mirror of
https://github.com/RGBCube/serenity
synced 2025-07-29 05:07:45 +00:00
Userland+Base: Remove Breakout and Pong games
These games were not very playable and definitely not fun.
This commit is contained in:
parent
4e4a930b13
commit
45de16f195
19 changed files with 0 additions and 1168 deletions
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@ -1,14 +0,0 @@
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serenity_component(
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Breakout
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RECOMMENDED
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TARGETS Breakout
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)
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set(SOURCES
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main.cpp
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Game.cpp
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LevelSelectDialog.cpp
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)
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serenity_app(Breakout ICON app-breakout)
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target_link_libraries(Breakout LibGUI LibMain LibDesktop)
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@ -1,335 +0,0 @@
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/*
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* Copyright (c) 2020, Andreas Kling <kling@serenityos.org>
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* Copyright (c) 2022, the SerenityOS developers.
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include "Game.h"
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#include "LevelSelectDialog.h"
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#include <AK/Random.h>
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#include <LibGUI/Application.h>
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#include <LibGUI/MessageBox.h>
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#include <LibGUI/Painter.h>
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#include <LibGfx/AntiAliasingPainter.h>
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#include <LibGfx/StandardCursor.h>
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#include <unistd.h>
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namespace Breakout {
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Game::Game()
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{
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set_override_cursor(Gfx::StandardCursor::Hidden);
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auto level_dialog = LevelSelectDialog::show(m_board, window());
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if (level_dialog != GUI::Dialog::ExecResult::OK)
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m_board = -1;
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set_paused(false);
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start_timer(16);
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reset();
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}
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void Game::reset_paddle()
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{
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update(enclosing_int_rect(m_paddle.rect));
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m_paddle.moving_left = false;
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m_paddle.moving_right = false;
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m_paddle.rect = { game_width / 2 - 40, game_height - 20, 80, 16 };
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update(enclosing_int_rect(m_paddle.rect));
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}
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void Game::reset()
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{
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update(lives_left_rect());
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m_lives = 3;
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update(lives_left_rect());
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m_pause_count = 0;
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m_cheater = false;
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reset_ball();
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reset_paddle();
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generate_bricks();
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}
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void Game::generate_bricks()
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{
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m_bricks = {};
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Gfx::Color colors[] = {
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Gfx::Color::Red,
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Gfx::Color::Green,
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Gfx::Color::Blue,
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Gfx::Color::Yellow,
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Gfx::Color::Magenta,
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Gfx::Color::Cyan,
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Gfx::Color::LightGray,
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};
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Vector<Brick> boards[] = {
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// :^)
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Vector({
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Brick(0, 0, colors[3], 40, 12, 100),
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Brick(0, 4, colors[3], 40, 12, 100),
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Brick(1, 2, colors[3], 40, 12, 100),
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Brick(1, 5, colors[3], 40, 12, 100),
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Brick(2, 1, colors[3], 40, 12, 100),
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Brick(2, 3, colors[3], 40, 12, 100),
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Brick(2, 6, colors[3], 40, 12, 100),
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Brick(3, 6, colors[3], 40, 12, 100),
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Brick(4, 0, colors[3], 40, 12, 100),
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Brick(4, 6, colors[3], 40, 12, 100),
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Brick(5, 6, colors[3], 40, 12, 100),
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Brick(6, 5, colors[3], 40, 12, 100),
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Brick(7, 4, colors[3], 40, 12, 100),
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})
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};
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if (m_board != -1) {
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m_bricks = boards[m_board];
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for (auto& brick : m_bricks)
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update(enclosing_int_rect(brick.rect));
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} else {
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// Rainbow
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for (int row = 0; row < 7; ++row) {
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for (int column = 0; column < 10; ++column) {
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Brick brick(row, column, colors[row]);
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m_bricks.append(brick);
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update(enclosing_int_rect(brick.rect));
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}
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}
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}
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}
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void Game::set_paused(bool paused)
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{
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m_paused = paused;
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if (m_paused) {
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set_override_cursor(Gfx::StandardCursor::None);
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m_pause_count++;
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} else {
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set_override_cursor(Gfx::StandardCursor::Hidden);
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}
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update(pause_rect());
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}
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void Game::timer_event(Core::TimerEvent&)
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{
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if (m_paused)
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return;
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tick();
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}
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void Game::paint_event(GUI::PaintEvent& event)
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{
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GUI::Painter painter(*this);
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painter.add_clip_rect(event.rect());
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Gfx::AntiAliasingPainter aa_painter { painter };
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painter.fill_rect(rect(), Color::Black);
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aa_painter.fill_ellipse(enclosing_int_rect(m_ball.rect()), Color::Red);
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painter.fill_rect(enclosing_int_rect(m_paddle.rect), Color::White);
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for (auto& brick : m_bricks) {
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if (!brick.dead)
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painter.fill_rect(enclosing_int_rect(brick.rect), brick.color);
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}
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painter.draw_text(lives_left_rect(), String::formatted("Lives: {}", m_lives), Gfx::TextAlignment::Center, Color::White);
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if (m_paused) {
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char const* msg = m_cheater ? "C H E A T E R" : "P A U S E D";
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painter.draw_text(pause_rect(), msg, Gfx::TextAlignment::Center, Color::White);
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}
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}
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void Game::keyup_event(GUI::KeyEvent& event)
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{
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if (m_paused)
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return;
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switch (event.key()) {
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case Key_A:
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[[fallthrough]];
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case Key_Left:
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m_paddle.moving_left = false;
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break;
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case Key_D:
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[[fallthrough]];
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case Key_Right:
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m_paddle.moving_right = false;
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break;
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default:
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break;
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}
