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224 lines (179 loc) · 7.05 KB
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// Copyright (c) 2014 Vittorio Romeo
// License: MIT License | http://opensource.org/licenses/MIT
// http://vittorioromeo.info | vittorio.romeo@outlook.com
// Let's now implement the last fundamental game element: the bricks.
// In this code segment we'll only create the class and "spawn" a
// grid of bricks in the game world.
#include <SFML/Graphics.hpp>
constexpr unsigned int wndWidth{800}, wndHeight{600};
class Ball
{
public:
static const sf::Color defColor;
static constexpr float defRadius{10.f};
static constexpr float defVelocity{8.f};
sf::CircleShape shape;
sf::Vector2f velocity{-defVelocity, -defVelocity};
Ball(float mX, float mY)
{
shape.setPosition(mX, mY);
shape.setRadius(defRadius);
shape.setFillColor(defColor);
shape.setOrigin(defRadius, defRadius);
}
void update()
{
shape.move(velocity);
solveBoundCollisions();
}
void draw(sf::RenderWindow& mTarget) { mTarget.draw(shape); }
float x() const noexcept { return shape.getPosition().x; }
float y() const noexcept { return shape.getPosition().y; }
float left() const noexcept { return x() - shape.getRadius(); }
float right() const noexcept { return x() + shape.getRadius(); }
float top() const noexcept { return y() - shape.getRadius(); }
float bottom() const noexcept { return y() + shape.getRadius(); }
private:
void solveBoundCollisions() noexcept
{
if(left() < 0) velocity.x = defVelocity;
else if(right() > wndWidth) velocity.x = -defVelocity;
if(top() < 0) velocity.y = defVelocity;
else if(bottom() > wndHeight) velocity.y = -defVelocity;
}
};
const sf::Color Ball::defColor{sf::Color::Red};
struct Paddle
{
public:
static const sf::Color defColor;
static constexpr float defWidth{60.f};
static constexpr float defHeight{20.f};
static constexpr float defVelocity{8.f};
sf::RectangleShape shape;
sf::Vector2f velocity;
Paddle(float mX, float mY)
{
shape.setPosition(mX, mY);
shape.setSize({defWidth, defHeight});
shape.setFillColor(defColor);
shape.setOrigin(defWidth / 2.f, defHeight / 2.f);
}
void update()
{
processPlayerInput();
shape.move(velocity);
}
void draw(sf::RenderWindow& mTarget) { mTarget.draw(shape); }
float x() const noexcept { return shape.getPosition().x; }
float y() const noexcept { return shape.getPosition().y; }
float width() const noexcept { return shape.getSize().x; }
float height() const noexcept { return shape.getSize().y; }
float left() const noexcept { return x() - width() / 2.f; }
float right() const noexcept { return x() + width() / 2.f; }
float top() const noexcept { return y() - height() / 2.f; }
float bottom() const noexcept { return y() + height() / 2.f; }
private:
void processPlayerInput()
{
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Left)
&& left() > 0) velocity.x = -defVelocity;
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Right)
&& right() < wndWidth) velocity.x = defVelocity;
else velocity.x = 0;
}
};
const sf::Color Paddle::defColor{sf::Color::Red};
// The class for the `Brick` game object will be very similar
// to the `Paddle` class.
class Brick
{
public:
static const sf::Color defColor;
static constexpr float defWidth{60.f};
static constexpr float defHeight{20.f};
static constexpr float defVelocity{8.f};
sf::RectangleShape shape;
// We'll add a `destroyed` bool value that will keep track
// of the brick's status. If the brick has been hit by a
// ball, `destroyed` will be set to true. In the game loop
// we'll then remove all bricks marked as such.
bool destroyed{false};
Brick(float mX, float mY)
{
shape.setPosition(mX, mY);
shape.setSize({defWidth, defHeight});
shape.setFillColor(defColor);
shape.setOrigin(defWidth / 2.f, defHeight / 2.f);
}
void update() { }
void draw(sf::RenderWindow& mTarget) { mTarget.draw(shape); }
float x() const noexcept { return shape.getPosition().x; }
float y() const noexcept { return shape.getPosition().y; }
float width() const noexcept { return shape.getSize().x; }
float height() const noexcept { return shape.getSize().y; }
float left() const noexcept { return x() - width() / 2.f; }
float right() const noexcept { return x() + width() / 2.f; }
float top() const noexcept { return y() - height() / 2.f; }
float bottom() const noexcept { return y() + height() / 2.f; }
};
const sf::Color Brick::defColor{sf::Color::Yellow};
template<typename T1, typename T2>
bool isIntersecting(const T1& mA, const T2& mB) noexcept
{
return mA.right() >= mB.left() && mA.left() <= mB.right()
&& mA.bottom() >= mB.top() && mA.top() <= mB.bottom();
}
void solvePaddleBallCollision(const Paddle& mPaddle, Ball& mBall) noexcept
{
if(!isIntersecting(mPaddle, mBall)) return;
mBall.velocity.y = -Ball::defVelocity;
mBall.velocity.x = mBall.x() < mPaddle.x() ?
-Ball::defVelocity : Ball::defVelocity;
}
int main()
{
Ball ball{wndWidth / 2.f, wndHeight / 2.f};
Paddle paddle{wndWidth / 2, wndHeight - 50};
// As we need to have multiple bricks, we'll use an `std::vector`
// to store them.
std::vector<Brick> bricks;
// We'll also define some constant values for the grid-pattern
// our bricks will be created in.
constexpr int brkCountX{11}; // How many columns?
constexpr int brkCountY{4}; // How many rows?
constexpr int brkStartColumn{1}; // What column number to start at?
constexpr int brkStartRow{2}; // What row number to start at?
constexpr float brkSpacing{3}; // Spacing between adjacent bricks.
constexpr float brkOffsetX{22.f}; // X offset for the grid pattern.
// We fill up our vector via a 2D for loop, creating bricks
// in a grid-like pattern on the screen.
for(int iX{0}; iX < brkCountX; ++iX)
for(int iY{0}; iY < brkCountY; ++iY)
{
float x{(iX + brkStartColumn)
* (Brick::defWidth + brkSpacing)};
float y{(iY + brkStartRow)
* (Brick::defHeight + brkSpacing)};
bricks.emplace_back(brkOffsetX + x, y);
}
sf::RenderWindow window{{wndWidth, wndHeight}, "Arkanoid - 6"};
window.setFramerateLimit(60);
while(true)
{
window.clear(sf::Color::Black);
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Escape))
break;
ball.update();
paddle.update();
// Let's not forget to update and draw every brick in
// the game loop.
for(auto& brick : bricks) brick.update();
solvePaddleBallCollision(paddle, ball);
ball.draw(window);
paddle.draw(window);
for(auto& brick : bricks) brick.draw(window);
window.display();
}
return 0;
}