#include "level.h" #include #include #include "vector2.h" #include "constants.h" #include "renderer.h" //prepares the level to be in a playable state void level_init(Level* level) { level->stop = false; // initialize bouncer level->bouncer.pos.x = (SCREEN_WIDTH / 2) - (BOUNCER_WIDTH_DEFAULT / 2); level->bouncer.pos.y = SCREEN_HEIGHT - (BOUNCER_HEIGHT * 2); level->bouncer.width = BOUNCER_WIDTH_DEFAULT; // initialize ball level->ball.pos.x = (SCREEN_WIDTH / 2) - (BALL_SIZE_DEFAULT / 2); level->ball.pos.y = level->bouncer.pos.y - BOUNCER_HEIGHT - BALL_SIZE_DEFAULT; level->ball.size = BALL_SIZE_DEFAULT; level->ball.direction = (Vector2){ 0, -BALL_SPEED }; // initialize bricks // define the colours of the brick rows const Colour colours[BRICK_COLUMNS] = { {0x5BCEFAFF}, {0xF5A9B8FF}, {0xFFFFFFFF}, {0xF5A9B8FF}, {0x5BCEFAFF} }; int brick_width = BRICK_WIDTH + BRICK_PADDING; int brick_height = BRICK_HEIGHT + (BRICK_PADDING / 2); float level_padding_left = ((float)SCREEN_WIDTH - ((SCREEN_WIDTH / brick_width) * brick_width)) / 2.0F; //for centering // store bricks in the level for (int x = 0; x < BRICK_COLUMNS; x++) { for (int y = 0; y < BRICK_ROWS; y++) { Brick* brick = &level->bricks[x][y]; brick->colour = colours[y]; brick->pos.x = (x * brick_width) + level_padding_left; brick->pos.y = (y * brick_height) + BRICK_PADDING_TOP; brick->destroyed = false; } } } // updates the player's "bouncer" static void update_player(Bouncer* bouncer, Ball* ball, const Uint8* keys) { // if move bouncer LEFT if (keys[SDL_SCANCODE_A] || keys[SDL_SCANCODE_LEFT]) { if (((bouncer->pos.x) < 0) == false) { bouncer->pos.x -= BOUNCER_SPEED; if (ball->moving == false) ball->pos.x -= BOUNCER_SPEED; } } // if move bouncer RIGHT if (keys[SDL_SCANCODE_D] || keys[SDL_SCANCODE_RIGHT]) { if (((bouncer->pos.x + bouncer->width) > SCREEN_WIDTH) == false) { bouncer->pos.x += BOUNCER_SPEED; // increase the bouncer pos if (ball->moving == false) ball->pos.x += BOUNCER_SPEED; } } // ball launching if (ball->moving == false && keys[SDL_SCANCODE_SPACE]) { ball->moving = true; } } // updates the player's ball static void update_ball(Level* level, Ball* ball, Bouncer* bouncer) { // update ball position ball->pos.x += ball->direction.x; ball->pos.y += ball->direction.y; // check X axis out of bounds collisions if ((ball->pos.x + ball->size) > SCREEN_WIDTH || ball->pos.x < 0) { ball->direction.x *= -1; } // check Y axis out of bounds collisions if (ball->pos.y < 0) { ball->direction.y *= -1; } // check bouncer collisions if ((ball->pos.x + ball->size) > bouncer->pos.x && ball->pos.x < (bouncer->pos.x + bouncer->width) && (ball->pos.y + ball->size) > bouncer->pos.y && ball->pos.y < (bouncer->pos.y + BOUNCER_HEIGHT)) { float x = ball->pos.x - bouncer->pos.x + (ball->size / 2) + 2; // get the X axis relative to the bouncer (add 2, see below) unsigned max = bouncer->width + 4; // get the maxiumum of this X axis (add 4 to make it feel more accurate) float angle = (x - (max / 2.0F)) / max * (PI / 1.5F); // calculate the angle in radians where the bouncer X axis falls on -60° to 60° // change the ball direction ball->direction.x = SDL_sinf(angle) * BALL_SPEED; ball->direction.y = -SDL_cosf(angle) * BALL_SPEED; } // check brick collisions bool collided = false; for (int x = 0; x < BRICK_COLUMNS; x++) { for (int y = 0; y < BRICK_ROWS; y++) { const Brick* brick = &level->bricks[x][y]; if (brick->destroyed == true) { continue; } const float max_brick_x = brick->pos.x + BRICK_WIDTH; const float brick_max_y = brick->pos.y + BRICK_HEIGHT; if (ball->pos.x < max_brick_x && (ball->pos.x + ball->size) > brick->pos.x && ball->pos.y < brick_max_y && (ball->pos.y + ball->size) > brick->pos.y) { level->bricks[x][y].destroyed = true; // skip changing direction of we already did if (collided == true) { continue; } //float ball_centre_x = ball->pos.x + (ball->size / 2.0F); float ball_centre_y = ball->pos.y + (ball->size / 2.0F); // manage ball bounce direction; only bounce along the X axis if the ball's Y centre is in between dthe top and bottom of the block if (brick->pos.y < ball_centre_y && ball_centre_y < brick_max_y) { ball->direction.x *= -1; } else { ball->direction.y *= -1; } collided = true; } } } } //updates the level void level_update(Level* level, const Uint8* keys) { Bouncer* bouncer = &level->bouncer; Ball* ball = &level->ball; update_player(bouncer, ball, keys); if (ball->moving == true) update_ball(level, ball, bouncer); // check lose condition if ((ball->pos.y + ball->size) > SCREEN_HEIGHT) { level->stop = true; ball->moving = false; } }