", i+1, highscores[i].name, highscores[i].score);
SDL_Surface* surf = TTF_RenderText_Solid(font, buf, (i<3 ? yellow : white));
SDL_Texture* tex = SDL_CreateTextureFromSurface(gRenderer, surf);
SDL_Rect dst = { SCREEN_W/2 - surf->w/2, start_y + i*40, surf->w, surf->h };
SDL_RenderCopy(gRenderer, tex, NULL, &dst);
SDL_FreeSurface(surf);
SDL_DestroyTexture(tex);
}
SDL_RenderPresent(gRenderer);
while(SDL_PollEvent(&e)) {
if(e.type == SDL_QUIT) waiting = false;
if(e.type == SDL_KEYDOWN) waiting = false;
}
SDL_Delay(16);
}
}
// ---------- Invaders střílení ----------
void invaders_init(void){
for(int r=0;r<num_rows;r++){
for(int i=0;i<MAX_INVADERS_PER_ROW;i++){
invaders[r][i].w=40;
invaders[r][i].h=20;
invaders[r][i].x=50+i*60;
invaders[r][i].y=50+r*40;
invaders[r][i].alive=true;
}
}
}
void invaders_update(float dt){
float move_amount=invader_speed*dt*invader_direction;
bool hit_edge=false;
for(int r=0;r<num_rows;r++){
for(int i=0;i<MAX_INVADERS_PER_ROW;i++){
if(invaders[r][i].alive){
invaders[r][i].x+=move_amount;
if(invaders[r][i].x<=0 || invaders[r][i].x+invaders[r][i].w>=SCREEN_W) hit_edge=true;
}
}
}
if(hit_edge){
invader_direction*=-1;
for(int r=0;r<num_rows;r++)
for(int i=0;i<MAX_INVADERS_PER_ROW;i++)
if(invaders[r][i].alive) invaders[r][i].y+=10;
}
}
void invaders_render(void){
SDL_SetRenderDrawColor(gRenderer,255,0,0,255);
for(int r=0;r<num_rows;r++)
for(int i=0;i<MAX_INVADERS_PER_ROW;i++)
if(invaders[r][i].alive){
SDL_Rect rect={(int)invaders[r][i].x,(int)invaders[r][i].y,invaders[r][i].w,invaders[r][i].h};
SDL_RenderFillRect(gRenderer,&rect);
}
}
// ---------- Invaders střílení ----------
void invader_bullets_init(void){for(int i=0;i<MAX_INVADER_BULLETS;i++) invaderBullets[i].active=false;}
void invader_fire(float x,float y){for(int i=0;i<MAX_INVADER_BULLETS;i++){if(!invaderBullets[i].active){invaderBullets[i].x=x;invaderBullets[i].y=y;invaderBullets[i].w=5;invaderBullets[i].h=10;invaderBullets[i].active=true;break;}}}
// ---------- zásah ----------
bool check_collision(float x1,float y1,int w1,int h1,float x2,float y2,int w2,int h2){
return !(x1+w1<x2 || x1>x2+w2 || y1+h1<y2 || y1>y2+h2);
}
// ---------- UI ----------
bool ui_init(void){font=TTF_OpenFont("pixel.ttf",24); return font!=NULL;}
void ui_render(void){
char buf[32];
SDL_Color white={255,255,255,255};
snprintf(buf,sizeof(buf),"Score: %d",score);
SDL_Surface* surf=TTF_RenderText_Solid(font,buf,white);
SDL_Texture* tex=SDL_CreateTextureFromSurface(gRenderer,surf);
SDL_Rect dst={10,10,surf->w,surf->h};
SDL_RenderCopy(gRenderer,tex,NULL,&dst);
SDL_FreeSurface(surf);
SDL_DestroyTexture(tex);
snprintf(buf,sizeof(buf),"Lives: %d",lives);
surf=TTF_RenderText_Solid(font,buf,white);
tex=SDL_CreateTextureFromSurface(gRenderer,surf);
