Changed God mode.
- Paddle follows the ball (not restricted by its hardcoded speed). - Bricks are spawned again after all bricks are destroyed, only when God mode is enabled.
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61
src/game.zig
61
src/game.zig
@ -107,6 +107,7 @@ pub const Game = struct {
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pub const bricks_height = @intToFloat(f32, rows) * Brick.size.y + (@intToFloat(f32, rows) + 1) * Brick.gap;
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pub const bricks_height = @intToFloat(f32, rows) * Brick.size.y + (@intToFloat(f32, rows) + 1) * Brick.gap;
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pub const bricks_per_row: usize = 12;
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pub const bricks_per_row: usize = 12;
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pub const bricks_width = @intToFloat(f32, bricks_per_row) * Brick.size.x + (@intToFloat(f32, bricks_per_row) + 1) * Brick.gap;
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pub const bricks_width = @intToFloat(f32, bricks_per_row) * Brick.size.x + (@intToFloat(f32, bricks_per_row) + 1) * Brick.gap;
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pub const bricks_n: usize = rows * bricks_per_row;
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pub const row_colors = [rows]Color{
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pub const row_colors = [rows]Color{
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ColorU8.rgb(171, 112, 234).toColor(),
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ColorU8.rgb(171, 112, 234).toColor(),
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ColorU8.rgb(239, 47, 115).toColor(),
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ColorU8.rgb(239, 47, 115).toColor(),
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@ -116,7 +117,7 @@ pub const Game = struct {
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};
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};
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pub const rows: usize = 5;
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pub const rows: usize = 5;
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bricks: [rows * bricks_per_row]Brick = undefined,
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bricks: [bricks_n]Brick = undefined,
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paddle: Paddle = Paddle{},
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paddle: Paddle = Paddle{},
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ball: Ball = Ball{},
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ball: Ball = Ball{},
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particles: std.ArrayList(Particles),
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particles: std.ArrayList(Particles),
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@ -128,33 +129,51 @@ pub const Game = struct {
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move_paddle_right: bool = false,
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move_paddle_right: bool = false,
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pub fn init(allocator: *std.mem.Allocator) Game {
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pub fn init(allocator: *std.mem.Allocator) Game {
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var game = Game{
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return Game{
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.particles = std.ArrayList(Particles).init(allocator),
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.particles = std.ArrayList(Particles).init(allocator),
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.bricks = Game.init_bricks(),
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};
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};
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// game.allocator = allocator;
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}
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fn init_bricks() [bricks_n]Brick {
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var bricks: [bricks_n]Brick = undefined;
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const gap = Point.init(Brick.gap, Brick.gap);
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const gap = Point.init(Brick.gap, Brick.gap);
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const brick = Brick.size.add(gap);
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const brick = Brick.size.add(gap);
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const top_left = Game.area.min.add(gap);
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const top_left = Game.area.min.add(gap);
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for (game.bricks) |_, i| {
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for (bricks) |_, i| {
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const column = i % bricks_per_row;
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const column = i % bricks_per_row;
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const row = i / bricks_per_row;
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const row = i / bricks_per_row;
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const left = @intToFloat(f32, column) * brick.x + top_left.x;
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const left = @intToFloat(f32, column) * brick.x + top_left.x;
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const top = @intToFloat(f32, row) * brick.y + top_left.y;
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const top = @intToFloat(f32, row) * brick.y + top_left.y;
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game.bricks[i].bounds = Rectangle.init(left, top, left + Brick.size.x, top + Brick.size.y);
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bricks[i].bounds = Rectangle.init(left, top, left + Brick.size.x, top + Brick.size.y);
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}
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}
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return game;
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return bricks;
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}
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}
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pub fn destroy(self: *Game) void {
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pub fn destroy(self: *Game) void {
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self.particles.deinit();
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self.particles.deinit();
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}
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}
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fn areAllBricksDestroyed(self: Game) bool {
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for (self.bricks) |brick| {
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// if (!brick.destroyed) { // this condition is not working, other workaround: if (destroyed) {} else { return false; }
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const not_destroyed = !brick.destroyed;
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if (not_destroyed) {
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return false;
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}
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}
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return true;
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}
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fn destroyBrick(self: *Game, row: usize, i: usize, bounce: Point) void {
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fn destroyBrick(self: *Game, row: usize, i: usize, bounce: Point) void {
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const ii = row * bricks_per_row + i;
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const ii = row * bricks_per_row + i;
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self.bricks[ii].destroyed = true;
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self.bricks[ii].destroyed = true;
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self.score += @intCast(u32, (rows - row) * 5);
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self.score += @intCast(u32, (rows - row) * 5);
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const particles = Particles.init(Game.row_colors[row], bounce);
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const particles = Particles.init(Game.row_colors[row], bounce);
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self.particles.append(particles) catch unreachable;
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self.particles.append(particles) catch unreachable;
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if (self.god_mode and self.areAllBricksDestroyed()) {
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self.bricks = Game.init_bricks();
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}
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}
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}
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pub fn keyDown(self: *Game, key: Key) void {
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pub fn keyDown(self: *Game, key: Key) void {
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@ -225,13 +244,7 @@ pub const Game = struct {
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}
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}
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}
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}
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// bottom of game area
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// bottom of game area
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if (Ball.passedMax(ball_position.y, Game.area.max.y)) {
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self.game_over = Ball.passedMax(ball_position.y, Game.area.max.y);
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if (self.god_mode) {
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_ = self.ball.bounceBottomObstacle(Game.area.max.y);
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} else {
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self.game_over = true;
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}
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}
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// bricks (per row)
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// bricks (per row)
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var row: usize = 0;
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var row: usize = 0;
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@ -279,16 +292,20 @@ pub const Game = struct {
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}
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}
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// move the paddle
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// move the paddle
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if (self.move_paddle_left and !self.move_paddle_right) {
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if (self.god_mode) {
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self.paddle.position.x -= Paddle.speed * increment;
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self.paddle.position.x = math.max(Paddle.area.min.x, math.min(Paddle.area.max.x, self.ball.position.x));
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if (self.paddle.position.x < Paddle.area.min.x) {
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} else {
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self.paddle.position.x = Paddle.area.min.x;
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if (self.move_paddle_left and !self.move_paddle_right) {
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self.paddle.position.x -= Paddle.speed * increment;
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if (self.paddle.position.x < Paddle.area.min.x) {
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self.paddle.position.x = Paddle.area.min.x;
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}
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}
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}
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}
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if (self.move_paddle_right and !self.move_paddle_left) {
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if (self.move_paddle_right and !self.move_paddle_left) {
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self.paddle.position.x += Paddle.speed * increment;
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self.paddle.position.x += Paddle.speed * increment;
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if (self.paddle.position.x > Paddle.area.max.x) {
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if (self.paddle.position.x > Paddle.area.max.x) {
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self.paddle.position.x = Paddle.area.max.x;
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self.paddle.position.x = Paddle.area.max.x;
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}
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}
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}
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}
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}
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