forked from vittorioromeo/cppcon2014
-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathp11.cpp
More file actions
454 lines (372 loc) · 13.3 KB
/
Copy pathp11.cpp
File metadata and controls
454 lines (372 loc) · 13.3 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
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
// Copyright (c) 2014 Vittorio Romeo
// License: MIT License | http://opensource.org/licenses/MIT
// http://vittorioromeo.info | vittorio.romeo@outlook.com
// In this last code segment, we'll add some features to our game
// and finish it:
// * Text
// * Win/lose states (limited lives)
// * Multi-hit bricks
#include <memory>
#include <typeinfo>
#include <map>
#include <SFML/Graphics.hpp>
constexpr unsigned int wndWidth{800}, wndHeight{600};
class Entity
{
public:
bool destroyed{false};
virtual ~Entity() { }
virtual void update() { }
virtual void draw(sf::RenderWindow& mTarget) { }
};
class Manager
{
private:
std::vector<std::unique_ptr<Entity>> entities;
std::map<std::size_t, std::vector<Entity*>> groupedEntities;
public:
template<typename T, typename... TArgs> T& create(TArgs&&... mArgs)
{
static_assert(std::is_base_of<Entity, T>::value,
"`T` must be derived from `Entity`");
auto uPtr(std::make_unique<T>(std::forward<TArgs>(mArgs)...));
auto ptr(uPtr.get());
groupedEntities[typeid(T).hash_code()].emplace_back(ptr);
entities.emplace_back(std::move(uPtr));
return *ptr;
}
void refresh()
{
for(auto& pair : groupedEntities)
{
auto& vector(pair.second);
vector.erase(
std::remove_if(std::begin(vector), std::end(vector),
[](auto mPtr){ return mPtr->destroyed; }),
std::end(vector));
}
entities.erase(
std::remove_if(std::begin(entities), std::end(entities),
[](const auto& mUPtr){ return mUPtr->destroyed; }),
std::end(entities));
}
void clear()
{
groupedEntities.clear();
entities.clear();
}
template<typename T> auto& getAll()
{
return groupedEntities[typeid(T).hash_code()];
}
template<typename T, typename TFunc>
void forEach(const TFunc& mFunc)
{
for(auto ptr : getAll<T>())
mFunc(*reinterpret_cast<T*>(ptr));
}
void update()
{
for(auto& e : entities) e->update();
}
void draw(sf::RenderWindow& mTarget)
{
for(auto& e : entities) e->draw(mTarget);
}
};
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 Entity, public Circle
{
public:
static const sf::Color defColor;
static constexpr float defRadius{10.f}, 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() override
{
shape.move(velocity);
solveBoundCollisions();
}
void draw(sf::RenderWindow& mTarget) override
{
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)
{
// If the ball leaves the window towards the bottom,
// we destroy it.
destroyed = true;
}
}
};
const sf::Color Ball::defColor{sf::Color::Red};
class Paddle : public Entity, public Rectangle
{
public:
static const sf::Color defColor;
static constexpr float defWidth{60.f}, 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() override
{
processPlayerInput();
shape.move(velocity);
}
void draw(sf::RenderWindow& mTarget) override
{
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 Entity, public Rectangle
{
public:
static const sf::Color defColorHits1;
static const sf::Color defColorHits2;
static const sf::Color defColorHits3;
static constexpr float defWidth{60.f}, defHeight{20.f};
static constexpr float defVelocity{8.f};
// Let's add a field for the required hits.
int requiredHits{1};
Brick(float mX, float mY)
{
shape.setPosition(mX, mY);
shape.setSize({defWidth, defHeight});
shape.setOrigin(defWidth / 2.f, defHeight / 2.f);
}
void update() override
{
// Let's alter the color of the brick depending on the
// required hits.
if(requiredHits == 1) shape.setFillColor(defColorHits1);
else if(requiredHits == 2) shape.setFillColor(defColorHits2);
else shape.setFillColor(defColorHits3);
}
void draw(sf::RenderWindow& mTarget) override
{
mTarget.draw(shape);
}
};
const sf::Color Brick::defColorHits1{255, 255, 0, 80};
const sf::Color Brick::defColorHits2{255, 255, 0, 170};
const sf::Color Brick::defColorHits3{255, 255, 0, 255};
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;
// Instead of immediately destroying the brick upon collision,
// we decrease and check its required hits first.