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}
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void Game::keydown_event(GUI::KeyEvent& event)
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{
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if (m_paused)
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return;
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switch (event.key()) {
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case Key_Escape:
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GUI::Application::the()->quit();
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break;
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case Key_A:
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[[fallthrough]];
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case Key_Left:
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m_paddle.moving_left = true;
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break;
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case Key_D:
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[[fallthrough]];
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case Key_Right:
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m_paddle.moving_right = true;
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break;
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default:
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break;
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}
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}
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void Game::mousemove_event(GUI::MouseEvent& event)
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{
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if (m_paused)
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return;
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update(enclosing_int_rect(m_paddle.rect));
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float new_paddle_x = event.x() - m_paddle.rect.width() / 2;
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new_paddle_x = max(0.0f, new_paddle_x);
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new_paddle_x = min(game_width - m_paddle.rect.width(), new_paddle_x);
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m_paddle.rect.set_x(new_paddle_x);
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update(enclosing_int_rect(m_paddle.rect));
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}
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void Game::reset_ball()
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{
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int position_x_min = (game_width / 2) - 50;
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int position_x_max = (game_width / 2) + 50;
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int position_x = get_random<u32>() % (position_x_max - position_x_min + 1) + position_x_min;
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int position_y = 200;
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int velocity_x = get_random<u32>() % 3 + 1;
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int velocity_y = 3 + (3 - velocity_x);
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if (get_random<u32>() % 2)
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velocity_x = velocity_x * -1;
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update(enclosing_int_rect(m_ball.rect()));
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m_ball = {};
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m_ball.position = { position_x, position_y };
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m_ball.velocity = { velocity_x, velocity_y };
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update(enclosing_int_rect(m_ball.rect()));
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}
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void Game::hurt()
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{
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stop_timer();
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update(lives_left_rect());
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m_lives--;
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update(lives_left_rect());
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if (m_lives <= 0) {
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GUI::MessageBox::show(window(), "You lose!", "Breakout", GUI::MessageBox::Type::Information, GUI::MessageBox::InputType::OK);
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reset();
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}
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sleep(1);
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reset_ball();
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reset_paddle();
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start_timer(16);
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}
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void Game::win()
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{
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stop_timer();
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update();
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if (m_cheater) {
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GUI::MessageBox::show(window(), "You cheated not only the game, but yourself.", "Breakout", GUI::MessageBox::Type::Information, GUI::MessageBox::InputType::OK);
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} else {
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GUI::MessageBox::show(window(), "You win!", "Breakout", GUI::MessageBox::Type::Information, GUI::MessageBox::InputType::OK);
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}
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reset();
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start_timer(16);
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}
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void Game::tick()
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{
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auto new_ball = m_ball;
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new_ball.position += new_ball.velocity;
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update(enclosing_int_rect(m_ball.rect()));
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if (new_ball.x() < new_ball.radius || new_ball.x() > game_width - new_ball.radius) {
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new_ball.position.set_x(m_ball.x());
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new_ball.velocity.set_x(new_ball.velocity.x() * -1);
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}
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if (new_ball.y() < new_ball.radius) {
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new_ball.position.set_y(m_ball.y());
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new_ball.velocity.set_y(new_ball.velocity.y() * -1);
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}
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if (new_ball.y() > game_height - new_ball.radius) {
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hurt();
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return;
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}
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update(enclosing_int_rect(new_ball.rect()));
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if (new_ball.rect().intersects(m_paddle.rect)) {
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if (m_ball.y() < new_ball.y()) {
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new_ball.position.set_y(m_ball.y());
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}
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new_ball.velocity.set_y(fabs(new_ball.velocity.y()) * -1);
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float distance_to_middle_of_paddle = new_ball.x() - m_paddle.rect.center().x();
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float relative_impact_point = distance_to_middle_of_paddle / m_paddle.rect.width();
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new_ball.velocity.set_x(relative_impact_point * 7);
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}
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for (auto& brick : m_bricks) {
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if (brick.dead)
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continue;
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if (new_ball.rect().intersects(brick.rect)) {
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brick.dead = true;
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auto overlap = new_ball.rect().intersected(brick.rect);
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if (overlap.width() < overlap.height()) {
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new_ball.position.set_x(m_ball.x());
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new_ball.velocity.set_x(new_ball.velocity.x() * -1);
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} else {
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new_ball.position.set_y(m_ball.y());
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new_ball.velocity.set_y(new_ball.velocity.y() * -1);
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}
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update(enclosing_int_rect(brick.rect));
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break;
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}
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}
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bool has_live_bricks = false;
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for (auto& brick : m_bricks) {
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if (!brick.dead) {
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has_live_bricks = true;
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break;
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}
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}
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if (!has_live_bricks) {
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win();
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return;
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}
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if (m_paddle.moving_left) {
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update(enclosing_int_rect(m_paddle.rect));
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m_paddle.rect.set_x(max(0.0f, m_paddle.rect.x() - m_paddle.speed));
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update(enclosing_int_rect(m_paddle.rect));
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}
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if (m_paddle.moving_right) {
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update(enclosing_int_rect(m_paddle.rect));
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m_paddle.rect.set_x(min(game_width - m_paddle.rect.width(), m_paddle.rect.x() + m_paddle.speed));
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update(enclosing_int_rect(m_paddle.rect));
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}
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m_ball = new_ball;
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if (m_pause_count > 50)
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m_cheater = true;
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}
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}
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@ -1,105 +0,0 @@
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/*
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* Copyright (c) 2020, Andreas Kling <kling@serenityos.org>
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* Copyright (c) 2022, the SerenityOS developers.
