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Games: Move to Userland/Games/
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109
Userland/Games/Breakout/Game.h
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109
Userland/Games/Breakout/Game.h
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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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#pragma once
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#include <LibGUI/Widget.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 const int game_width = 480;
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static const int game_height = 500;
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virtual ~Game() override;
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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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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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