Some movement and collision improvements
parent
47f1144fa7
commit
deddb6ae98
118
main.c
118
main.c
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@ -14,8 +14,14 @@
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#define BALL_RADIUS (VIRTUAL_WIDTH / 80.0)
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#define BALL_BASE_SPEED 2.0f
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#define BALL_VELOCITY ((Vector2){BALL_BASE_SPEED, BALL_BASE_SPEED})
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#define BALL_MUL_SPEED 0.15f
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#define BLOCK_ROWS 7
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#define BLOCKS_PER_ROW 10
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#define BLOCK_WIDTH (int)rint((float)VIRTUAL_WIDTH / (float)BLOCKS_PER_ROW) - 1
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#define BLOCK_HEIGHT 25
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#define LEN(arr) (sizeof arr / sizeof *arr)
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typedef struct Player {
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@ -38,21 +44,41 @@ typedef struct Block {
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bool isDestroyed;
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} Block;
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void MovePaddle(Player *player) {
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void BlocksReset(Block blocks[BLOCK_ROWS * BLOCKS_PER_ROW]) {
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for (int i = 0; i < BLOCK_ROWS; i++) {
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for (int j = 0; j < BLOCKS_PER_ROW; j++) {
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int id = i + (j * BLOCK_ROWS);
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int blockX = j * (BLOCK_WIDTH + 1);
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int blockY = 10 + i * (BLOCK_HEIGHT + 1);
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int hue = (id % BLOCK_ROWS) * 400;
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Color color = ColorFromHSV(hue, 1.0f, 1.0f);
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blocks[id] = (Block){(Rectangle){blockX, blockY, BLOCK_WIDTH, BLOCK_HEIGHT}, color, false};
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}
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}
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}
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void PaddleMove(Player *player) {
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Vector2 mouseDelta = GetMouseDelta();
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player->shape.x = Clamp(player->shape.x + mouseDelta.x, 0, VIRTUAL_WIDTH - PADDLE_WIDTH);
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}
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void ResetBall(Ball *ball) {
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void BallReset(Ball *ball) {
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ball->velocityMultiplier = 1.0f;
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// Resetting ball's position
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ball->velocity = (Vector2){BALL_BASE_SPEED, BALL_BASE_SPEED};
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ball->velocity = BALL_VELOCITY;
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ball->firstBounce = false;
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ball->shape.x = VIRTUAL_WIDTH / 2.0f;
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ball->shape.y = VIRTUAL_HEIGHT / 2.0f;
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ball->shape.y = (VIRTUAL_HEIGHT / 2.0f) + 20.0;
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}
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void MoveBall(Ball *ball, Player *player) {
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void BallChangeVelocity(Ball *ball, Vector2 force) {
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ball->velocity = Vector2Multiply(ball->velocity, force);
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ball->velocity = Vector2Normalize(ball->velocity);
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ball->velocity = Vector2Multiply(ball->velocity, BALL_VELOCITY);
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}
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void BallMove(Ball *ball, Player *player) {
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bool isColliding = CheckCollisionRecs(player->shape, ball->shape);
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if (ball->shape.x < 0 || ball->shape.x + BALL_RADIUS > VIRTUAL_WIDTH) {
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@ -62,11 +88,15 @@ void MoveBall(Ball *ball, Player *player) {
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ball->velocity = Vector2Multiply(ball->velocity, (Vector2){1.0f, -1.0f});
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ball->velocityApplied = false;
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} else if (isColliding) {
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float direction = 1 - (ball->shape.x + (BALL_RADIUS / 2.0f)) / (player->shape.x + (PADDLE_WIDTH / 2.0f) + 1);
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float forceX = 1.0f; // direction > 0 ? 1.0f : -1.0f;
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float forceY = -1.0f; // + (direction * 10.0);
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TraceLog(LOG_INFO, "%f %f %f", direction, forceX, forceY);
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ball->velocity = Vector2Multiply(ball->velocity, (Vector2){forceX, forceY});
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float paddleCenter = player->shape.x + (PADDLE_WIDTH / 2.0f);
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float ballCenter = ball->shape.x + (BALL_RADIUS / 2.0f);
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float direction = ball->velocity.x / BALL_BASE_SPEED;
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float boost = (ballCenter / paddleCenter) - 1.0f;
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float forceX = (boost * direction) > 0 ? 1.0f : -1.0f;
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float forceY = -(1.5f - (fabs(boost) * 10.0));
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forceY = Clamp(forceY, -1.4f, -0.8f);
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BallChangeVelocity(ball, (Vector2){forceX, forceY});
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// Add speed multiplier every bounce to increase difficulty
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if (!ball->velocityApplied) {
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@ -79,13 +109,13 @@ void MoveBall(Ball *ball, Player *player) {
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// When first bouncing off the paddle increase the speed to normal
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if (!ball->firstBounce) {
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ball->firstBounce = true;
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ball->velocityMultiplier = 1.0f;
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ball->velocityMultiplier = 1.5f;
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}
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} else if (ball->shape.y + BALL_RADIUS > VIRTUAL_HEIGHT - PADDLE_HEIGHT + (BALL_RADIUS / 2.0f)) {
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// Death or Game Over
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if (player->lives > 0) {
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player->lives -= 1;
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ResetBall(ball);
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BallReset(ball);
