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
|
#include "games/breakout/Breakout.hpp"
#include "common/math.hpp"
#include "games/Game.hpp"
#include "common/shapes.hpp"
#include "renderer/Renderer.hpp"
void
Breakout::Start()
{
float xmid = (3.0f / 2);
m_paddle.x = xmid - (PADDLE_WIDTH / 2);
m_paddle.dx = 0.0f;
m_ball.circle.x = xmid;
m_ball.circle.y = 2.0f;
m_ball.circle.r = 0.05f;
m_ball.dx = 0.0f;
m_ball.dy = 1.0f;
float brickmap_w = 1.00f * MAP_WIDTH;
float brickmap_h = 0.25f * MAP_HEIGHT;
float brick_w_sum = 0.80f * brickmap_w;
float brick_h_sum = 0.70f * brickmap_h;
float brick_xgap_sum = brickmap_w - brick_w_sum;
float brick_ygap_sum = brickmap_h - brick_h_sum;
float brick_w = brick_w_sum / BRICK_COLS;
float brick_h = brick_h_sum / BRICK_ROWS;
float brick_xgap = brick_xgap_sum / (BRICK_COLS+1);
float brick_ygap = brick_ygap_sum / (BRICK_ROWS+1);
float y = MAP_HEIGHT - brickmap_h;
for (uint32_t row = 0; row < BRICK_ROWS; row++) {
float x = brick_xgap;
for (uint32_t col = 0; col < BRICK_COLS; col++) {
m_bricks[row][col].x0 = x;
m_bricks[row][col].y0 = y;
m_bricks[row][col].x1 = x + brick_w;
m_bricks[row][col].y1 = y + brick_h;
x += brick_w + brick_xgap;
}
y += brick_h + brick_ygap;
}
m_game_status = game_resume;
}
void
Breakout::ProcessEvent(SDL_Event& event)
{
switch (event.type) {
case SDL_EVENT_KEY_DOWN: {
auto key = event.key.key;
if (key == SDLK_ESCAPE) {
m_game_status = game_pause;
}
else if (key == SDLK_RIGHT || key == SDLK_D) {
m_paddle.dx = 1.0f;
}
else if (key == SDLK_LEFT || key == SDLK_A) {
m_paddle.dx = -1.0f;
}
else {
}
} break;
case SDL_EVENT_KEY_UP: {
auto key = event.key.key;
if (key == SDLK_RIGHT || key == SDLK_D) {
m_paddle.dx = 0.0f;
}
else if (key == SDLK_LEFT || key == SDLK_A) {
m_paddle.dx = 0.0f;
}
} break;
default:;
}
}
void
Breakout::Update(float dt)
{
MoveBall(dt);
MovePaddle(dt);
}
void
Breakout::MovePaddle(float dt)
{
float x = m_paddle.x + m_paddle.dx * dt;
if (x + PADDLE_WIDTH >= MAP_WIDTH) {
x = MAP_WIDTH - PADDLE_WIDTH;
}
if (x <= 0.0f) {
x = 0.0f;
}
m_paddle.x = x;
}
void
Breakout::MoveBall(float dt)
{
float x = m_ball.circle.x + m_ball.dx * dt;
float y = m_ball.circle.y + m_ball.dy * dt;
m_ball.circle.x = x;
m_ball.circle.y = y;
// collision walls
if (m_ball.circle.x <= 0.0f) {
m_ball.dx = std::abs(m_ball.dx);
}
if (m_ball.circle.x + m_ball.circle.r >= MAP_WIDTH) {
m_ball.dx = -std::abs(m_ball.dx);
}
if (m_ball.circle.y <= 0.0f) {
m_game_status = game_over;
}
if (m_ball.circle.y + m_ball.circle.r >= MAP_HEIGHT) {
m_ball.dy = -std::abs(m_ball.dy);
}
// collision paddle
Rectangle paddle_rect = {
m_paddle.x,
0.0f,
m_paddle.x + PADDLE_WIDTH,
PADDLE_HEIGHT
};
if (Intersect_Rectangle_Circle(paddle_rect, m_ball.circle)) {
m_ball.dy = std::abs(m_ball.dy);
}
}
void
Breakout::Draw()
{
// Todo: draw a circle
Rectangle ball_rectangle = {
m_ball.circle.x - m_ball.circle.r,
m_ball.circle.y - m_ball.circle.r,
m_ball.circle.x + m_ball.circle.r,
m_ball.circle.y + m_ball.circle.r
};
Color ball_color = {0.3f, 0.5f, 0.3f, 1.0f};
g_renderer.PushRectangle(ball_rectangle, ball_color, z_layer2);
Color paddle_color = {0.6f, 0.3f, 0.3f, 1.0f};
Rectangle paddle_rect = {
m_paddle.x,
0.0f,
m_paddle.x + PADDLE_WIDTH,
PADDLE_HEIGHT
};
g_renderer.PushRectangle(paddle_rect, paddle_color, z_layer1);
Color brick_color = {0.5f, 0.3f, 0.3f, 1.0f};
for (uint32_t y = 0; y < BRICK_ROWS; y++) {
for (uint32_t x = 0; x < BRICK_COLS; x++) {
g_renderer.PushRectangle(m_bricks[y][x], brick_color, z_layer1);
}
}
}
|