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	 61f573fa67
			
		
	
	
		61f573fa67
		
	
	
	
	
		
			
			When the ball hits the side of the paddle, it would get stuck because the paddle moves faster than the ball. This commit forces the post- collision vertical velocity of the ball to be going up and makes sure that new ball's y-position is higher than in the previous frame.
		
			
				
	
	
		
			328 lines
		
	
	
	
		
			8.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			328 lines
		
	
	
	
		
			8.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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|  * Copyright (c) 2020, Andreas Kling <kling@serenityos.org>
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|  *
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|  * SPDX-License-Identifier: BSD-2-Clause
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|  */
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| 
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| #include "Game.h"
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| #include "LevelSelectDialog.h"
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| #include <AK/Random.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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| #include <unistd.h>
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| 
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| namespace Breakout {
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| 
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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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| 
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| Game::~Game()
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| {
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| }
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| 
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| void Game::reset_paddle()
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| {
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|     update(enclosing_int_rect(m_paddle.rect));
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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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|     update(enclosing_int_rect(m_paddle.rect));
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| }
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| 
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| void Game::reset()
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| {
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|     update(lives_left_rect());
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|     m_lives = 3;
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|     update(lives_left_rect());
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| 
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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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| 
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| void Game::generate_bricks()
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| {
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|     m_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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| 
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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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| 
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|     if (m_board != -1) {
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|         m_bricks = boards[m_board];
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| 
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|         for (auto& brick : m_bricks)
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|             update(enclosing_int_rect(brick.rect));
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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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|                 update(enclosing_int_rect(brick.rect));
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|             }
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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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| 
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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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| 
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|     update(pause_rect());
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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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|     if (m_paused)
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|         return;
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|     tick();
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| }
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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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| 
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|     painter.fill_rect(rect(), Color::Black);
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| 
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|     painter.fill_ellipse(enclosing_int_rect(m_ball.rect()), Color::Red);
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| 
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|     painter.fill_rect(enclosing_int_rect(m_paddle.rect), Color::White);
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| 
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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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|     painter.draw_text(lives_left_rect(), String::formatted("Lives: {}", m_lives), Gfx::TextAlignment::Center, Color::White);
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| 
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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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|         painter.draw_text(pause_rect(), msg, Gfx::TextAlignment::Center, Color::White);
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|     }
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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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| 
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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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| 
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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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|     update(enclosing_int_rect(m_paddle.rect));
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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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|     update(enclosing_int_rect(m_paddle.rect));
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| }
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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 = get_random<u32>() % (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 = get_random<u32>() % 3 + 1;
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|     int velocity_y = 3 + (3 - velocity_x);
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|     if (get_random<u32>() % 2)
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|         velocity_x = velocity_x * -1;
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| 
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|     update(enclosing_int_rect(m_ball.rect()));
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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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|     update(enclosing_int_rect(m_ball.rect()));
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| }
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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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|     update(lives_left_rect());
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|     m_lives--;
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|     update(lives_left_rect());
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|     if (m_lives <= 0) {
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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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| 
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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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| 
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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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| 
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|     update(enclosing_int_rect(m_ball.rect()));
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| 
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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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| 
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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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| 
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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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| 
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|     update(enclosing_int_rect(new_ball.rect()));
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| 
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|     if (new_ball.rect().intersects(m_paddle.rect)) {
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|         if (m_ball.y() < new_ball.y()) {
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|             new_ball.position.set_y(m_ball.y());
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|         }
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|         new_ball.velocity.set_y(fabs(new_ball.velocity.y()) * -1);
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| 
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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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| 
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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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| 
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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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|             update(enclosing_int_rect(brick.rect));
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|             break;
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|         }
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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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| 
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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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| 
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|     if (m_paddle.moving_left) {
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|         update(enclosing_int_rect(m_paddle.rect));
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|         m_paddle.rect.set_x(max(0.0f, m_paddle.rect.x() - m_paddle.speed));
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|         update(enclosing_int_rect(m_paddle.rect));
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|     }
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|     if (m_paddle.moving_right) {
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|         update(enclosing_int_rect(m_paddle.rect));
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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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|         update(enclosing_int_rect(m_paddle.rect));
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|     }
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| 
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|     m_ball = new_ball;
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| 
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|     if (m_pause_count > 50)
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|         m_cheater = true;
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| }
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| 
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| }
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