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} else {
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}
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ball->velocityApplied = false;
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@ -100,6 +130,7 @@ void MoveBall(Ball *ball, Player *player) {
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}
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int main() {
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SetConfigFlags(FLAG_VSYNC_HINT);
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InitWindow(0, 0, "Breakout");
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ToggleFullscreen();
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@ -107,7 +138,8 @@ int main() {
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const int MONITOR_WIDTH = GetMonitorWidth(CURRENT_MONITOR);
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const int MONITOR_HEIGHT = GetMonitorHeight(CURRENT_MONITOR);
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SetTargetFPS(60);
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int refreshRate = GetMonitorRefreshRate(CURRENT_MONITOR);
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SetTargetFPS(refreshRate);
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Camera2D camera = {0}; // Game world camera
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camera.zoom = 1.0f;
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@ -119,48 +151,35 @@ int main() {
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Ball ball = {
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(Rectangle){VIRTUAL_WIDTH / 2.0f, VIRTUAL_HEIGHT / 2.0f, BALL_RADIUS, BALL_RADIUS},
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(Vector2){BALL_BASE_SPEED, BALL_BASE_SPEED},
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BALL_VELOCITY,
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1.0f,
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false,
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false,
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};
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BallReset(&ball);
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Player player = {
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(Rectangle){VIRTUAL_WIDTH / 2.0f, VIRTUAL_HEIGHT - PADDLE_HEIGHT - 10, PADDLE_WIDTH, PADDLE_HEIGHT},
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PLAYER_LIVES, 0};
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const int BLOCK_ROWS = 7;
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const int BLOCKS_PER_ROW = 15;
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const int BLOCK_WIDTH = VIRTUAL_WIDTH / (float)BLOCKS_PER_ROW;
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const int BLOCK_HEIGHT = 20;
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Block blocks[BLOCK_ROWS * BLOCKS_PER_ROW];
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for (int i = 0; i < BLOCK_ROWS; i++) {
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for (int j = 0; j < BLOCKS_PER_ROW; j++) {
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int id = i + (j * BLOCK_ROWS);
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int blockX = j * (BLOCK_WIDTH + 1);
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int blockY = 10 + i * (BLOCK_HEIGHT + 1);
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int hue = (id % BLOCK_ROWS) * 400;
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Color color = ColorFromHSV(hue, 1.0f, 1.0f);
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blocks[id] = (Block){(Rectangle){blockX, blockY, BLOCK_WIDTH, BLOCK_HEIGHT}, color, false};
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}
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}
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BlocksReset(blocks);
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const int BLOCK_COUNT = LEN(blocks);
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int brokenBlocks = 0;
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while (!WindowShouldClose()) {
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if (IsKeyDown(KEY_R)) {
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ResetBall(&ball);
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BallReset(&ball);
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BlocksReset(blocks);
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}
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// Keep before the cursor is disabled otherwise the paddle is stuck
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MovePaddle(&player);
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PaddleMove(&player);
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DisableCursor();
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MoveBall(&ball, &player);
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BallMove(&ball, &player);
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BeginTextureMode(RENDER_TEXTURE);
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{
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@ -180,10 +199,37 @@ int main() {
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bool isColliding = CheckCollisionRecs(ball.shape, block->shape);
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if (isColliding) {
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ball.velocity = Vector2Multiply(ball.velocity, (Vector2){1.0f, -1.0f});
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float blockCenterX = block->shape.x + (BLOCK_WIDTH / 2.0f);
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float blockCenterY = block->shape.y + (BLOCK_HEIGHT / 2.0f);
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float ballCenterX = ball.shape.x + (BALL_RADIUS / 2.0f);
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float ballCenterY = ball.shape.y + (BALL_RADIUS / 2.0f);
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Vector2 dir = {ballCenterX - blockCenterX, ballCenterY - blockCenterY};
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dir = Vector2Normalize(dir);
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Vector2 force = {1.0f, -1.0f};
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if (dir.y < 0 && dir.y > dir.x) {
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force.y = -1.0f;
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} else if (dir.x > 0 && dir.x > dir.y) {
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force.x = -1.0f;
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}
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ball.velocity = Vector2Multiply(ball.velocity, force);
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ball.velocityApplied = false;
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block->color = BLACK;
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block->isDestroyed = true;
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player.score += 100;
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brokenBlocks += 1;
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if (brokenBlocks >= BLOCK_COUNT) {
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BallReset(&ball);
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BlocksReset(blocks);
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player.score += 1000;
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brokenBlocks = 0;
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}
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continue;
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}
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DrawRectangleRec(block->shape, block->color);
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