forked from farnam_jhn/breakoutpp
217 lines
7.2 KiB
C++
217 lines
7.2 KiB
C++
#include "structs.h"
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#include "board.h"
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#include <string>
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#include <thread>
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#include <atomic>
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using namespace std;
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extern Ball ball;
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extern Player player;
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extern int board_lenght;
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extern int board_width;
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extern string board[30][80];
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extern string ballChar;
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extern int bricks_idx[36];
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extern int bricks_idy[36];
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extern string paddeleLine ;
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extern Paddle paddle;
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extern int bricksCount;
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extern std::atomic<bool> paused;
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extern Brick bricks[36];
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void ballmover(Ball &ball){
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if (player.health == 0){
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player.gameover = true;
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}
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else if (bricksCount == 0){
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player.won = true;
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}
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using namespace std::chrono_literals;
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// Calculate new position
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int tempNewX = ball.loc.x + ball.v.vX;
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int tempNewY = ball.loc.y + ball.v.vY;
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// Checking collision for current position
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for(int i = 0; i < 36; i++){
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if(bricks_idx[i] != -1 && bricks_idy[i] != -1){
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int brick_row = bricks_idx[i];
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int brick_col_start = bricks_idy[i];
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// Check if ball is stuck in a brick
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if(ball.loc.y == brick_row &&
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ball.loc.x >= brick_col_start &&
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ball.loc.x <= brick_col_start + 4){
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// reverse both velocities
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ball.v.vX = -ball.v.vX;
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ball.v.vY = -ball.v.vY;
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tempNewX = ball.loc.x + ball.v.vX;
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tempNewY = ball.loc.y + ball.v.vY;
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// delete brick and add score
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player.score += bricks[i].score;
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bricksCount--;
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bricks_idx[i] = -1;
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bricks_idy[i] = -1;
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goto skip_normal_collision; // Skip rest of collision checks
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}
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}
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}
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// Checking brick collison for new position
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for(int i = 0; i < 36; i++){
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if(bricks_idx[i] != -1 && bricks_idy[i] != -1){
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int brick_row = bricks_idx[i];
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int brick_col_start = bricks_idy[i];
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int brick_col_end = brick_col_start + 4;
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// checking if there is a brick there, Works like (isBrick( , )) function
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if(tempNewY == brick_row &&
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tempNewX >= brick_col_start &&
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tempNewX <= brick_col_end){
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bool bounceX = false;
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bool bounceY = false;
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// X direction
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if(ball.v.vX > 0 && ball.loc.x < brick_col_start){ // heading right
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bounceX = true;
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}
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else if(ball.v.vX < 0 && ball.loc.x > brick_col_end){ // heading left
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bounceX = true;
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}
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// Y direction
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if(ball.v.vY > 0 && ball.loc.y < brick_row){ // heading down
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bounceY = true;
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}
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else if(ball.v.vY < 0 && ball.loc.y > brick_row){ // heading up
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bounceY = true;
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}
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if(bounceX && bounceY){ // Corner hit
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// fixing the special case problem. in this case two bricks collapse at once
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bool special_case_handled = false; // flag
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if(i < 23 && i % 12 != 0 && ball.v.vX > 0){
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if(bricks_idx[i - 1] != -1 && bricks_idx[i + 12] != -1){
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// delete brick and add score ( two bricks )
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player.score += (bricks[i - 1].score + bricks[i + 12].score);
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bricksCount -= 2;
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bricks_idx[i - 1] = -1;
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bricks_idy[i - 1] = -1;
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bricks_idx[i + 12] = -1;
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bricks_idy[i + 12] = -1;
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special_case_handled = true;
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}
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}
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else if(i < 23 && i % 12 != 11 && ball.v.vX < 0){
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if(bricks_idx[i + 1] != -1 && bricks_idx[i + 12] != -1){
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// delete brick and add score ( two bricks )
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player.score += (bricks[i + 1].score + bricks[i + 12].score);
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bricksCount -= 2;
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bricks_idx[i + 1] = -1;
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bricks_idy[i + 1] = -1;
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bricks_idx[i + 12] = -1;
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bricks_idy[i + 12] = -1;
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special_case_handled = true;
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}
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}
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if(!special_case_handled){ // no special case accured
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// delete brick and add score
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player.score += bricks[i].score;
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bricksCount--;
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bricks_idx[i] = -1;
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bricks_idy[i] = -1;
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}
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ball.v.vX = -ball.v.vX;
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ball.v.vY = -ball.v.vY;
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}
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else if(bounceX){ // Side hit
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ball.v.vX = -ball.v.vX;
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// delete brick and add score
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player.score += bricks[i].score;
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bricksCount--;
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bricks_idx[i] = -1;
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bricks_idy[i] = -1;
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}
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else { // Top/bottom hit
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ball.v.vY = -ball.v.vY;
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// delete brick and add score
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player.score += bricks[i].score;
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bricksCount--;
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bricks_idx[i] = -1;
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bricks_idy[i] = -1;
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}
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// Recalculate position after bounce
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tempNewX = ball.loc.x + ball.v.vX;
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tempNewY = ball.loc.y + ball.v.vY;
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break; // Only handle one brick per frame
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}
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}
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}
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skip_normal_collision:
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// Wall collision
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if (tempNewX <= 0 || tempNewX >= board_lenght - 1){
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ball.v.vX = -ball.v.vX;
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tempNewX = ball.loc.x + ball.v.vX;
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}
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if (tempNewY == board_width - 1){
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player.health--;
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ball.v.vY = -ball.v.vY;
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tempNewY = ball.loc.y + ball.v.vY;
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}
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else if (tempNewY <= 0 || tempNewY >= board_width - 1){
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ball.v.vY = -ball.v.vY;
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tempNewY = ball.loc.y + ball.v.vY;
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}
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if (tempNewY == board_width - 2) {
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// Check if the ball's X position is inside the paddle (width 10)
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if (tempNewX >= paddle.start_loc.x && tempNewX < paddle.start_loc.x + 10) {
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int distanceFromPS = tempNewX - paddle.start_loc.x;
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ball.v.vY = -1; // Force ball to move UP
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int velocityMagnitude[10] = {3,2,2,1,1,1,1,2,2,3}; // an array that gives any x axis distance between the ball and paddle start a velocity
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if (ball.v.vX > 0){
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ball.v.vX = velocityMagnitude[distanceFromPS];
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}
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else {
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ball.v.vX = -velocityMagnitude[distanceFromPS];
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}
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tempNewY = ball.loc.y + ball.v.vY; // Update next Y immediately
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}
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}
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// Clear old position
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if (ball.loc.x != tempNewX || ball.loc.y != tempNewY) {
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board[ball.loc.y][ball.loc.x] = " ";
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}
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// Update position
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ball.loc.x = tempNewX;
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ball.loc.y = tempNewY;
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// Draw ball at new position
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board[ball.loc.y][ball.loc.x] = ballChar;
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}
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