dst=(SDL_Rect){SCREEN_W-surf->w-10,10,surf->w,surf->h};
SDL_RenderCopy(gRenderer,tex,NULL,&dst);
SDL_FreeSurface(surf);
SDL_DestroyTexture(tex);
}
void ui_cleanup(void){ if(font) TTF_CloseFont(font); }
// ---------- Menu ----------
MenuOption show_menu(void){
SDL_Event e;
int selected=0;
const char* options[]={"Start","Highscores","Exit"};
const int num_options=3;
while(true){
SDL_SetRenderDrawColor(gRenderer,0,0,0,255);
SDL_RenderClear(gRenderer);
SDL_Color white={255,255,255,255};
SDL_Color yellow={255,255,0,255};
for(int i=0;i<num_options;i++){
SDL_Surface* surf=TTF_RenderText_Solid(font,options[i],(i==selected?yellow:white));
SDL_Texture* tex=SDL_CreateTextureFromSurface(gRenderer,surf);
SDL_Rect dst={SCREEN_W/2 - surf->w/2, SCREEN_H/2 - (num_options*40)/2 + i*50, surf->w, surf->h};
SDL_RenderCopy(gRenderer,tex,NULL,&dst);
SDL_FreeSurface(surf);
SDL_DestroyTexture(tex);
}
SDL_RenderPresent(gRenderer);
while(SDL_PollEvent(&e)){
if(e.type==SDL_QUIT) return MENU_EXIT;
if(e.type==SDL_KEYDOWN){
switch(e.key.keysym.sym){
case SDLK_UP: selected=(selected-1+num_options)%num_options; break;
case SDLK_DOWN: selected=(selected+1)%num_options; break;
case SDLK_RETURN:
case SDLK_KP_ENTER: return (MenuOption)selected;
}
}
}
SDL_Delay(16);
}
}
// ---------- Reset & Game Over ----------
void reset_game(void){
score=0; lives=3; shootCooldown=0.0f; num_rows=2; invader_speed=50.0f; invader_direction=1;
player_init(); bullets_init(); invaders_init(); invader_bullets_init();
}
void show_game_over(void){
SDL_Event e;
bool waiting=true;
char buf[64];
snprintf(buf,sizeof(buf),"GAME OVER! Score: %d",score);
SDL_Color red={255,0,0,255};
while(waiting){
SDL_SetRenderDrawColor(gRenderer,0,0,0,255);
SDL_RenderClear(gRenderer);
SDL_Surface* surf=TTF_RenderText_Solid(font,buf,red);
SDL_Texture* tex=SDL_CreateTextureFromSurface(gRenderer,surf);
SDL_Rect dst={SCREEN_W/2 - surf->w/2, SCREEN_H/2 - surf->h/2, surf->w, surf->h};
SDL_RenderCopy(gRenderer,tex,NULL,&dst);
SDL_FreeSurface(surf);
SDL_DestroyTexture(tex);
SDL_RenderPresent(gRenderer);
while(SDL_PollEvent(&e)){
if(e.type==SDL_QUIT || e.type==SDL_KEYDOWN) waiting=false;
}
SDL_Delay(16);
}
}
// ---------- Inicializace ----------
bool game_init(void){
srand((unsigned int)time(NULL));
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
printf("SDL_Init Error: %s\n", SDL_GetError());
return false;
}
gWindow = SDL_CreateWindow(
"Space Invaders",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
SCREEN_W,
SCREEN_H,
0
);
if (!gWindow) {
printf("SDL_CreateWindow Error: %s\n", SDL_GetError());
return false;
}
gRenderer = SDL_CreateRenderer(gWindow, -1, SDL_RENDERER_ACCELERATED);
if (!gRenderer) {
printf("SDL_CreateRenderer Error: %s\n", SDL_GetError());
return false;
}
if (TTF_Init() != 0) {
