mirror of
https://github.com/RGBCube/serenity
synced 2025-07-05 01:57:35 +00:00

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. :^)
250 lines
6.7 KiB
C++
250 lines
6.7 KiB
C++
/*
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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 <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/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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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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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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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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int brick_width = 40;
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int brick_height = 12;
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int brick_spacing = 3;
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int field_left_offset = 30;
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int field_top_offset = 30;
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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;
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brick.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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brick.color = 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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void Game::timer_event(Core::TimerEvent&)
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{
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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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}
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void Game::keyup_event(GUI::KeyEvent& event)
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{
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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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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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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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m_ball = {};
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m_ball.position = { 150, 200 };
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m_ball.velocity = { 3, 3 };
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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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GUI::MessageBox::show(window(), "Ouch!", "Breakout", GUI::MessageBox::Type::Warning, GUI::MessageBox::InputType::OK);
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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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GUI::MessageBox::show(window(), "You win!", "Breakout", GUI::MessageBox::Type::Information, GUI::MessageBox::InputType::OK);
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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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update();
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}
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}
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