mirror of
https://github.com/thepigeongenerator/breakout_clone.git
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152 lines
4.9 KiB
C
152 lines
4.9 KiB
C
#include "level.h"
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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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#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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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, 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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{0x5BCEFAFF},
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{0xF5A9B8FF},
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{0xFFFFFFFF},
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{0xF5A9B8FF},
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{0x5BCEFAFF}
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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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brick->destroyed = false;
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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, const Uint8* keys) {
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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[SDL_SCANCODE_A] || keys[SDL_SCANCODE_LEFT]) {
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ball->moving = true;
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if (bouncer->pos.x < 0 == false) {
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bouncer->pos.x -= BOUNCER_SPEED;
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}
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}
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// if move bouncer RIGHT
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if (keys[SDL_SCANCODE_D] || keys[SDL_SCANCODE_RIGHT]) {
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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 += BOUNCER_SPEED; // increase the bouncer pos
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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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float x = ball->pos.x - bouncer->pos.x + (ball->size / 2); // get the X axis relative to the bouncer
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unsigned max = bouncer->width + 2; // get the maxiumum of this X axis (add 2 to make it feel more accurate)
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float angle = (x - (max / 2.0F)) / max * PI; // calculate the angle in radians where the bouncer X axis falls on -(pi/2) to pi/2
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// change the ball direction
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ball->direction.x = SDL_sinf(angle) * BALL_SPEED;
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ball->direction.y = -SDL_cosf(angle) * BALL_SPEED;
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}
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// check brick collisions
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bool collided = false;
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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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const Brick* brick = &level->bricks[x][y];
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if (brick->destroyed == true) {
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continue;
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}
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const float max_brick_x = brick->pos.x + BRICK_WIDTH;
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const float max_brick_y = brick->pos.y + BRICK_HEIGHT;
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if (ball->pos.x < max_brick_x && (ball->pos.x + ball->size) > brick->pos.x &&
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ball->pos.y < max_brick_y && (ball->pos.y + ball->size) > brick->pos.y) {
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float ball_abs_dir_x = abs(ball->direction.x);
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float ball_abs_dir_y = abs(ball->direction.y);
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level->bricks[x][y].destroyed = true;
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// skip changing direction of we already did
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if (collided == true) {
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continue;
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}
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// manage ball bounce direction
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if (ball_abs_dir_x < ball_abs_dir_y) {
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ball->direction.y *= -1;
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}
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else if (ball_abs_dir_x > ball_abs_dir_y) {
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ball->direction.x *= -1;
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}
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else {
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ball->direction.x *= -1;
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ball->direction.y *= -1;
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}
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collided = true;
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}
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}
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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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