mirror of
https://github.com/thepigeongenerator/breakout_clone.git
synced 2025-12-16 22:05:45 +01:00
add ball movement
This commit is contained in:
58
level.c
58
level.c
@@ -2,14 +2,18 @@
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#include <stdbool.h>
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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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//prepares the level to be in a playable state
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void level_init(Level* level) {
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level->stop = false;
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// initialize ball
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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){ 0.2F, 0.2F };
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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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@@ -17,24 +21,64 @@ void level_init(Level* level) {
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level->bouncer.width = BOUNCER_WIDTH_DEFAULT;
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}
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void ball_collisions(struct Ball* ball) {
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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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Position* bouncer_pos = &level->bouncer.pos;
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struct Bouncer* bouncer = &level->bouncer;
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struct Ball* ball = &level->ball;
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// if move bouncer LEFT
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if (keys[SDLK_a]) {
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bouncer_pos->x--;
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bouncer->pos.x -= 0.5F;
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ball->moving = true;
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if (bouncer_pos->x == 0) {
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bouncer_pos->x = SCREEN_WIDTH - level->bouncer.width;
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if (bouncer->pos.x == 0) {
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bouncer->pos.x = SCREEN_WIDTH - bouncer->width;
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}
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}
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// if move bouncer RIGHT
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if (keys[SDLK_d]) {
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bouncer_pos->x++; // increase the bouncer pos
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bouncer->pos.x += 0.5F; // increase the bouncer pos
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ball->moving = true;
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if ((bouncer_pos->x + level->bouncer.width) > SCREEN_WIDTH) {
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bouncer_pos->x = 1; //set the bouncer pos to 1
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if ((bouncer->pos.x + bouncer->width) > SCREEN_WIDTH) {
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bouncer->pos.x = 1; //set the bouncer pos to 1
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}
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}
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if (ball->moving == false)
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return;
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// update ball position
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ball->pos.x += ball->direction.x;
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ball->pos.y += ball->direction.y;
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// check X axis out of bounds collisions
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if ((ball->pos.x + ball->size) > SCREEN_WIDTH || ball->pos.x < 0) {
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ball->direction.x *= -1;
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}
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// check Y axis out of bounds collisions
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if (ball->pos.y < 0) {
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ball->direction.y *= -1;
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}
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// check bouncer collisions
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if ((ball->pos.x + ball->size) > bouncer->pos.x && ball->pos.x < (bouncer->pos.x + bouncer->width) &&
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(ball->pos.y + ball->size) > bouncer->pos.y && ball->pos.y < (bouncer->pos.y + BOUNCER_HEIGHT)) {
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ball->direction.y *= -1;
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}
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// check lose condition
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if ((ball->pos.y + ball->size) > SCREEN_HEIGHT) {
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level->stop = true;
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ball->moving = false;
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}
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}
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16
level.h
16
level.h
@@ -1,21 +1,21 @@
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#pragma once
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#include <stdbool.h>
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#include <SDL2/SDL.h>
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#include "vector2.h"
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typedef struct {
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unsigned x;
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unsigned y;
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} Position;
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bool stop;
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typedef struct {
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struct {
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struct Ball {
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bool moving;
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unsigned size;
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Position pos;
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Vector2 pos;
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Vector2 direction;
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} ball;
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struct {
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struct Bouncer {
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unsigned width;
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Position pos;
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Vector2 pos;
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} bouncer;
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} Level;
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2
main.c
2
main.c
@@ -85,7 +85,7 @@ int main(void) {
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// game-loop
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RenderData render_data = { window, renderer, &level }; //contains the data which is used to render the game
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while (update(&level, keys, &render_data));
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while (update(&level, keys, &render_data) && (level.stop == false));
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// frees media and shuts down SDL
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close(window, renderer);
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@@ -45,8 +45,8 @@ void renderer_update(RenderData* render_data) {
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//draw player components
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success |= SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
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success |= SDL_RenderFillRect(renderer, &(SDL_Rect) {level->bouncer.pos.x, level->bouncer.pos.y, level->bouncer.width, 5});
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success |= SDL_RenderFillRect(renderer, &(SDL_Rect) {level->ball.pos.x, level->ball.pos.y, level->ball.size, level->ball.size});
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success |= SDL_RenderFillRectF(renderer, &(SDL_FRect) {level->bouncer.pos.x, level->bouncer.pos.y, level->bouncer.width, 5});
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success |= SDL_RenderFillRectF(renderer, &(SDL_FRect) {level->ball.pos.x, level->ball.pos.y, level->ball.size, level->ball.size});
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if (success < 0) {
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printf("something went wrong whilst rendering: %s\n", SDL_GetError());
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18
vector2.h
Normal file
18
vector2.h
Normal file
@@ -0,0 +1,18 @@
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#pragma once
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#define VECTOR2_UP ((Vector2){ 0, 1 })
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#define VECTOR2_DOWN ((Vector2){ 0, -1 })
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#define VECTOR2_LEFT ((Vector2){ -1, 0 })
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#define VECTOR2_RIGHT ((Vector2){ 1, 0 })
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#define VECTOR2_ZERO ((Vector2){ 0, 0 })
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#define VECTOR2_ONE ((Vector2){ 1, 1 })
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#define vec2_add(v1, v2) ((Vector2){v1.x + v2.x, v1.y + v2.y})
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#define vec2_subt(v1, v2) ((Vector2){v1.x - v2.x, v1.y - v2.y})
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#define vec2_mult(v, a) ((Vector2){v.x * a, v.y * a})
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#define vec2_div(v, a) ((Vector2){v.x / a, v.y / a})
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typedef struct {
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float x;
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float y;
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} Vector2;
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