forked from vittorioromeo/cppcon2014
-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathp09.cpp
More file actions
299 lines (242 loc) · 9.11 KB
/
Copy pathp09.cpp
File metadata and controls
299 lines (242 loc) · 9.11 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
// Copyright (c) 2014 Vittorio Romeo
// License: MIT License | http://opensource.org/licenses/MIT
// http://vittorioromeo.info | vittorio.romeo@outlook.com
// In this code segment we'll start improving the game's code
// architecture. The first step will be creating a `Game` class
// that will encapsulate the game's state.
#include <SFML/Graphics.hpp>
constexpr unsigned int wndWidth{800}, wndHeight{600};
struct Rectangle
{
sf::RectangleShape 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; }
};
struct Circle
{
sf::CircleShape shape;
float x() const noexcept { return shape.getPosition().x; }
float y() const noexcept { return shape.getPosition().y; }
float radius() const noexcept { return shape.getRadius(); }
float left() const noexcept { return x() - radius(); }
float right() const noexcept { return x() + radius(); }
float top() const noexcept { return y() - radius(); }
float bottom() const noexcept { return y() + radius(); }
};
class Ball : public Circle
{
public:
static const sf::Color defColor;
static constexpr float defRadius{10.f};
static constexpr float defVelocity{8.f};
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); }
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};
class Paddle : public Rectangle
{
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::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); }
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};
class Brick : public Rectangle
{
public:
static const sf::Color defColor;
static constexpr float defWidth{60.f};
static constexpr float defHeight{20.f};
static constexpr float defVelocity{8.f};
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); }
};
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;
}
void solveBrickBallCollision(Brick& mBrick, Ball& mBall) noexcept
{
if(!isIntersecting(mBrick, mBall)) return;
mBrick.destroyed = true;
float overlapLeft{mBall.right() - mBrick.left()};
float overlapRight{mBrick.right() - mBall.left()};
float overlapTop{mBall.bottom() - mBrick.top()};
float overlapBottom{mBrick.bottom() - mBall.top()};
bool ballFromLeft(std::abs(overlapLeft) < std::abs(overlapRight));
bool ballFromTop(std::abs(overlapTop) < std::abs(overlapBottom));
float minOverlapX{ballFromLeft ? overlapLeft : overlapRight};
float minOverlapY{ballFromTop ? overlapTop : overlapBottom};
if(std::abs(minOverlapX) < std::abs(minOverlapY))
mBall.velocity.x = ballFromLeft ?
-Ball::defVelocity : Ball::defVelocity;
else
mBall.velocity.y = ballFromTop ?
-Ball::defVelocity : Ball::defVelocity;
}
// The `Game` class will store game constants and elements, and
// will keep track of the game's state. Also, it will provide
// functionality to pause and restart the game.
class Game
{
private:
// Let's create an enum for the possible game states.
enum class State{Paused, InProgress};
static constexpr int brkCountX{11}, brkCountY{4};
static constexpr int brkStartColumn{1}, brkStartRow{2};
static constexpr float brkSpacing{3.f}, brkOffsetX{22.f};
sf::RenderWindow window{{wndWidth, wndHeight}, "Arkanoid - 9"};
Ball ball{wndWidth / 2.f, wndHeight / 2.f};
Paddle paddle{wndWidth / 2, wndHeight - 50};
std::vector<Brick> bricks;
// Let's add some fields to keep track of the game status.
State state{State::InProgress};
bool pausePressedLastFrame{false};
public:
Game() { window.setFramerateLimit(60); }
// The `restart` method will re-create all game objects and restore
// the game to a default state.
void restart()
{
state = State::Paused;
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);
}
ball = Ball{wndWidth / 2.f, wndHeight / 2.f};
paddle = Paddle{wndWidth / 2, wndHeight - 50};
}
// The `run` method will start the game loop.
void run()
{
while(true)
{
window.clear(sf::Color::Black);
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Escape))
break;
// The `P` key will toggle the pause. To prevent continuous
// use of the pause button, we need to check if the input
// was pressed last frame.
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::P))
{
// If `P` was not pressed last frame, we can toggle
// the state.
if(!pausePressedLastFrame)
{
if(state == State::Paused)
state = State::InProgress;
else if(state == State::InProgress)
state = State::Paused;
}
pausePressedLastFrame = true;
}
else pausePressedLastFrame = false;
// Let's also use the `R` key to restart the game.
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::R))
restart();
// If the game is paused, we'll only draw game elements,
// without updating them.
if(state != State::Paused)
{
// The rest of the game loop code is exactly the same.
ball.update();
paddle.update();
for(auto& brick : bricks)
{
brick.update();
solveBrickBallCollision(brick, ball);
}
bricks.erase(
std::remove_if(std::begin(bricks), std::end(bricks),
[](const auto& mBrick){ return mBrick.destroyed; }),
std::end(bricks)
);
solvePaddleBallCollision(paddle, ball);
}
ball.draw(window);
paddle.draw(window);
for(auto& brick : bricks) brick.draw(window);
window.display();
}
}
};
int main()
{
// To start our game, we create a `Game` instance,
// restart it and run it.
Game game; game.restart(); game.run();
return 0;
}