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authorAndreas Kling <kling@serenityos.org>2021-01-12 12:03:28 +0100
committerAndreas Kling <kling@serenityos.org>2021-01-12 12:04:23 +0100
commitaa939c4b4b8a7eb1d22b166ebb5fb737d6e66714 (patch)
treec87472f6751c0fbb731858c8b0a4643a451a7f00 /Userland/Games/Breakout/Game.cpp
parentb8d6a56fa354a268e3fbfa4fb6d146e9bf60103e (diff)
downloadserenity-aa939c4b4b8a7eb1d22b166ebb5fb737d6e66714.zip
Games: Move to Userland/Games/
Diffstat (limited to 'Userland/Games/Breakout/Game.cpp')
-rw-r--r--Userland/Games/Breakout/Game.cpp328
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diff --git a/Userland/Games/Breakout/Game.cpp b/Userland/Games/Breakout/Game.cpp
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+/*
+ * Copyright (c) 2020, Andreas Kling <kling@serenityos.org>
+ * All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ *
+ * 1. Redistributions of source code must retain the above copyright notice, this
+ * list of conditions and the following disclaimer.
+ *
+ * 2. Redistributions in binary form must reproduce the above copyright notice,
+ * this list of conditions and the following disclaimer in the documentation
+ * and/or other materials provided with the distribution.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
+ * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
+ * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
+ * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
+ * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
+ * CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
+ * OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+#include "Game.h"
+#include "LevelSelectDialog.h"
+#include <LibGUI/Application.h>
+#include <LibGUI/MessageBox.h>
+#include <LibGUI/Painter.h>
+#include <LibGfx/Font.h>
+#include <LibGfx/StandardCursor.h>
+
+namespace Breakout {
+
+Game::Game()
+{
+ set_override_cursor(Gfx::StandardCursor::Hidden);
+ auto level_dialog = LevelSelectDialog::show(m_board, window());
+ if (level_dialog != GUI::Dialog::ExecOK)
+ m_board = -1;
+ set_paused(false);
+ start_timer(16);
+ reset();
+}
+
+Game::~Game()
+{
+}
+
+void Game::reset_paddle()
+{
+ m_paddle.moving_left = false;
+ m_paddle.moving_right = false;
+ m_paddle.rect = { game_width / 2 - 40, game_height - 20, 80, 16 };
+}
+
+void Game::reset()
+{
+ m_lives = 3;
+ m_pause_count = 0;
+ m_cheater = false;
+ reset_ball();
+ reset_paddle();
+ generate_bricks();
+}
+
+void Game::generate_bricks()
+{
+ m_bricks = {};
+
+ Gfx::Color colors[] = {
+ Gfx::Color::Red,
+ Gfx::Color::Green,
+ Gfx::Color::Blue,
+ Gfx::Color::Yellow,
+ Gfx::Color::Magenta,
+ Gfx::Color::Cyan,
+ Gfx::Color::LightGray,
+ };
+
+ Vector<Brick> boards[] = {
+ // :^)
+ Vector({
+ Brick(0, 0, colors[3], 40, 12, 100),
+ Brick(0, 4, colors[3], 40, 12, 100),
+ Brick(1, 2, colors[3], 40, 12, 100),
+ Brick(1, 5, colors[3], 40, 12, 100),
+ Brick(2, 1, colors[3], 40, 12, 100),
+ Brick(2, 3, colors[3], 40, 12, 100),
+ Brick(2, 6, colors[3], 40, 12, 100),
+ Brick(3, 6, colors[3], 40, 12, 100),
+ Brick(4, 0, colors[3], 40, 12, 100),
+ Brick(4, 6, colors[3], 40, 12, 100),
+ Brick(5, 6, colors[3], 40, 12, 100),
+ Brick(6, 5, colors[3], 40, 12, 100),
+ Brick(7, 4, colors[3], 40, 12, 100),
+ })
+ };
+
+ if (m_board != -1) {
+ m_bricks = boards[m_board];
+ } else {
+ // Rainbow
+ for (int row = 0; row < 7; ++row) {
+ for (int column = 0; column < 10; ++column) {
+ Brick brick(row, column, colors[row]);
+ m_bricks.append(brick);
+ }
+ }
+ }
+}
+
+void Game::set_paused(bool paused)
+{
+ m_paused = paused;
+
+ if (m_paused) {
+ set_override_cursor(Gfx::StandardCursor::None);
+ m_pause_count++;
+ } else {
+ set_override_cursor(Gfx::StandardCursor::Hidden);
+ }
+
+ update();
+}
+
+void Game::timer_event(Core::TimerEvent&)
+{
+ if (m_paused)
+ return;
+ tick();
+}
+
+void Game::paint_event(GUI::PaintEvent& event)
+{
+ GUI::Painter painter(*this);
+ painter.add_clip_rect(event.rect());
+
+ painter.fill_rect(rect(), Color::Black);
+
+ painter.fill_ellipse(enclosing_int_rect(m_ball.rect()), Color::Red);
+
+ painter.fill_rect(enclosing_int_rect(m_paddle.rect), Color::White);
+
+ for (auto& brick : m_bricks) {
+ if (!brick.dead)
+ painter.fill_rect(enclosing_int_rect(brick.rect), brick.color);
+ }
+
+ int msg_width = font().width(String::formatted("Lives: {}", m_lives));
+ int msg_height = font().glyph_height();