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <LibGUI/Widget.h>
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#include <LibGfx/Font/Font.h>
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namespace Breakout {
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class Game final : public GUI::Widget {
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C_OBJECT(Game);
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public:
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static constexpr int game_width = 480;
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static constexpr int game_height = 500;
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virtual ~Game() override = default;
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void set_paused(bool paused);
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private:
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Game();
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virtual void paint_event(GUI::PaintEvent&) override;
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virtual void keyup_event(GUI::KeyEvent&) override;
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virtual void keydown_event(GUI::KeyEvent&) override;
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virtual void mousemove_event(GUI::MouseEvent&) override;
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virtual void timer_event(Core::TimerEvent&) override;
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void reset();
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void reset_ball();
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void reset_paddle();
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void generate_bricks();
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void tick();
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void hurt();
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void win();
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struct Ball {
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Gfx::FloatPoint position;
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Gfx::FloatPoint velocity;
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float radius { 8 };
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float x() const { return position.x(); }
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float y() const { return position.y(); }
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Gfx::FloatRect rect() const
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{
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return { x() - radius, y() - radius, radius * 2, radius * 2 };
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}
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};
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struct Paddle {
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Gfx::FloatRect rect;
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float speed { 5 };
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bool moving_left { false };
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bool moving_right { false };
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};
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struct Brick {
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Gfx::FloatRect rect;
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Gfx::Color color;
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bool dead { false };
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Brick(int row, int column, Gfx::Color c, int brick_width = 40, int brick_height = 12, int field_left_offset = 30, int field_top_offset = 30, int brick_spacing = 3)
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{
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rect = {
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field_left_offset + (column * brick_width) + (column * brick_spacing),
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field_top_offset + (row * brick_height) + (row * brick_spacing),
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brick_width,
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brick_height
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};
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color = c;
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}
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};
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Gfx::IntRect lives_left_rect() const
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{
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int msg_width = font().width(String::formatted("Lives: {}", m_lives));
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return { (game_width - msg_width - 2), 2, msg_width, font().glyph_height() };
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}
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Gfx::IntRect pause_rect() const
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{
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char const* msg = m_cheater ? "C H E A T E R" : "P A U S E D";
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int msg_width = font().width(msg);
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int msg_height = font().glyph_height();
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return { (game_width / 2) - (msg_width / 2), (game_height / 2) - (msg_height / 2), msg_width, msg_height };
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}
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bool m_paused;
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int m_lives;
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int m_board;
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long m_pause_count;
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bool m_cheater;
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Ball m_ball;
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Paddle m_paddle;
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Vector<Brick> m_bricks;
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};
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}
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@ -1,58 +0,0 @@
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/*
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* Copyright (c) 2020-2022, the SerenityOS developers.
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include "LevelSelectDialog.h"
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#include <LibGUI/BoxLayout.h>
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#include <LibGUI/Button.h>
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#include <LibGUI/Label.h>
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#include <LibGUI/ListView.h>
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namespace Breakout {
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LevelSelectDialog::LevelSelectDialog(Window* parent_window)
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: Dialog(parent_window)
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{
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set_rect(0, 0, 300, 250);
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set_title("Level Select");
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build();
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}
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GUI::Dialog::ExecResult LevelSelectDialog::show(int& board_number, Window* parent_window)
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{
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auto box = LevelSelectDialog::construct(parent_window);
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box->set_resizable(false);
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if (parent_window)
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box->set_icon(parent_window->icon());
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auto result = box->exec();
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board_number = box->level();
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return result;
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}
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void LevelSelectDialog::build()
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{
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||||
auto& main_widget = set_main_widget<GUI::Widget>();
|
||||
main_widget.set_fill_with_background_color(true);
|
||||
|
||||
auto& layout = main_widget.set_layout<GUI::VerticalBoxLayout>();
|
||||
layout.set_margins(4);
|
||||
|
||||
main_widget.add<GUI::Label>("Choose a level").set_text_alignment(Gfx::TextAlignment::Center);
|
||||
|
||||
auto& level_list = main_widget.add<GUI::Widget>();
|
||||
auto& scroll_layout = level_list.set_layout<GUI::VerticalBoxLayout>();
|
||||
scroll_layout.set_spacing(4);
|
||||
|
||||
level_list.add<GUI::Button>("Rainbow").on_click = [this](auto) {
|
||||
m_level = -1;
|
||||
done(ExecResult::OK);
|
||||
};
|
||||
|
||||
level_list.add<GUI::Button>(":^)").on_click = [this](auto) {
|
||||
m_level = 0;
|
||||
done(ExecResult::OK);
|
||||
};
|
||||
}
|
||||
}
|
|
@ -1,25 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2020-2022, the SerenityOS developers.
