mirror of
https://github.com/thepigeongenerator/breakout_clone.git
synced 2025-12-18 14:55:46 +01:00
Added brick reneration + Bouncer speed
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35
src/level.c
35
src/level.c
@@ -4,6 +4,7 @@
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#include <SDL2/SDL.h>
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#include "vector2.h"
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#include "constants.h"
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#include "renderer.h"
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//prepares the level to be in a playable state
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void level_init(Level* level) {
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@@ -13,25 +14,49 @@ void level_init(Level* level) {
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level->ball.pos.x = (SCREEN_WIDTH / 2) - (BALL_SIZE_DEFAULT / 2);
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level->ball.pos.y = (SCREEN_HEIGHT / 2) - (BALL_SIZE_DEFAULT / 2);
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level->ball.size = BALL_SIZE_DEFAULT;
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level->ball.direction = (Vector2){ 0, BALL_SPEED};
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level->ball.direction = (Vector2){ 0, BALL_SPEED };
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// initialize bouncer
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level->bouncer.pos.x = (SCREEN_WIDTH / 2) - (BOUNCER_WIDTH_DEFAULT / 2);
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level->bouncer.pos.y = SCREEN_HEIGHT - (BOUNCER_HEIGHT * 2);
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level->bouncer.width = BOUNCER_WIDTH_DEFAULT;
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// initialize bricks
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// define the colours of the brick rows
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const Colour colours[BRICK_COLUMNS] = {
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{0x5B, 0xCE, 0xFA, 0xFF},
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{0xF5, 0xA9, 0xB8, 0xFF},
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{0xFF, 0xFF, 0xFF, 0xFF},
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{0xF5, 0xA9, 0xB8, 0xFF},
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{0x5B, 0xCE, 0xFA, 0xFF}
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};
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int brick_width = BRICK_WIDTH + BRICK_PADDING;
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int brick_height = BRICK_HEIGHT + (BRICK_PADDING / 2);
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float level_padding_left = ((float)SCREEN_WIDTH - ((SCREEN_WIDTH / brick_width) * brick_width)) / 2.0F; //for centering
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// store bricks in the level
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for (int x = 0; x < BRICK_COLUMNS; x++) {
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for (int y = 0; y < BRICK_ROWS; y++) {
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Brick* brick = &level->bricks[x][y];
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brick->colour = colours[y];
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brick->pos.x = (x * brick_width) + level_padding_left;
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brick->pos.y = (y * brick_height) + BRICK_PADDING_TOP;
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}
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}
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}
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//updates the level
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void level_update(Level* level, bool* keys) {
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struct Bouncer* bouncer = &level->bouncer;
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struct Ball* ball = &level->ball;
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Bouncer* bouncer = &level->bouncer;
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Ball* ball = &level->ball;
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// if move bouncer LEFT
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if (keys[SDLK_a]) {
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ball->moving = true;
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if (bouncer->pos.x < 0 == false) {
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bouncer->pos.x -= 0.5F;
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bouncer->pos.x -= BOUNCER_SPEED;
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}
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}
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@@ -40,7 +65,7 @@ void level_update(Level* level, bool* keys) {
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ball->moving = true;
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if ((bouncer->pos.x + bouncer->width) > SCREEN_WIDTH == false) {
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bouncer->pos.x += 0.5F; // increase the bouncer pos
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bouncer->pos.x += BOUNCER_SPEED; // increase the bouncer pos
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}
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}
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