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serenity/Games/Breakout/Game.cpp
Andreas Kling 959038d410 Breakout: Change ball x velocity depending on where it hits paddle
This makes the game less deterministic and more fun. The "physics"
definitely feel a little goofy, and I'm sure they can be greatly
improved, but still it's already better. :^)
2020-11-10 14:32:45 +01:00

250 lines
6.7 KiB
C++

/*
* Copyright (c) 2020, Andreas Kling <kling@serenityos.org>
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
*
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
* OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "Game.h"
#include <LibGUI/Application.h>
#include <LibGUI/MessageBox.h>
#include <LibGUI/Painter.h>
#include <LibGfx/StandardCursor.h>
namespace Breakout {
Game::Game()
{
set_override_cursor(Gfx::StandardCursor::Hidden);
start_timer(16);
reset();
}
Game::~Game()
{
}
void Game::reset_paddle()
{
m_paddle.moving_left = false;
m_paddle.moving_right = false;
m_paddle.rect = { game_width / 2 - 40, game_height - 20, 80, 16 };
}
void Game::reset()
{
reset_ball();
reset_paddle();
generate_bricks();
}
void Game::generate_bricks()
{
Gfx::Color colors[] = {
Gfx::Color::Red,
Gfx::Color::Green,
Gfx::Color::Blue,
Gfx::Color::Yellow,
Gfx::Color::Magenta,
Gfx::Color::Cyan,
Gfx::Color::LightGray,
};
int brick_width = 40;
int brick_height = 12;
int brick_spacing = 3;
int field_left_offset = 30;
int field_top_offset = 30;
for (int row = 0; row < 7; ++row) {
for (int column = 0; column < 10; ++column) {
Brick brick;
brick.rect = {
field_left_offset + (column * brick_width) + (column * brick_spacing),
field_top_offset + (row * brick_height) + (row * brick_spacing),
brick_width,
brick_height
};
brick.color = colors[row];
m_bricks.append(brick);
}
}
}
void Game::timer_event(Core::TimerEvent&)
{
tick();
}
void Game::paint_event(GUI::PaintEvent& event)
{
GUI::Painter painter(*this);
painter.add_clip_rect(event.rect());
painter.fill_rect(rect(), Color::Black);
painter.fill_ellipse(enclosing_int_rect(m_ball.rect()), Color::Red);
painter.fill_rect(enclosing_int_rect(m_paddle.rect), Color::White);
for (auto& brick : m_bricks) {
if (!brick.dead)
painter.fill_rect(enclosing_int_rect(brick.rect), brick.color);
}
}
void Game::keyup_event(GUI::KeyEvent& event)
{
switch (event.key()) {
case Key_Left:
m_paddle.moving_left = false;
break;
case Key_Right:
m_paddle.moving_right = false;
break;
default:
break;
}
}
void Game::keydown_event(GUI::KeyEvent& event)
{
switch (event.key()) {
case Key_Escape:
GUI::Application::the()->quit();
break;
case Key_Left:
m_paddle.moving_left = true;
break;
case Key_Right:
m_paddle.moving_right = true;
break;
default:
break;
}
}
void Game::mousemove_event(GUI::MouseEvent& event)
{
float new_paddle_x = event.x() - m_paddle.rect.width() / 2;
new_paddle_x = max(0.0f, new_paddle_x);
new_paddle_x = min(game_width - m_paddle.rect.width(), new_paddle_x);
m_paddle.rect.set_x(new_paddle_x);
}
void Game::reset_ball()
{
m_ball = {};
m_ball.position = { 150, 200 };
m_ball.velocity = { 3, 3 };
}
void Game::hurt()
{
stop_timer();
GUI::MessageBox::show(window(), "Ouch!", "Breakout", GUI::MessageBox::Type::Warning, GUI::MessageBox::InputType::OK);
reset_ball();
reset_paddle();
start_timer(16);
}
void Game::win()
{
stop_timer();
GUI::MessageBox::show(window(), "You win!", "Breakout", GUI::MessageBox::Type::Information, GUI::MessageBox::InputType::OK);
reset();
start_timer(16);
}
void Game::tick()
{
auto new_ball = m_ball;
new_ball.position += new_ball.velocity;
if (new_ball.x() < new_ball.radius || new_ball.x() > game_width - new_ball.radius) {
new_ball.position.set_x(m_ball.x());
new_ball.velocity.set_x(new_ball.velocity.x() * -1);
}
if (new_ball.y() < new_ball.radius) {
new_ball.position.set_y(m_ball.y());
new_ball.velocity.set_y(new_ball.velocity.y() * -1);
}
if (new_ball.y() > game_height - new_ball.radius) {
hurt();
return;
}
if (new_ball.rect().intersects(m_paddle.rect)) {
new_ball.position.set_y(m_ball.y());
new_ball.velocity.set_y(new_ball.velocity.y() * -1);
float distance_to_middle_of_paddle = new_ball.x() - m_paddle.rect.center().x();
float relative_impact_point = distance_to_middle_of_paddle / m_paddle.rect.width();
new_ball.velocity.set_x(relative_impact_point * 7);
}
for (auto& brick : m_bricks) {
if (brick.dead)
continue;
if (new_ball.rect().intersects(brick.rect)) {
brick.dead = true;
auto overlap = new_ball.rect().intersected(brick.rect);
if (overlap.width() < overlap.height()) {
new_ball.position.set_x(m_ball.x());
new_ball.velocity.set_x(new_ball.velocity.x() * -1);
} else {
new_ball.position.set_y(m_ball.y());
new_ball.velocity.set_y(new_ball.velocity.y() * -1);
}
break;
}
}
bool has_live_bricks = false;
for (auto& brick : m_bricks) {
if (!brick.dead) {
has_live_bricks = true;
break;
}
}
if (!has_live_bricks) {
win();
return;
}
if (m_paddle.moving_left) {
m_paddle.rect.set_x(max(0.0f, m_paddle.rect.x() - m_paddle.speed));
}
if (m_paddle.moving_right) {
m_paddle.rect.set_x(min(game_width - m_paddle.rect.width(), m_paddle.rect.x() + m_paddle.speed));
}
m_ball = new_ball;
update();
}
}