/* * Copyright (c) 2020, Andreas Kling * * SPDX-License-Identifier: BSD-2-Clause */ #include "Game.h" #include "LevelSelectDialog.h" #include #include #include #include #include #include #include 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 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 = get_random() % (position_x_max - position_x_min + 1) + position_x_min; int position_y = 200; int velocity_x = get_random() % 3 + 1; int velocity_y = 3 + (3 - velocity_x); if (get_random() % 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(); } }