--mBrick.requiredHits;
if(mBrick.requiredHits <= 0) 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;
}
class Game
{
private:
// There now are two additional game states: `GameOver`
// and `Victory`.
enum class State{Paused, GameOver, InProgress, Victory};
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 - 11"};
Manager manager;
// SFML offers an easy-to-use font and text class that we
// can use to display remaining lives and game status.
sf::Font liberationSans;
sf::Text textState, textLives;
State state{State::GameOver};
bool pausePressedLastFrame{false};
// Let's keep track of the remaning lives in the game class.
int remainingLives{0};
public:
Game()
{
window.setFramerateLimit(60);
// We need to load a font from file before using
// our text objects.
liberationSans.loadFromFile(
R"(/usr/share/fonts/TTF/LiberationSans-Regular.ttf)");
textState.setFont(liberationSans);
textState.setPosition(10, 10);
textState.setCharacterSize(35.f);
textState.setColor(sf::Color::White);
textState.setString("Paused");
textLives.setFont(liberationSans);
textLives.setPosition(10, 10);
textLives.setCharacterSize(15.f);
textLives.setColor(sf::Color::White);
}
void restart()
{
// Let's remember to reset the remaining lives.
remainingLives = 3;
state = State::Paused;
manager.clear();
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)};
auto& brick(manager.create<Brick>(brkOffsetX + x, y));
// Let's set the required hits for the bricks.
brick.requiredHits = 1 + ((iX * iY) % 3);
}
manager.create<Ball>(wndWidth / 2.f, wndHeight / 2.f);
manager.create<Paddle>(wndWidth / 2, wndHeight - 50);
}
void run()
{
while(true)
{
window.clear(sf::Color::Black);
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Escape))
break;
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::P))
{
if(!pausePressedLastFrame)
{
if(state == State::Paused)
state = State::InProgress;
else if(state == State::InProgress)
state = State::Paused;
}
pausePressedLastFrame = true;
}
else pausePressedLastFrame = false;
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::R))
restart();
// If the game is not in progress, do not draw or update
// game elements and display information to the player.
if(state != State::InProgress)
{
if(state == State::Paused)
textState.setString("Paused");
else if(state == State::GameOver)
textState.setString("Game over!");
else if(state == State::Victory)
textState.setString("You won!");
window.draw(textState);
}
else
{
// If there are no more balls on the screen, spawn a
// new one and remove a life.
if(manager.getAll<Ball>().empty())
{
manager.create<Ball>(wndWidth / 2.f,
wndHeight / 2.f);
--remainingLives;
}
// If there are no more bricks on the screen,
// the player won!
if(manager.getAll<Brick>().empty())
state = State::Victory;
// If the player has no more remaining lives,
// it's game over!
if(remainingLives <= 0) state = State::GameOver;
manager.update();
manager.forEach<Ball>([this](auto& mBall)
{
manager.forEach<Brick>([&mBall](auto& mBrick)
{
solveBrickBallCollision(mBrick, mBall);
});
manager.forEach<Paddle>([&mBall](auto& mPaddle)
{
solvePaddleBallCollision(mPaddle, mBall);
});
});
manager.refresh();
manager.draw(window);
// Update lives string and draw it.
textLives.setString("Lives: "
+ std::to_string(remainingLives));
window.draw(textLives);
}
window.display();
}
}
};
int main()
{
Game game; game.restart(); game.run();
return 0;
}