A few more formatting tweaks

This commit is contained in:
Kevin MacMartin 2020-10-23 16:46:10 -04:00
parent 4fb76cb808
commit 78163cec45

View file

@ -90,8 +90,8 @@ const int colourTextLabel[3] = { 215, 95, 95 }; // Red
const int colourTextData[3] = { 135, 215, 255 }; // Blue const int colourTextData[3] = { 135, 215, 255 }; // Blue
// ENUMERATIONS FOR MORE READABLE CODE // ENUMERATIONS FOR MORE READABLE CODE
enum direction {Up, Down, Left, Right}; // Movement directions enum direction { Up, Down, Left, Right }; // Movement directions
enum gameParams {QuitGame, TilesHigh, TilesWide, NPCCount, SnakeSpeed, SnakeLength, SnakeDirection, SnakeScore}; enum gameParams { QuitGame, TilesHigh, TilesWide, NPCCount, SnakeSpeed, SnakeLength, SnakeDirection, SnakeScore };
// GAME FUNCTIONS // GAME FUNCTIONS
void gameLoop(SDL_Surface* screen, SDL_Rect** ppTiles, int** ppSprites, int (*gameParameters)[8], SDL_Event* event); void gameLoop(SDL_Surface* screen, SDL_Rect** ppTiles, int** ppSprites, int (*gameParameters)[8], SDL_Event* event);
@ -222,17 +222,17 @@ int main(int argc, char* args[]) {
// GAME LOOP // GAME LOOP
void gameLoop(SDL_Surface* screen, SDL_Rect** ppTiles, int** ppSprites, int (*gameParameters)[8], SDL_Event* event) { void gameLoop(SDL_Surface* screen, SDL_Rect** ppTiles, int** ppSprites, int (*gameParameters)[8], SDL_Event* event) {
SDL_Colour SDL_ColourBackground = {colourBackground[0], colourBackground[1], colourBackground[2]}; SDL_Colour SDL_ColourBackground = { colourBackground[0], colourBackground[1], colourBackground[2] };
SDL_Colour SDL_ColourTextLabel = {colourTextLabel[0], colourTextLabel[1], colourTextLabel[2]}; SDL_Colour SDL_ColourTextLabel = { colourTextLabel[0], colourTextLabel[1], colourTextLabel[2] };
SDL_Colour SDL_ColourTextData = {colourTextData[0], colourTextData[1], colourTextData[2]}; SDL_Colour SDL_ColourTextData = { colourTextData[0], colourTextData[1], colourTextData[2] };
SDL_Colour SDL_ColourTextGameOver = {colourTextGameOver[0], colourTextGameOver[1], colourTextGameOver[2]}; SDL_Colour SDL_ColourTextGameOver = { colourTextGameOver[0], colourTextGameOver[1], colourTextGameOver[2] };
int scoreLabelPosition[2] = {15, (TILEHEIGHT * (*gameParameters)[TilesHigh]) + 4}; int scoreLabelPosition[2] = { 15, (TILEHEIGHT * (*gameParameters)[TilesHigh]) + 4 };
int scoreDataPosition[2] = {95, (TILEHEIGHT * (*gameParameters)[TilesHigh]) + 4}; int scoreDataPosition[2] = { 95, (TILEHEIGHT * (*gameParameters)[TilesHigh]) + 4 };
int speedLabelPosition[2] = {(TILEWIDTH * (*gameParameters)[TilesWide]) - 100, (TILEHEIGHT * (*gameParameters)[TilesHigh]) + 4}; int speedLabelPosition[2] = { (TILEWIDTH * (*gameParameters)[TilesWide]) - 100, (TILEHEIGHT * (*gameParameters)[TilesHigh]) + 4 };
int speedDataPosition[2] = {(TILEWIDTH * (*gameParameters)[TilesWide]) - 25, (TILEHEIGHT * (*gameParameters)[TilesHigh]) + 4}; int speedDataPosition[2] = { (TILEWIDTH * (*gameParameters)[TilesWide]) - 25, (TILEHEIGHT * (*gameParameters)[TilesHigh]) + 4 };
int gameOverMsgPosition[5] = {(TILEWIDTH * ((*gameParameters)[TilesWide] / 2)) - 147, (TILEWIDTH * ((*gameParameters)[TilesWide] / 2)) - 50, (TILEWIDTH * ((*gameParameters)[TilesWide] / 2)) + 61, (TILEWIDTH * ((*gameParameters)[TilesWide] / 2)) + 82, (TILEHEIGHT * (*gameParameters)[TilesHigh]) + 9}; int gameOverMsgPosition[5] = { (TILEWIDTH * ((*gameParameters)[TilesWide] / 2)) - 147, (TILEWIDTH * ((*gameParameters)[TilesWide] / 2)) - 50, (TILEWIDTH * ((*gameParameters)[TilesWide] / 2)) + 61, (TILEWIDTH * ((*gameParameters)[TilesWide] / 2)) + 82, (TILEHEIGHT * (*gameParameters)[TilesHigh]) + 9 };
char* gameOverMsg[4] = {"GAME OVER", "SPACE to RESTART", " or ", "ESC to QUIT"}; char* gameOverMsg[4] = { "GAME OVER", "SPACE to RESTART", " or ", "ESC to QUIT" };
char tempString[2][3] = {"-1", "-1"}; char tempString[2][3] = { "-1", "-1" };
// LOAD BLOCKS AND FOOD // LOAD BLOCKS AND FOOD
loadNPCs(screen, ppTiles, ppSprites, gameParameters); loadNPCs(screen, ppTiles, ppSprites, gameParameters);
@ -637,8 +637,8 @@ void randomLocation(int** ppSprites, int (*gameParameters)[8], int* location[2])
// DRAW TEXT WHEN REQUIRED // DRAW TEXT WHEN REQUIRED
void drawText(SDL_Surface* screen, char* string, int size, int x, int y, SDL_Colour colour) { void drawText(SDL_Surface* screen, char* string, int size, int x, int y, SDL_Colour colour) {
SDL_Colour SDL_ColourBackground = {colourBackground[0], colourBackground[1], colourBackground[2]}; SDL_Colour SDL_ColourBackground = { colourBackground[0], colourBackground[1], colourBackground[2] };
SDL_Rect coordinates = {x, y}; SDL_Rect coordinates = { x, y };
SDL_Surface *newString = NULL; SDL_Surface *newString = NULL;
TTF_Font *font; TTF_Font *font;