|
||||
*
|
||||
* SPDX-License-Identifier: BSD-2-Clause
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <LibGUI/Dialog.h>
|
||||
|
||||
namespace Breakout {
|
||||
class LevelSelectDialog : public GUI::Dialog {
|
||||
C_OBJECT(LevelSelectDialog)
|
||||
public:
|
||||
virtual ~LevelSelectDialog() override = default;
|
||||
static ExecResult show(int& board_number, Window* parent_window);
|
||||
int level() const { return m_level; }
|
||||
|
||||
private:
|
||||
explicit LevelSelectDialog(Window* parent_window);
|
||||
void build();
|
||||
|
||||
int m_level;
|
||||
};
|
||||
}
|
|
@ -1,64 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2020, Andreas Kling <kling@serenityos.org>
|
||||
*
|
||||
* SPDX-License-Identifier: BSD-2-Clause
|
||||
*/
|
||||
|
||||
#include "Game.h"
|
||||
#include <AK/URL.h>
|
||||
#include <LibCore/System.h>
|
||||
#include <LibDesktop/Launcher.h>
|
||||
#include <LibGUI/Application.h>
|
||||
#include <LibGUI/Icon.h>
|
||||
#include <LibGUI/Menu.h>
|
||||
#include <LibGUI/Menubar.h>
|
||||
#include <LibGUI/Window.h>
|
||||
#include <LibGfx/Bitmap.h>
|
||||
#include <LibMain/Main.h>
|
||||
|
||||
ErrorOr<int> serenity_main(Main::Arguments arguments)
|
||||
{
|
||||
TRY(Core::System::pledge("stdio recvfd sendfd rpath unix"));
|
||||
|
||||
auto app = TRY(GUI::Application::try_create(arguments));
|
||||
|
||||
TRY(Desktop::Launcher::add_allowed_handler_with_only_specific_urls("/bin/Help", { URL::create_with_file_protocol("/usr/share/man/man6/Breakout.md") }));
|
||||
TRY(Desktop::Launcher::seal_allowlist());
|
||||
|
||||
TRY(Core::System::pledge("stdio recvfd sendfd rpath"));
|
||||
|
||||
TRY(Core::System::unveil("/res", "r"));
|
||||
TRY(Core::System::unveil("/tmp/portal/launch", "rw"));
|
||||
TRY(Core::System::unveil(nullptr, nullptr));
|
||||
|
||||
auto window = TRY(GUI::Window::try_create());
|
||||
window->resize(Breakout::Game::game_width, Breakout::Game::game_height);
|
||||
window->set_resizable(false);
|
||||
window->set_double_buffering_enabled(false);
|
||||
window->set_title("Breakout");
|
||||
|
||||
auto app_icon = TRY(GUI::Icon::try_create_default_icon("app-breakout"));
|
||||
window->set_icon(app_icon.bitmap_for_size(16));
|
||||
|
||||
auto game = TRY(window->try_set_main_widget<Breakout::Game>());
|
||||
|
||||
auto game_menu = TRY(window->try_add_menu("&Game"));
|
||||
TRY(game_menu->try_add_action(GUI::Action::create_checkable("&Pause", { {}, Key_P }, [&](auto& action) {
|
||||
game->set_paused(action.is_checked());
|
||||
})));
|
||||
|
||||
TRY(game_menu->try_add_separator());
|
||||
TRY(game_menu->try_add_action(GUI::CommonActions::make_quit_action([](auto&) {
|
||||
GUI::Application::the()->quit();
|
||||
})));
|
||||
|
||||
auto help_menu = TRY(window->try_add_menu("&Help"));
|
||||
TRY(help_menu->try_add_action(GUI::CommonActions::make_help_action([](auto&) {
|
||||
Desktop::Launcher::open(URL::create_with_file_protocol("/usr/share/man/man6/Breakout.md"), "/bin/Help");
|
||||
})));
|
||||
TRY(help_menu->try_add_action(GUI::CommonActions::make_about_action("Breakout", app_icon, window)));
|
||||
|
||||
window->show();
|
||||
|
||||
return app->exec();
|
||||
}
|
|
@ -1,12 +1,10 @@
|
|||
add_subdirectory(2048)
|
||||
add_subdirectory(Breakout)
|
||||
add_subdirectory(Chess)
|
||||
add_subdirectory(FlappyBug)
|
||||
add_subdirectory(GameOfLife)
|
||||
add_subdirectory(Hearts)
|
||||
add_subdirectory(MasterWord)
|
||||
add_subdirectory(Minesweeper)
|
||||
add_subdirectory(Pong)
|
||||
add_subdirectory(Snake)
|
||||
add_subdirectory(Solitaire)
|
||||
add_subdirectory(Spider)
|
||||
|
|
|
@ -1,13 +0,0 @@
|
|||
serenity_component(
|
||||
Pong
|
||||
RECOMMENDED
|
||||
TARGETS Pong
|
||||
)
|
||||
|
||||
set(SOURCES
|
||||
main.cpp
|
||||
Game.cpp
|
||||
)
|
||||
|
||||
serenity_app(Pong ICON app-pong)
|
||||
target_link_libraries(Pong LibGUI LibMain LibDesktop)
|
|
@ -1,325 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2020-2022, the SerenityOS developers.
