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serenity/Userland/Games/FlappyBug/Game.h
Mim Hufford ddc855ffcd FlappyBug: Add cloud and sky graphics
We now have a nice sunset sky and some random cloud graphics.
The obstacles will get graphics at some point too :)
2021-06-20 10:54:27 +01:00

151 lines
3.8 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 <AK/Vector.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 };
}
};
struct Cloud {
const Vector<RefPtr<Gfx::Bitmap>> cloud_bitmaps {
Gfx::Bitmap::load_from_file("/res/icons/flappybug/cloud_0.png"),
Gfx::Bitmap::load_from_file("/res/icons/flappybug/cloud_1.png"),
Gfx::Bitmap::load_from_file("/res/icons/flappybug/cloud_2.png"),
};
float x {};
float y {};
int bitmap_id {};
Cloud()
{
reset();
x = get_random_uniform(game_width);
}
void reset()
{
bitmap_id = get_random_uniform(cloud_bitmaps.size());
x = game_width + bitmap()->width();
y = get_random_uniform(game_height / 2) + bitmap()->height();
}
RefPtr<Gfx::Bitmap> bitmap() const
{
return cloud_bitmaps[bitmap_id];
}
Gfx::IntRect rect() const
{
return { (int)x - bitmap()->width(), (int)y - bitmap()->height(), bitmap()->width(), bitmap()->height() };
}
};
Bug m_bug;
Obstacle m_obstacle;
Cloud m_cloud;
bool m_active;
Optional<float> m_highscore {};
float m_last_score {};
float m_difficulty {};
float m_restart_cooldown {};
const RefPtr<Gfx::Bitmap> m_background_bitmap { Gfx::Bitmap::load_from_file("/res/icons/flappybug/background.png") };
};
}