mirror of
https://github.com/RGBCube/serenity
synced 2025-05-25 19:15:06 +00:00

We now have a nice sunset sky and some random cloud graphics. The obstacles will get graphics at some point too :)
151 lines
3.8 KiB
C++
151 lines
3.8 KiB
C++
/*
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* Copyright (c) 2021, Mim Hufford <mim@hotmail.co.uk>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <AK/Optional.h>
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#include <AK/Random.h>
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#include <AK/Vector.h>
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#include <LibGUI/Application.h>
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#include <LibGUI/Painter.h>
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#include <LibGUI/Widget.h>
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#include <LibGfx/Bitmap.h>
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#include <LibGfx/Font.h>
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#include <LibGfx/StandardCursor.h>
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namespace FlappyBug {
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class Game final : public GUI::Widget {
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C_OBJECT(Game);
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public:
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static const int game_width = 560;
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static const int game_height = 480;
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private:
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Game();
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virtual void paint_event(GUI::PaintEvent&) override;
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virtual void keydown_event(GUI::KeyEvent&) override;
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virtual void timer_event(Core::TimerEvent&) override;
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void tick();
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void reset();
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void game_over();
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bool ready_to_start() const;
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struct Bug {
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const float x { 50 };
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const float radius { 16 };
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const float starting_y { 200 };
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const RefPtr<Gfx::Bitmap> falling_bitmap { Gfx::Bitmap::load_from_file("/res/icons/flappybug/falling.png") };
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const RefPtr<Gfx::Bitmap> flapping_bitmap { Gfx::Bitmap::load_from_file("/res/icons/flappybug/flapping.png") };
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float y {};
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float velocity {};
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void reset()
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{
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y = starting_y;
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}
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RefPtr<Gfx::Bitmap> current_bitmap() const
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{
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return velocity < 0 ? falling_bitmap : flapping_bitmap;
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}
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Gfx::FloatRect rect() const
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{
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return { x - radius, y - radius, radius * 2, radius * 2 };
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}
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void flap()
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{
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const float flap_strength = 15.0f;
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velocity = -flap_strength;
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}
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void fall()
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{
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const float gravity = 1.0f;
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velocity += gravity;
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}
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void apply_velocity()
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{
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y += velocity;
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}
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};
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struct Obstacle {
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const float width { 20 };
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Color color { Color::DarkGray };
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float x {};
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float gap_top_y { 200 };
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float gap_height { 175 };
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void reset()
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{
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x = game_width + width;
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gap_top_y = get_random_uniform(game_height - gap_height);
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}
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Gfx::FloatRect top_rect() const
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{
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return { x - width, 0, width, gap_top_y };
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}
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Gfx::FloatRect bottom_rect() const
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{
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return { x - width, gap_top_y + gap_height, width, game_height - gap_top_y - gap_height };
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}
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};
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struct Cloud {
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const Vector<RefPtr<Gfx::Bitmap>> cloud_bitmaps {
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Gfx::Bitmap::load_from_file("/res/icons/flappybug/cloud_0.png"),
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Gfx::Bitmap::load_from_file("/res/icons/flappybug/cloud_1.png"),
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Gfx::Bitmap::load_from_file("/res/icons/flappybug/cloud_2.png"),
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};
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float x {};
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float y {};
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int bitmap_id {};
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Cloud()
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{
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reset();
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x = get_random_uniform(game_width);
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}
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void reset()
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{
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bitmap_id = get_random_uniform(cloud_bitmaps.size());
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x = game_width + bitmap()->width();
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y = get_random_uniform(game_height / 2) + bitmap()->height();
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}
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RefPtr<Gfx::Bitmap> bitmap() const
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{
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return cloud_bitmaps[bitmap_id];
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}
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Gfx::IntRect rect() const
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{
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return { (int)x - bitmap()->width(), (int)y - bitmap()->height(), bitmap()->width(), bitmap()->height() };
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}
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};
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Bug m_bug;
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Obstacle m_obstacle;
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Cloud m_cloud;
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bool m_active;
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Optional<float> m_highscore {};
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float m_last_score {};
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float m_difficulty {};
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float m_restart_cooldown {};
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const RefPtr<Gfx::Bitmap> m_background_bitmap { Gfx::Bitmap::load_from_file("/res/icons/flappybug/background.png") };
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};
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}
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