|
||||
*
|
||||
* SPDX-License-Identifier: BSD-2-Clause
|
||||
*/
|
||||
|
||||
#include "Game.h"
|
||||
#include <AK/Random.h>
|
||||
#include <LibGfx/AntiAliasingPainter.h>
|
||||
|
||||
namespace Pong {
|
||||
|
||||
Game::Game()
|
||||
{
|
||||
start_timer(16);
|
||||
reset();
|
||||
}
|
||||
|
||||
void Game::reset_keys()
|
||||
{
|
||||
m_up_key_held = false;
|
||||
m_down_key_held = false;
|
||||
}
|
||||
|
||||
void Game::reset_paddles()
|
||||
{
|
||||
if (m_cursor_paddle_target_y.has_value())
|
||||
update(cursor_paddle_target_rect());
|
||||
m_cursor_paddle_target_y.clear();
|
||||
|
||||
update(enclosing_int_rect(m_player1_paddle.rect));
|
||||
m_player1_paddle.moving_up = m_up_key_held;
|
||||
m_player1_paddle.moving_down = m_down_key_held;
|
||||
m_player1_paddle.rect = { game_width - 12, game_height / 2 - 40, m_player1_paddle.width, m_player1_paddle.height };
|
||||
update(enclosing_int_rect(m_player1_paddle.rect));
|
||||
|
||||
update(enclosing_int_rect(m_player2_paddle.rect));
|
||||
m_player2_paddle.moving_up = false;
|
||||
m_player2_paddle.moving_down = false;
|
||||
m_player2_paddle.rect = { 4, game_height / 2 - 40, m_player2_paddle.width, m_player2_paddle.height };
|
||||
update(enclosing_int_rect(m_player2_paddle.rect));
|
||||
}
|
||||
|
||||
void Game::reset()
|
||||
{
|
||||
if (m_game_over) {
|
||||
m_game_over = false;
|
||||
start_timer(16);
|
||||
}
|
||||
|
||||
// Make sure the current ball disappears.
|
||||
update(enclosing_int_rect(m_ball.rect()));
|
||||
|
||||
reset_scores();
|
||||
reset_ball(1);
|
||||
reset_keys();
|
||||
reset_paddles();
|
||||
}
|
||||
|
||||
void Game::timer_event(Core::TimerEvent&)
|
||||
{
|
||||
tick();
|
||||
}
|
||||
|
||||
void Game::paint_event(GUI::PaintEvent& event)
|
||||
{
|
||||
GUI::Painter painter(*this);
|
||||
painter.add_clip_rect(event.rect());
|
||||
|
||||
Gfx::AntiAliasingPainter aa_painter { painter };
|
||||
|
||||
painter.fill_rect(rect(), Color::Black);
|
||||
painter.fill_rect(enclosing_int_rect(m_net.rect()), m_net.color);
|
||||
|
||||
aa_painter.fill_ellipse(enclosing_int_rect(m_ball.rect()), Color::Red);
|
||||
|
||||
painter.fill_rect(enclosing_int_rect(m_player1_paddle.rect), m_player1_paddle.color);
|
||||
painter.fill_rect(enclosing_int_rect(m_player2_paddle.rect), m_player2_paddle.color);
|
||||
|
||||
if (m_cursor_paddle_target_y.has_value())
|
||||
aa_painter.fill_ellipse(cursor_paddle_target_rect(), Color::Blue);
|
||||
|
||||
painter.draw_text(player_1_score_rect(), String::formatted("{}", m_player_1_score), Gfx::TextAlignment::TopLeft, Color::White);
|
||||
painter.draw_text(player_2_score_rect(), String::formatted("{}", m_player_2_score), Gfx::TextAlignment::TopLeft, Color::White);
|
||||
}
|
||||
|
||||
void Game::keyup_event(GUI::KeyEvent& event)
|
||||
{
|
||||
switch (event.key()) {
|
||||
case Key_W:
|
||||
case Key_Up:
|
||||
m_up_key_held = false;
|
||||
m_player1_paddle.moving_up = false;
|
||||
break;
|
||||
case Key_S:
|
||||
case Key_Down:
|
||||
m_down_key_held = false;
|
||||
m_player1_paddle.moving_down = false;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void Game::keydown_event(GUI::KeyEvent& event)
|
||||
{
|
||||
switch (event.key()) {
|
||||
case Key_Escape:
|
||||
GUI::Application::the()->quit();
|
||||
break;
|
||||
case Key_W:
|
||||
case Key_Up:
|
||||
m_up_key_held = true;
|
||||
m_player1_paddle.moving_up = true;
|
||||
m_player1_paddle.moving_down = false;
|
||||
m_cursor_paddle_target_y.clear();
|
||||
break;
|
||||
case Key_S:
|
||||
case Key_Down:
|
||||
m_down_key_held = true;
|
||||
m_player1_paddle.moving_up = false;
|
||||
m_player1_paddle.moving_down = true;
|
||||
m_cursor_paddle_target_y.clear();
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void Game::track_mouse_move(Gfx::IntPoint const& point)
|
||||
{
|
||||
if (m_up_key_held || m_down_key_held) {
|
||||
// We're using the keyboard to move the paddle, the cursor is doing something else
|
||||
return;
|
||||
}
|
||||
|
||||
if (m_cursor_paddle_target_y.has_value())
|
||||
update(cursor_paddle_target_rect());
|
||||
|
||||
auto relative_point = point - window()->position();
|
||||
m_cursor_paddle_target_y = clamp(relative_point.y() - m_player1_paddle.rect.height() / 2, 0.f, game_height - m_player1_paddle.rect.height());
|
||||
if (m_player1_paddle.rect.y() > *m_cursor_paddle_target_y) {
|
||||
m_player1_paddle.moving_up = true;
|
||||
m_player1_paddle.moving_down = false;
|
||||
} else if (m_player1_paddle.rect.y() < *m_cursor_paddle_target_y) {
|
||||
m_player1_paddle.moving_up = false;
|
||||
m_player1_paddle.moving_down = true;
|
||||
}
|
||||
update(cursor_paddle_target_rect());
|
||||
}
|
||||
|
||||
void Game::reset_scores()
|
||||
{
|
||||
// Clearing the scores first would lead to overly narrow rects for multi-digit scores.
