mirror of
https://github.com/RGBCube/serenity
synced 2025-05-31 11:28:12 +00:00

This adds some actual graphics to the game, and tweaks the obstacle and sky colors. Eventually there will be graphics for those elements too.
115 lines
2.6 KiB
C++
115 lines
2.6 KiB
C++
/*
|
|
* Copyright (c) 2021, Mim Hufford <mim@hotmail.co.uk>
|
|
*
|
|
* SPDX-License-Identifier: BSD-2-Clause
|
|
*/
|
|
|
|
#pragma once
|
|
|
|
#include <AK/Optional.h>
|
|
#include <AK/Random.h>
|
|
#include <LibGUI/Application.h>
|
|
#include <LibGUI/Painter.h>
|
|
#include <LibGUI/Widget.h>
|
|
#include <LibGfx/Bitmap.h>
|
|
#include <LibGfx/Font.h>
|
|
#include <LibGfx/StandardCursor.h>
|
|
|
|
namespace FlappyBug {
|
|
|
|
class Game final : public GUI::Widget {
|
|
C_OBJECT(Game);
|
|
|
|
public:
|
|
static const int game_width = 560;
|
|
static const int game_height = 480;
|
|
|
|
private:
|
|
Game();
|
|
|
|
virtual void paint_event(GUI::PaintEvent&) override;
|
|
virtual void keydown_event(GUI::KeyEvent&) override;
|
|
virtual void timer_event(Core::TimerEvent&) override;
|
|
|
|
void tick();
|
|
void reset();
|
|
void game_over();
|
|
bool ready_to_start() const;
|
|
|
|
struct Bug {
|
|
const float x { 50 };
|
|
const float radius { 16 };
|
|
const float starting_y { 200 };
|
|
const RefPtr<Gfx::Bitmap> falling_bitmap { Gfx::Bitmap::load_from_file("/res/icons/flappybug/falling.png") };
|
|
const RefPtr<Gfx::Bitmap> flapping_bitmap { Gfx::Bitmap::load_from_file("/res/icons/flappybug/flapping.png") };
|
|
float y {};
|
|
float velocity {};
|
|
|
|
void reset()
|
|
{
|
|
y = starting_y;
|
|
}
|
|
|
|
RefPtr<Gfx::Bitmap> current_bitmap() const
|
|
{
|
|
return velocity < 0 ? falling_bitmap : flapping_bitmap;
|
|
}
|
|
|
|
Gfx::FloatRect rect() const
|
|
{
|
|
return { x - radius, y - radius, radius * 2, radius * 2 };
|
|
}
|
|
|
|
void flap()
|
|
{
|
|
const float flap_strength = 15.0f;
|
|
velocity = -flap_strength;
|
|
}
|
|
|
|
void fall()
|
|
{
|
|
const float gravity = 1.0f;
|
|
velocity += gravity;
|
|
}
|
|
|
|
void apply_velocity()
|
|
{
|
|
y += velocity;
|
|
}
|
|
};
|
|
|
|
struct Obstacle {
|
|
const float width { 20 };
|
|
Color color { Color::DarkGray };
|
|
float x;
|
|
float gap_top_y { 200 };
|
|
float gap_height { 175 };
|
|
|
|
void reset()
|
|
{
|
|
x = game_width + width;
|
|
gap_top_y = get_random_uniform(game_height - gap_height);
|
|
}
|
|
|
|
Gfx::FloatRect top_rect() const
|
|
{
|
|
return { x - width, 0, width, gap_top_y };
|
|
}
|
|
|
|
Gfx::FloatRect bottom_rect() const
|
|
{
|
|
return { x - width, gap_top_y + gap_height, width, game_height - gap_top_y - gap_height };
|
|
}
|
|
};
|
|
|
|
Bug m_bug;
|
|
Obstacle m_obstacle;
|
|
bool m_active;
|
|
Optional<float> m_highscore;
|
|
float m_last_score;
|
|
float m_difficulty;
|
|
float m_restart_cooldown;
|
|
Color m_sky_color { 100, 100, 200 };
|
|
};
|
|
|
|
}
|