+ painter.draw_text({ (game_width - msg_width - 2), 2, msg_width, msg_height }, String::formatted("Lives: {}", m_lives), Gfx::TextAlignment::Center, Color::White);
+
+ if (m_paused) {
+ const char* msg = m_cheater ? "C H E A T E R" : "P A U S E D";
+ int msg_width = font().width(msg);
+ int msg_height = font().glyph_height();
+ painter.draw_text({ (game_width / 2) - (msg_width / 2), (game_height / 2) - (msg_height / 2), msg_width, msg_height }, msg, Gfx::TextAlignment::Center, Color::White);
+ }
+}
+
+void Game::keyup_event(GUI::KeyEvent& event)
+{
+ if (m_paused)
+ return;
+ switch (event.key()) {
+ case Key_Left:
+ m_paddle.moving_left = false;
+ break;
+ case Key_Right:
+ m_paddle.moving_right = false;
+ break;
+ default:
+ break;
+ }
+}
+
+void Game::keydown_event(GUI::KeyEvent& event)
+{
+ if (m_paused)
+ return;
+ switch (event.key()) {
+ case Key_Escape:
+ GUI::Application::the()->quit();
+ break;
+ case Key_Left:
+ m_paddle.moving_left = true;
+ break;
+ case Key_Right:
+ m_paddle.moving_right = true;
+ break;
+ default:
+ break;
+ }
+}
+
+void Game::mousemove_event(GUI::MouseEvent& event)
+{
+ if (m_paused)
+ return;
+ float new_paddle_x = event.x() - m_paddle.rect.width() / 2;
+ new_paddle_x = max(0.0f, new_paddle_x);
+ new_paddle_x = min(game_width - m_paddle.rect.width(), new_paddle_x);
+ m_paddle.rect.set_x(new_paddle_x);
+}
+
+void Game::reset_ball()
+{
+ int position_x_min = (game_width / 2) - 50;
+ int position_x_max = (game_width / 2) + 50;
+ int position_x = arc4random() % (position_x_max - position_x_min + 1) + position_x_min;
+ int position_y = 200;
+ int velocity_x = arc4random() % 3 + 1;
+ int velocity_y = 3 + (3 - velocity_x);
+ if (arc4random() % 2)
+ velocity_x = velocity_x * -1;
+
+ m_ball = {};
+ m_ball.position = { position_x, position_y };
+ m_ball.velocity = { velocity_x, velocity_y };
+}
+
+void Game::hurt()
+{
+ stop_timer();
+ m_lives--;
+ if (m_lives <= 0) {
+ update();
+ GUI::MessageBox::show(window(), "You lose!", "Breakout", GUI::MessageBox::Type::Information, GUI::MessageBox::InputType::OK);
+ reset();
+ }
+ sleep(1);
+ reset_ball();
+ reset_paddle();
+ start_timer(16);
+}
+
+void Game::win()
+{
+ stop_timer();
+ update();
+ if (m_cheater) {
+ GUI::MessageBox::show(window(), "You cheated not only the game, but yourself.", "Breakout", GUI::MessageBox::Type::Information, GUI::MessageBox::InputType::OK);
+ } else {
+ GUI::MessageBox::show(window(), "You win!", "Breakout", GUI::MessageBox::Type::Information, GUI::MessageBox::InputType::OK);
+ }
+ reset();
+ start_timer(16);
+}
+
+void Game::tick()
+{
+ auto new_ball = m_ball;
+ new_ball.position += new_ball.velocity;
+
+ if (new_ball.x() < new_ball.radius || new_ball.x() > game_width - new_ball.radius) {
+ new_ball.position.set_x(m_ball.x());
+ new_ball.velocity.set_x(new_ball.velocity.x() * -1);
+ }
+
+ if (new_ball.y() < new_ball.radius) {
+ new_ball.position.set_y(m_ball.y());
+ new_ball.velocity.set_y(new_ball.velocity.y() * -1);
+ }
+
+ if (new_ball.y() > game_height - new_ball.radius) {
+ hurt();
+ return;
+ }
+
+ if (new_ball.rect().intersects(m_paddle.rect)) {
+ new_ball.position.set_y(m_ball.y());
+ new_ball.velocity.set_y(new_ball.velocity.y() * -1);
+
+ float distance_to_middle_of_paddle = new_ball.x() - m_paddle.rect.center().x();
+ float relative_impact_point = distance_to_middle_of_paddle / m_paddle.rect.width();
+ new_ball.velocity.set_x(relative_impact_point * 7);
+ }
+
+ for (auto& brick : m_bricks) {
+ if (brick.dead)
+ continue;
+ if (new_ball.rect().intersects(brick.rect)) {
+ brick.dead = true;
+
+ auto overlap = new_ball.rect().intersected(brick.rect);
+ if (overlap.width() < overlap.height()) {
+ new_ball.position.set_x(m_ball.x());
+ new_ball.velocity.set_x(new_ball.velocity.x() * -1);
+ } else {
+ new_ball.position.set_y(m_ball.y());
+ new_ball.velocity.set_y(new_ball.velocity.y() * -1);
+ }
+ break;
+ }
+ }
+
+ bool has_live_bricks = false;
+ for (auto& brick : m_bricks) {
+ if (!brick.dead) {
+ has_live_bricks = true;
+ break;
+ }
+ }
+
+ if (!has_live_bricks) {
+ win();
+ return;
+ }
+
+ if (m_paddle.moving_left) {
+ m_paddle.rect.set_x(max(0.0f, m_paddle.rect.x() - m_paddle.speed));
+ }
+ if (m_paddle.moving_right) {
+ m_paddle.rect.set_x(min(game_width - m_paddle.rect.width(), m_paddle.rect.x() + m_paddle.speed));
+ }
+
+ m_ball = new_ball;
+
+ if (m_pause_count > 50)
+ m_cheater = true;
+
+ update();
+}
+
+}