|
||||
update(player_1_score_rect());
|
||||
update(player_2_score_rect());
|
||||
|
||||
m_player_1_score = 0;
|
||||
m_player_2_score = 0;
|
||||
}
|
||||
|
||||
void Game::reset_ball(int serve_to_player)
|
||||
{
|
||||
int position_y_min = (game_width / 2) - 50;
|
||||
int position_y_max = (game_width / 2) + 50;
|
||||
int position_y = get_random<u32>() % (position_y_max - position_y_min + 1) + position_y_min;
|
||||
int position_x = (game_height / 2);
|
||||
int velocity_y = get_random<u32>() % 3 + 1;
|
||||
int velocity_x = 4 + (5 - velocity_y);
|
||||
if (get_random<u32>() % 2)
|
||||
velocity_y = velocity_y * -1;
|
||||
if (serve_to_player == 2)
|
||||
velocity_x = velocity_x * -1;
|
||||
|
||||
m_ball = {};
|
||||
m_ball.position = { position_x, position_y };
|
||||
m_ball.velocity = { velocity_x, velocity_y };
|
||||
}
|
||||
|
||||
void Game::show_game_over_message(int winner)
|
||||
{
|
||||
GUI::MessageBox::show(window(), String::formatted("Player {} wins!", winner), "Pong", GUI::MessageBox::Type::Warning, GUI::MessageBox::InputType::OK);
|
||||
}
|
||||
|
||||
void Game::round_over(int winner)
|
||||
{
|
||||
stop_timer();
|
||||
if (winner == 1) {
|
||||
update(player_1_score_rect());
|
||||
m_player_1_score++;
|
||||
update(player_1_score_rect());
|
||||
}
|
||||
|
||||
if (winner == 2) {
|
||||
update(player_2_score_rect());
|
||||
m_player_2_score++;
|
||||
update(player_2_score_rect());
|
||||
}
|
||||
|
||||
if (m_player_1_score == m_score_to_win || m_player_2_score == m_score_to_win) {
|
||||
m_game_over = true;
|
||||
show_game_over_message(winner);
|
||||
return;
|
||||
}
|
||||
|
||||
reset_ball(winner);
|
||||
reset_paddles();
|
||||
start_timer(16);
|
||||
}
|
||||
|
||||
void Game::calculate_move()
|
||||
{
|
||||
int player_2_paddle_top = m_player2_paddle.rect.top();
|
||||
int player_2_paddle_bottom = m_player2_paddle.rect.bottom();
|
||||
|
||||
if (m_ball.velocity.x() > 0 || m_ball.x() > game_width / 2) {
|
||||
// The ball is in the opponent's court, relax.
|
||||
m_player2_paddle.moving_up = false;
|
||||
m_player2_paddle.moving_down = false;
|
||||
return;
|
||||
}
|
||||
|
||||
int ball_position = m_ball.y() + m_ball.radius;
|
||||
|
||||
// AI paddle begins moving when the ball crosses the begin_trigger,
|
||||
// but stops only if it crosses the end_trigger. end_trigger forces
|
||||
// overcorrection, so that the paddle moves more smoothly.
|
||||
int begin_trigger = m_player2_paddle.rect.height() / 4;
|
||||
int end_trigger = m_player2_paddle.rect.height() / 2;
|
||||
|
||||
if (m_player2_paddle.moving_up) {
|
||||
if (player_2_paddle_top + end_trigger < ball_position)
|
||||
m_player2_paddle.moving_up = false;
|
||||
} else {
|
||||
if (player_2_paddle_top + begin_trigger > ball_position)
|
||||
m_player2_paddle.moving_up = true;
|
||||
}
|
||||
|
||||
if (m_player2_paddle.moving_down) {
|
||||
if (player_2_paddle_bottom - end_trigger > ball_position)
|
||||
m_player2_paddle.moving_down = false;
|
||||
} else {
|
||||
if (player_2_paddle_bottom - begin_trigger < ball_position)
|
||||
m_player2_paddle.moving_down = true;
|
||||
}
|
||||
}
|
||||
|
||||
void Game::tick()
|
||||
{
|
||||
auto new_ball = m_ball;
|
||||
new_ball.position += new_ball.velocity;
|
||||
|
||||
update(enclosing_int_rect(m_ball.rect()));
|
||||
|
||||
if (new_ball.y() < new_ball.radius || new_ball.y() > game_height - new_ball.radius) {
|
||||
new_ball.position.set_y(m_ball.y());
|
||||
new_ball.velocity.set_y(new_ball.velocity.y() * -1);
|
||||
}
|
||||
|
||||
if (new_ball.x() < new_ball.radius) {
|
||||
round_over(1);
|
||||
return;
|
||||
}
|
||||
|
||||
if (new_ball.x() > (game_width - new_ball.radius)) {
|
||||
round_over(2);
|
||||
return;
|
||||
}
|
||||
|
||||
update(enclosing_int_rect(new_ball.rect()));
|
||||
|
||||
if (new_ball.rect().intersects(m_player1_paddle.rect)) {
|
||||
new_ball.position.set_x(m_ball.x());
|
||||
new_ball.velocity.set_x(new_ball.velocity.x() * -1);
|
||||
|
||||
float distance_to_middle_of_paddle = new_ball.y() - m_player1_paddle.rect.center().y();
|
||||
float relative_impact_point = distance_to_middle_of_paddle / m_player1_paddle.rect.height();
|
||||
