Breakout: Use floating point coordinates
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parent
3f7b2c83d3
commit
d05d519b0d
Notes:
sideshowbarker
2024-07-19 01:28:21 +09:00
Author: https://github.com/awesomekling Commit: https://github.com/SerenityOS/serenity/commit/d05d519b0d8
2 changed files with 33 additions and 35 deletions
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@ -100,13 +100,13 @@ void Game::paint_event(GUI::PaintEvent& event)
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painter.fill_rect(rect(), Color::Black);
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painter.fill_ellipse(m_ball.rect(), Color::Red);
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painter.fill_ellipse(enclosing_int_rect(m_ball.rect()), Color::Red);
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painter.fill_rect(m_paddle.rect, Color::White);
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painter.fill_rect(enclosing_int_rect(m_paddle.rect), Color::White);
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for (auto& brick : m_bricks) {
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if (!brick.dead)
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painter.fill_rect(brick.rect, brick.color);
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painter.fill_rect(enclosing_int_rect(brick.rect), brick.color);
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}
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}
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@ -143,8 +143,8 @@ void Game::keydown_event(GUI::KeyEvent& event)
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void Game::mousemove_event(GUI::MouseEvent& event)
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{
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int new_paddle_x = event.x() - m_paddle.rect.width() / 2;
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new_paddle_x = max(0, new_paddle_x);
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float new_paddle_x = event.x() - m_paddle.rect.width() / 2;
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new_paddle_x = max(0.0f, new_paddle_x);
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new_paddle_x = min(game_width - m_paddle.rect.width(), new_paddle_x);
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m_paddle.rect.set_x(new_paddle_x);
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}
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@ -152,10 +152,8 @@ void Game::mousemove_event(GUI::MouseEvent& event)
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void Game::reset_ball()
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{
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m_ball = {};
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m_ball.x = 150;
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m_ball.y = 200;
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m_ball.vx = 3;
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m_ball.vy = 3;
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m_ball.position = { 150, 200 };
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m_ball.velocity = { 3, 3 };
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}
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void Game::hurt()
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@ -178,27 +176,26 @@ void Game::win()
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void Game::tick()
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{
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auto new_ball = m_ball;
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new_ball.x += new_ball.vx;
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new_ball.y += new_ball.vy;
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new_ball.position += new_ball.velocity;
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if (new_ball.x < new_ball.radius || new_ball.x > game_width - new_ball.radius) {
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new_ball.x = m_ball.x;
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new_ball.vx *= -1;
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if (new_ball.x() < new_ball.radius || new_ball.x() > game_width - new_ball.radius) {
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new_ball.position.set_x(m_ball.x());
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new_ball.velocity.set_x(new_ball.velocity.x() * -1);
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}
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if (new_ball.y < new_ball.radius) {
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new_ball.y = m_ball.y;
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new_ball.vy *= -1;
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if (new_ball.y() < new_ball.radius) {
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new_ball.position.set_y(m_ball.y());
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new_ball.velocity.set_y(new_ball.velocity.y() * -1);
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}
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if (new_ball.y > game_height - new_ball.radius) {
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if (new_ball.y() > game_height - new_ball.radius) {
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hurt();
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return;
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}
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if (new_ball.rect().intersects(m_paddle.rect)) {
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new_ball.y = m_ball.y;
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new_ball.vy *= -1;
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new_ball.position.set_y(m_ball.y());
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new_ball.velocity.set_y(new_ball.velocity.y() * -1);
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}
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for (auto& brick : m_bricks) {
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@ -209,11 +206,11 @@ void Game::tick()
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auto overlap = new_ball.rect().intersected(brick.rect);
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if (overlap.width() < overlap.height()) {
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new_ball.x = m_ball.x;
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new_ball.vx *= -1;
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new_ball.position.set_x(m_ball.x());
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new_ball.velocity.set_x(new_ball.velocity.x() * -1);
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} else {
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new_ball.y = m_ball.y;
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new_ball.vy *= -1;
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new_ball.position.set_y(m_ball.y());
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new_ball.velocity.set_y(new_ball.velocity.y() * -1);
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}
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break;
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}
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@ -233,7 +230,7 @@ void Game::tick()
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}
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if (m_paddle.moving_left) {
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m_paddle.rect.set_x(max(0, m_paddle.rect.x() - m_paddle.speed));
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m_paddle.rect.set_x(max(0.0f, m_paddle.rect.x() - m_paddle.speed));
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}
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if (m_paddle.moving_right) {
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m_paddle.rect.set_x(min(game_width - m_paddle.rect.width(), m_paddle.rect.x() + m_paddle.speed));
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@ -57,27 +57,28 @@ private:
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void win();
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struct Ball {
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int x { 0 };
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int y { 0 };
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int radius { 8 };
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int vx { 0 };
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int vy { 0 };
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Gfx::FloatPoint position;
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Gfx::FloatPoint velocity;
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float radius { 8 };
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Gfx::IntRect rect() const
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float x() const { return position.x(); }
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float y() const { return position.y(); }
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Gfx::FloatRect rect() const
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{
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return { x - radius, y - radius, radius * 2, radius * 2 };
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return { x() - radius, y() - radius, radius * 2, radius * 2 };
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}
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};
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struct Paddle {
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Gfx::IntRect rect;
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int speed { 5 };
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Gfx::FloatRect rect;
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float speed { 5 };
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bool moving_left { false };
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bool moving_right { false };
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};
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struct Brick {
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Gfx::IntRect rect;
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Gfx::FloatRect rect;
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Gfx::Color color;
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bool dead { false };
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};
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