printf("TTF_Init Error: %s\n", TTF_GetError());
return false;
}
if (!ui_init()) return false;
load_highscores();
return true;
}
// ---------- Postup do dalšího levelu ----------
void game_update(float dt){
bullets_update(dt);
invaders_update(dt);
bool all_dead=true;
for(int r=0;r<num_rows;r++){
for(int i=0;i<MAX_INVADERS_PER_ROW;i++){
if(invaders[r][i].alive) all_dead=false;
for(int b=0;b<MAX_BULLETS;b++){
if(bullets[b].active && invaders[r][i].alive &&
check_collision(bullets[b].x,bullets[b].y,bullets[b].w,bullets[b].h,
invaders[r][i].x,invaders[r][i].y,invaders[r][i].w,invaders[r][i].h)){
bullets[b].active=false;
invaders[r][i].alive=false;
score+=100;
}
}
}
}
if(all_dead){
if(num_rows<MAX_ROWS) num_rows++;
invader_speed*=1.2f;
invaders_init();
}
for(int i=0;i<MAX_INVADER_BULLETS;i++){
if(invaderBullets[i].active){
invaderBullets[i].y+=200*dt;
if(invaderBullets[i].y>SCREEN_H) invaderBullets[i].active=false;
if(check_collision(invaderBullets[i].x,invaderBullets[i].y,invaderBullets[i].w,invaderBullets[i].h,
player.x,player.y,player.w,player.h)){
invaderBullets[i].active=false;
lives--;
if(lives<=0) gRunning=false;
}
}
}
for(int r=0;r<num_rows;r++){
for(int i=0;i<MAX_INVADERS_PER_ROW;i++){
if(invaders[r][i].alive && (rand()%1000)<5){
invader_fire(invaders[r][i].x+invaders[r][i].w/2-2,invaders[r][i].y+invaders[r][i].h);
}
}
}
}
// ---------- Render ----------
void game_render(void){
SDL_SetRenderDrawColor(gRenderer,0,0,0,255);
SDL_RenderClear(gRenderer);
player_render();
bullets_render();
invaders_render();
SDL_SetRenderDrawColor(gRenderer,0,0,255,255);
for(int i=0;i<MAX_INVADER_BULLETS;i++){
if(invaderBullets[i].active){
SDL_Rect rect={(int)invaderBullets[i].x,(int)invaderBullets[i].y,invaderBullets[i].w,invaderBullets[i].h};
SDL_RenderFillRect(gRenderer,&rect);
}
}
ui_render();
SDL_RenderPresent(gRenderer);
}
// ---------- Hlavní smyčka ----------
void game_loop(void){
SDL_Event e;
Uint32 last=SDL_GetTicks();
gRunning=true;
while(gRunning){
Uint32 now=SDL_GetTicks();
float dt=(now-last)/1000.0f;
last=now;
if(shootCooldown>0.0f) shootCooldown-=dt;
while(SDL_PollEvent(&e)){
if(e.type==SDL_QUIT) gRunning=false;
if(e.type==SDL_KEYDOWN && e.key.keysym.scancode==SDL_SCANCODE_SPACE){
if(shootCooldown<=0.0f){
bullets_fire(player.x+player.w/2-2,player.y);
shootCooldown=SHOOT_DELAY;
}
}
}
const Uint8* keystates=SDL_GetKeyboardState(NULL);
player_handle_input(keystates,dt);
game_update(dt);
game_render();
SDL_Delay(1000/FPS);
}
show_game_over();
if(check_highscore(score)){
add_highscore(score);
show_highscores();
}
}
// ---------- Ukončení ----------
void game_cleanup(void){
if (gRenderer) {
SDL_DestroyRenderer(gRenderer);
gRenderer = NULL;
}
if (gWindow) {
SDL_DestroyWindow(gWindow);
gWindow = NULL;
}
ui_cleanup();
TTF_Quit();
SDL_Quit();
}