new_ball.velocity.set_y(relative_impact_point * 7);
|
||||
}
|
||||
|
||||
if (new_ball.rect().intersects(m_player2_paddle.rect)) {
|
||||
new_ball.position.set_x(m_ball.x());
|
||||
new_ball.velocity.set_x(new_ball.velocity.x() * -1);
|
||||
|
||||
float distance_to_middle_of_paddle = new_ball.y() - m_player2_paddle.rect.center().y();
|
||||
float relative_impact_point = distance_to_middle_of_paddle / m_player2_paddle.rect.height();
|
||||
new_ball.velocity.set_y(relative_impact_point * 7);
|
||||
}
|
||||
|
||||
if (m_player1_paddle.moving_up) {
|
||||
update(enclosing_int_rect(m_player1_paddle.rect));
|
||||
m_player1_paddle.rect.set_y(max(0.0f, m_player1_paddle.rect.y() - m_player1_paddle.speed));
|
||||
if (m_cursor_paddle_target_y.has_value() && m_player1_paddle.rect.y() <= *m_cursor_paddle_target_y) {
|
||||
m_cursor_paddle_target_y.clear();
|
||||
m_player1_paddle.moving_up = false;
|
||||
}
|
||||
update(enclosing_int_rect(m_player1_paddle.rect));
|
||||
}
|
||||
if (m_player1_paddle.moving_down) {
|
||||
update(enclosing_int_rect(m_player1_paddle.rect));
|
||||
m_player1_paddle.rect.set_y(min(game_height - m_player1_paddle.rect.height(), m_player1_paddle.rect.y() + m_player1_paddle.speed));
|
||||
if (m_cursor_paddle_target_y.has_value() && m_player1_paddle.rect.y() >= *m_cursor_paddle_target_y) {
|
||||
m_cursor_paddle_target_y.clear();
|
||||
m_player1_paddle.moving_down = false;
|
||||
}
|
||||
update(enclosing_int_rect(m_player1_paddle.rect));
|
||||
}
|
||||
|
||||
calculate_move();
|
||||
|
||||
if (m_player2_paddle.moving_up) {
|
||||
update(enclosing_int_rect(m_player2_paddle.rect));
|
||||
m_player2_paddle.rect.set_y(max(0.0f, m_player2_paddle.rect.y() - m_player2_paddle.speed));
|
||||
update(enclosing_int_rect(m_player2_paddle.rect));
|
||||
}
|
||||
if (m_player2_paddle.moving_down) {
|
||||
update(enclosing_int_rect(m_player2_paddle.rect));
|
||||
m_player2_paddle.rect.set_y(min(game_height - m_player2_paddle.rect.height(), m_player2_paddle.rect.y() + m_player2_paddle.speed));
|
||||
update(enclosing_int_rect(m_player2_paddle.rect));
|
||||
}
|
||||
|
||||
m_ball = new_ball;
|
||||
}
|
||||
|
||||
}
|
|
@ -1,121 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2020-2022, the SerenityOS developers.
|
||||
*
|
||||
* SPDX-License-Identifier: BSD-2-Clause
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <AK/Optional.h>
|
||||
#include <LibGUI/Application.h>
|
||||
#include <LibGUI/MessageBox.h>
|
||||
#include <LibGUI/MouseTracker.h>
|
||||
#include <LibGUI/Painter.h>
|
||||
#include <LibGUI/Widget.h>
|
||||
#include <LibGfx/Bitmap.h>
|
||||
#include <LibGfx/Font/Font.h>
|
||||
#include <LibGfx/StandardCursor.h>
|
||||
|
||||
namespace Pong {
|
||||
|
||||
class Game final : public GUI::Widget
|
||||
, GUI::MouseTracker {
|
||||
C_OBJECT(Game);
|
||||
|
||||
public:
|
||||
static constexpr int game_width = 560;
|
||||
static constexpr int game_height = 480;
|
||||
|
||||
virtual ~Game() override = default;
|
||||
|
||||
void reset();
|
||||
|
||||
private:
|
||||
Game();
|
||||
|
||||
virtual void paint_event(GUI::PaintEvent&) override;
|
||||
virtual void keyup_event(GUI::KeyEvent&) override;
|
||||
virtual void keydown_event(GUI::KeyEvent&) override;
|
||||
virtual void timer_event(Core::TimerEvent&) override;
|
||||
virtual void track_mouse_move(Gfx::IntPoint const&) override;
|
||||
|
||||
void reset_scores();
|
||||
void reset_ball(int serve_to_player);
|
||||
void reset_keys();
|
||||
void reset_paddles();
|
||||
void tick();
|
||||
void round_over(int player);
|
||||
void show_game_over_message(int player);
|
||||
void calculate_move();
|
||||
|
||||
struct Ball {
|
||||
Gfx::FloatPoint position;
|
||||
Gfx::FloatPoint velocity;
|
||||
float radius { 4 };
|
||||
|
||||
float x() const { return position.x(); }
|
||||
float y() const { return position.y(); }
|
||||
|
||||
Gfx::FloatRect rect() const
|
||||
{
|
||||
return { x() - radius, y() - radius, radius * 2, radius * 2 };
|
||||
}
|
||||
};
|
||||
|
||||
struct Paddle {
|
||||
Gfx::FloatRect rect;
|
||||
float speed { 5 };
|
||||
float width { 8 };
|
||||
float height { 28 };
|
||||
bool moving_up { false };
|
||||
bool moving_down { false };
