Breakout: Use floating point coordinates

This commit is contained in:
Andreas Kling 2020-11-10 13:54:19 +01:00
parent 3f7b2c83d3
commit d05d519b0d
Notes: sideshowbarker 2024-07-19 01:28:21 +09:00
2 changed files with 33 additions and 35 deletions

View file

@ -100,13 +100,13 @@ void Game::paint_event(GUI::PaintEvent& event)
painter.fill_rect(rect(), Color::Black);
painter.fill_ellipse(m_ball.rect(), Color::Red);
painter.fill_ellipse(enclosing_int_rect(m_ball.rect()), Color::Red);
painter.fill_rect(m_paddle.rect, Color::White);
painter.fill_rect(enclosing_int_rect(m_paddle.rect), Color::White);
for (auto& brick : m_bricks) {
if (!brick.dead)
painter.fill_rect(brick.rect, brick.color);
painter.fill_rect(enclosing_int_rect(brick.rect), brick.color);
}
}
@ -143,8 +143,8 @@ void Game::keydown_event(GUI::KeyEvent& event)
void Game::mousemove_event(GUI::MouseEvent& event)
{
int new_paddle_x = event.x() - m_paddle.rect.width() / 2;
new_paddle_x = max(0, new_paddle_x);
float new_paddle_x = event.x() - m_paddle.rect.width() / 2;
new_paddle_x = max(0.0f, new_paddle_x);
new_paddle_x = min(game_width - m_paddle.rect.width(), new_paddle_x);
m_paddle.rect.set_x(new_paddle_x);
}
@ -152,10 +152,8 @@ void Game::mousemove_event(GUI::MouseEvent& event)
void Game::reset_ball()
{
m_ball = {};
m_ball.x = 150;
m_ball.y = 200;
m_ball.vx = 3;
m_ball.vy = 3;
m_ball.position = { 150, 200 };
m_ball.velocity = { 3, 3 };
}
void Game::hurt()
@ -178,27 +176,26 @@ void Game::win()
void Game::tick()
{
auto new_ball = m_ball;
new_ball.x += new_ball.vx;
new_ball.y += new_ball.vy;
new_ball.position += new_ball.velocity;
if (new_ball.x < new_ball.radius || new_ball.x > game_width - new_ball.radius) {
new_ball.x = m_ball.x;
new_ball.vx *= -1;
if (new_ball.x() < new_ball.radius || new_ball.x() > game_width - new_ball.radius) {
new_ball.position.set_x(m_ball.x());
new_ball.velocity.set_x(new_ball.velocity.x() * -1);
}
if (new_ball.y < new_ball.radius) {
new_ball.y = m_ball.y;
new_ball.vy *= -1;
if (new_ball.y() < new_ball.radius) {
new_ball.position.set_y(m_ball.y());
new_ball.velocity.set_y(new_ball.velocity.y() * -1);
}
if (new_ball.y > game_height - new_ball.radius) {
if (new_ball.y() > game_height - new_ball.radius) {
hurt();
return;
}
if (new_ball.rect().intersects(m_paddle.rect)) {
new_ball.y = m_ball.y;
new_ball.vy *= -1;
new_ball.position.set_y(m_ball.y());
new_ball.velocity.set_y(new_ball.velocity.y() * -1);
}
for (auto& brick : m_bricks) {
@ -209,11 +206,11 @@ void Game::tick()
auto overlap = new_ball.rect().intersected(brick.rect);
if (overlap.width() < overlap.height()) {
new_ball.x = m_ball.x;
new_ball.vx *= -1;
new_ball.position.set_x(m_ball.x());
new_ball.velocity.set_x(new_ball.velocity.x() * -1);
} else {
new_ball.y = m_ball.y;
new_ball.vy *= -1;
new_ball.position.set_y(m_ball.y());
new_ball.velocity.set_y(new_ball.velocity.y() * -1);
}
break;
}
@ -233,7 +230,7 @@ void Game::tick()
}
if (m_paddle.moving_left) {
m_paddle.rect.set_x(max(0, m_paddle.rect.x() - m_paddle.speed));
m_paddle.rect.set_x(max(0.0f, m_paddle.rect.x() - m_paddle.speed));
}
if (m_paddle.moving_right) {
m_paddle.rect.set_x(min(game_width - m_paddle.rect.width(), m_paddle.rect.x() + m_paddle.speed));

View file

@ -57,27 +57,28 @@ private:
void win();
struct Ball {
int x { 0 };
int y { 0 };
int radius { 8 };
int vx { 0 };
int vy { 0 };
Gfx::FloatPoint position;
Gfx::FloatPoint velocity;
float radius { 8 };
Gfx::IntRect rect() const
float x() const { return position.x(); }
float y() const { return position.y(); }
Gfx::FloatRect rect() const
{
return { x - radius, y - radius, radius * 2, radius * 2 };
return { x() - radius, y() - radius, radius * 2, radius * 2 };
}
};
struct Paddle {
Gfx::IntRect rect;
int speed { 5 };
Gfx::FloatRect rect;
float speed { 5 };
bool moving_left { false };
bool moving_right { false };
};
struct Brick {
Gfx::IntRect rect;
Gfx::FloatRect rect;
Gfx::Color color;
bool dead { false };
};