/* * Copyright (c) 2021, Mim Hufford * * SPDX-License-Identifier: BSD-2-Clause */ #include "Game.h" namespace FlappyBug { Game::Game() { set_override_cursor(Gfx::StandardCursor::Hidden); start_timer(16); reset(); } void Game::reset() { m_active = false; m_last_score = m_difficulty; m_difficulty = 1; m_restart_cooldown = 3; m_bug.reset(); m_obstacle.reset(); } void Game::game_over() { if (on_game_end) m_high_score = on_game_end(static_cast(m_difficulty)); reset(); } bool Game::ready_to_start() const { if (!m_high_score.has_value()) { return true; } if (m_restart_cooldown <= 0) { return true; } return false; } void Game::timer_event(Core::TimerEvent&) { tick(); } void Game::paint_event(GUI::PaintEvent& event) { GUI::Frame::paint_event(event); GUI::Painter painter(*this); painter.add_clip_rect(frame_inner_rect()); painter.add_clip_rect(event.rect()); painter.draw_tiled_bitmap(frame_inner_rect(), *m_background_bitmap); painter.draw_scaled_bitmap(m_cloud.rect(), *m_cloud.bitmap(), m_cloud.bitmap()->rect(), 0.2f); painter.fill_rect(enclosing_int_rect(m_obstacle.top_rect()), m_obstacle.color); painter.fill_rect(enclosing_int_rect(m_obstacle.bottom_rect()), m_obstacle.color); painter.draw_scaled_bitmap(enclosing_int_rect(m_bug.rect()), *m_bug.current_bitmap(), m_bug.flapping_bitmap->rect()); if (m_active) { painter.draw_text(m_score_rect, String::formatted("{:.0}", m_difficulty), Gfx::TextAlignment::TopLeft, Color::White); } else if (m_high_score.has_value()) { auto message = String::formatted("Your score: {:.0}\nHigh score: {:.0}\n\n{}", m_last_score, m_high_score.value(), m_restart_cooldown < 0 ? "Press any key to play again" : " "); painter.draw_text(m_text_rect, message, Gfx::TextAlignment::Center, Color::White); } else { painter.draw_text(m_text_rect, "Press any key to start", Gfx::TextAlignment::Center, Color::White); } } void Game::keydown_event(GUI::KeyEvent& event) { switch (event.key()) { case Key_Escape: GUI::Application::the()->quit(); break; default: if (ready_to_start()) { m_active = true; } if (m_active) { m_bug.flap(); } break; } } void Game::tick() { auto queue_update = [&]() { update(m_score_rect); update(m_text_rect); update(enclosing_int_rect(m_bug.rect())); update(enclosing_int_rect(m_obstacle.top_rect())); update(enclosing_int_rect(m_obstacle.bottom_rect())); update(m_cloud.rect()); }; if (m_active) { queue_update(); m_difficulty += 1.0f / 16.0f; m_bug.fall(); m_bug.apply_velocity(); m_obstacle.x -= 4 + m_difficulty / 16.0f; m_cloud.x -= m_difficulty / 16.0f; if (m_bug.y > game_height || m_bug.y < 0) { game_over(); } if (m_bug.rect().intersects(m_obstacle.top_rect()) || m_bug.rect().intersects(m_obstacle.bottom_rect())) { game_over(); } if (m_obstacle.x < 0) { m_obstacle.reset(); } if (m_cloud.x < 0) { m_cloud.reset(); } } m_restart_cooldown -= 1.0f / 16.0f; queue_update(); } }