|
||||
Gfx::Color color { Color::White };
|
||||
};
|
||||
|
||||
struct Net {
|
||||
Gfx::Color color { Color::White };
|
||||
Gfx::FloatRect rect() const
|
||||
{
|
||||
return { (game_width / 2) - 1, 0, 2, game_height };
|
||||
}
|
||||
};
|
||||
|
||||
constexpr static int score_margin = 5;
|
||||
|
||||
Gfx::IntRect player_1_score_rect() const
|
||||
{
|
||||
int score_width = font().width(String::formatted("{}", m_player_1_score));
|
||||
return { (game_width / 2) + score_margin, score_margin, score_width, font().glyph_height() };
|
||||
}
|
||||
|
||||
Gfx::IntRect player_2_score_rect() const
|
||||
{
|
||||
int score_width = font().width(String::formatted("{}", m_player_2_score));
|
||||
return { (game_width / 2) - score_width - score_margin, score_margin, score_width, font().glyph_height() };
|
||||
}
|
||||
|
||||
Gfx::IntRect cursor_paddle_target_rect() const
|
||||
{
|
||||
int radius = 3;
|
||||
int center_x = m_player1_paddle.rect.center().x();
|
||||
int center_y = *m_cursor_paddle_target_y + m_player1_paddle.rect.height() / 2;
|
||||
return { center_x - radius, center_y - radius, 2 * radius, 2 * radius };
|
||||
}
|
||||
|
||||
Net m_net;
|
||||
Ball m_ball;
|
||||
Paddle m_player1_paddle;
|
||||
Paddle m_player2_paddle;
|
||||
|
||||
int m_score_to_win = 21;
|
||||
int m_player_1_score = 0;
|
||||
int m_player_2_score = 0;
|
||||
|
||||
Optional<int> m_cursor_paddle_target_y;
|
||||
bool m_up_key_held = false;
|
||||
bool m_down_key_held = false;
|
||||
|
||||
bool m_game_over = false;
|
||||
};
|
||||
|
||||
}
|
|
@ -1,64 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2020-2021, the SerenityOS developers.
|
||||
*
|
||||
* SPDX-License-Identifier: BSD-2-Clause
|
||||
*/
|
||||
|
||||
#include "Game.h"
|
||||
#include <AK/URL.h>
|
||||
#include <LibCore/System.h>
|
||||
#include <LibDesktop/Launcher.h>
|
||||
#include <LibGUI/Application.h>
|
||||
#include <LibGUI/Icon.h>
|
||||
#include <LibGUI/Menu.h>
|
||||
#include <LibGUI/Menubar.h>
|
||||
#include <LibGUI/Window.h>
|
||||
#include <LibGfx/Bitmap.h>
|
||||
#include <LibMain/Main.h>
|
||||
|
||||
ErrorOr<int> serenity_main(Main::Arguments arguments)
|
||||
{
|
||||
TRY(Core::System::pledge("stdio rpath recvfd sendfd unix"));
|
||||
|
||||
auto app = TRY(GUI::Application::try_create(arguments));
|
||||
|
||||
TRY(Desktop::Launcher::add_allowed_handler_with_only_specific_urls("/bin/Help", { URL::create_with_file_protocol("/usr/share/man/man6/Pong.md") }));
|
||||
TRY(Desktop::Launcher::seal_allowlist());
|
||||
|
||||
TRY(Core::System::pledge("stdio rpath recvfd sendfd"));
|
||||
|
||||
TRY(Core::System::unveil("/res", "r"));
|
||||
TRY(Core::System::unveil("/tmp/portal/launch", "rw"));
|
||||
TRY(Core::System::unveil(nullptr, nullptr));
|
||||
|
||||
auto window = TRY(GUI::Window::try_create());
|
||||
window->resize(Pong::Game::game_width, Pong::Game::game_height);
|
||||
auto app_icon = TRY(GUI::Icon::try_create_default_icon("app-pong"));
|
||||
window->set_icon(app_icon.bitmap_for_size(16));
|
||||
window->set_title("Pong");
|
||||
window->set_double_buffering_enabled(false);
|
||||
auto game = TRY(window->try_set_main_widget<Pong::Game>());
|
||||
window->set_resizable(false);
|
||||
|
||||
auto game_menu = TRY(window->try_add_menu("&Game"));
|
||||
|
||||
TRY(game_menu->try_add_action(GUI::Action::create("&New Game", { Mod_None, Key_F2 }, TRY(Gfx::Bitmap::try_load_from_file("/res/icons/16x16/reload.png")), [&](auto&) {
|
||||
game->reset();
|
||||
})));
|
||||
|
||||
TRY(game_menu->try_add_separator());
|
||||
|
||||
TRY(game_menu->try_add_action(GUI::CommonActions::make_quit_action([](auto&) {
|
||||
GUI::Application::the()->quit();
|
||||
})));
|
||||
|
||||
auto help_menu = TRY(window->try_add_menu("&Help"));
|
||||
TRY(help_menu->try_add_action(GUI::CommonActions::make_help_action([](auto&) {
|
||||
Desktop::Launcher::open(URL::create_with_file_protocol("/usr/share/man/man6/Pong.md"), "/bin/Help");
|
||||
})));
|
||||
TRY(help_menu->try_add_action(GUI::CommonActions::make_about_action("Pong", app_icon, window)));
|
||||
|
||||
window->show();
|
||||
|
||||
return app->exec();
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue