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Games: Move to Userland/Games/
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49 changed files with 1 additions and 1 deletions
328
Userland/Games/Breakout/Game.cpp
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328
Userland/Games/Breakout/Game.cpp
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/*
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* Copyright (c) 2020, Andreas Kling <kling@serenityos.org>
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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*
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
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* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
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* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
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* OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include "Game.h"
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#include "LevelSelectDialog.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/Font.h>
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#include <LibGfx/StandardCursor.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::ExecOK)
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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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Game::~Game()
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{
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}
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void Game::reset_paddle()
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{
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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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}
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void Game::reset()
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{
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m_lives = 3;
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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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} 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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}
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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();
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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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painter.fill_rect(rect(), Color::Black);
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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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int msg_width = font().width(String::formatted("Lives: {}", m_lives));
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int msg_height = font().glyph_height();
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painter.draw_text({ (game_width - msg_width - 2), 2, msg_width, msg_height }, String::formatted("Lives: {}", m_lives), Gfx::TextAlignment::Center, Color::White);
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if (m_paused) {
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const char* 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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painter.draw_text({ (game_width / 2) - (msg_width / 2), (game_height / 2) - (msg_height / 2), msg_width, msg_height }, 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_Left:
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m_paddle.moving_left = false;
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break;
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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_Left:
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m_paddle.moving_left = true;
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break;
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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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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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}
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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 = arc4random() % (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 = arc4random() % 3 + 1;
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int velocity_y = 3 + (3 - velocity_x);
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if (arc4random() % 2)
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velocity_x = velocity_x * -1;
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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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}
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void Game::hurt()
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{
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stop_timer();
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m_lives--;
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if (m_lives <= 0) {
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update();
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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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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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if (new_ball.rect().intersects(m_paddle.rect)) {
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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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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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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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m_paddle.rect.set_x(max(0.0f, m_paddle.rect.x() - m_paddle.speed));
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}
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if (m_paddle.moving_right) {
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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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}
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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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update();
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}
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}
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