/* * Copyright (c) 2020, Andreas Kling * 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. */ #pragma once #include namespace Breakout { class Game final : public GUI::Widget { C_OBJECT(Game); public: static const int game_width = 480; static const int game_height = 500; virtual ~Game() override; void set_paused(bool paused); private: Game(); virtual void paint_event(GUI::PaintEvent&) override; virtual void keyup_event(GUI::KeyEvent&) override; virtual void keydown_event(GUI::KeyEvent&) override; virtual void mousemove_event(GUI::MouseEvent&) override; virtual void timer_event(Core::TimerEvent&) override; void reset(); void reset_ball(); void reset_paddle(); void generate_bricks(); void tick(); void hurt(); void win(); struct Ball { Gfx::FloatPoint position; Gfx::FloatPoint velocity; float radius { 8 }; float x() const { return position.x(); } float y() const { return position.y(); } Gfx::FloatRect rect() const { return { x() - radius, y() - radius, radius * 2, radius * 2 }; } }; struct Paddle { Gfx::FloatRect rect; float speed { 5 }; bool moving_left { false }; bool moving_right { false }; }; struct Brick { Gfx::FloatRect rect; Gfx::Color color; bool dead { false }; Brick(int row, int column, Gfx::Color c, int brick_width = 40, int brick_height = 12, int field_left_offset = 30, int field_top_offset = 30, int brick_spacing = 3) { rect = { field_left_offset + (column * brick_width) + (column * brick_spacing), field_top_offset + (row * brick_height) + (row * brick_spacing), brick_width, brick_height }; color = c; } }; bool m_paused; int m_lives; int m_board; long m_pause_count; bool m_cheater; Ball m_ball; Paddle m_paddle; Vector m_bricks; }; }