Update breakout code to match revised changes 'Levels' chapter.

This commit is contained in:
Joey de Vries
2020-04-23 12:00:15 +02:00
parent 37892e5370
commit 351c968373
4 changed files with 147 additions and 2 deletions

View File

@@ -179,7 +179,7 @@ void Game::ProcessInput(float dt)
// move playerboard
if (this->Keys[GLFW_KEY_A])
{
if (Player->Position.x >= 0)
if (Player->Position.x >= 0.0f)
{
Player->Position.x -= velocity;
if (Ball->Stuck)

View File

@@ -10,7 +10,7 @@
GameObject::GameObject()
: Position(0, 0), Size(1, 1), Velocity(0.0f), Color(1.0f), Rotation(0.0f), Sprite(), IsSolid(false), Destroyed(false) { }
: Position(0.0f, 0.0f), Size(1.0f, 1.0f), Velocity(0.0f), Color(1.0f), Rotation(0.0f), Sprite(), IsSolid(false), Destroyed(false) { }
GameObject::GameObject(glm::vec2 pos, glm::vec2 size, Texture2D sprite, glm::vec3 color, glm::vec2 velocity)
: Position(pos), Size(size), Velocity(velocity), Color(color), Rotation(0.0f), Sprite(sprite), IsSolid(false), Destroyed(false) { }

View File

@@ -0,0 +1,96 @@
/*******************************************************************
** This code is part of Breakout.
**
** Breakout is free software: you can redistribute it and/or modify
** it under the terms of the CC BY 4.0 license as published by
** Creative Commons, either version 4 of the License, or (at your
** option) any later version.
******************************************************************/
#include "game.h"
#include "resource_manager.h"
#include "sprite_renderer.h"
// Game-related State data
SpriteRenderer *Renderer;
GameObject *Player;
Game::Game(unsigned int width, unsigned int height)
: State(GAME_MENU), Keys(), KeysProcessed(), Width(width), Height(height)
{
}
Game::~Game()
{
}
void Game::Init()
{
// load shaders
ResourceManager::LoadShader("shaders/sprite.vs", "shaders/sprite.frag", nullptr, "sprite");
// configure shaders
glm::mat4 projection = glm::ortho(0.0f, static_cast<float>(this->Width),
static_cast<float>(this->Height), 0.0f, -1.0f, 1.0f);
ResourceManager::GetShader("sprite").Use().SetInteger("image", 0);
ResourceManager::GetShader("sprite").SetMatrix4("projection", projection);
// set render-specific controls
Renderer = new SpriteRenderer(ResourceManager::GetShader("sprite"));
// load textures
ResourceManager::LoadTexture("textures/background.jpg", false, "background");
ResourceManager::LoadTexture("textures/awesomeface.png", true, "face");
ResourceManager::LoadTexture("textures/block.png", false, "block");
ResourceManager::LoadTexture("textures/block_solid.png", false, "block_solid");
ResourceManager::LoadTexture("textures/paddle.png", true, "paddle");
// load levels
GameLevel one; one.Load("levels/one.lvl", this->Width, this->Height / 2);
GameLevel two; two.Load("levels/two.lvl", this->Width, this->Height / 2);
GameLevel three; three.Load("levels/three.lvl", this->Width, this->Height / 2);
GameLevel four; four.Load("levels/four.lvl", this->Width, this->Height / 2);
this->Levels.push_back(one);
this->Levels.push_back(two);
this->Levels.push_back(three);
this->Levels.push_back(four);
this->Level = 0;
// configure game objects
glm::vec2 playerPos = glm::vec2(this->Width / 2.0f - PLAYER_SIZE.x / 2.0f, this->Height - PLAYER_SIZE.y);
Player = new GameObject(playerPos, PLAYER_SIZE, ResourceManager::GetTexture("paddle"));
}
void Game::Update(float dt)
{
}
void Game::ProcessInput(float dt)
{
if (this->State == GAME_ACTIVE)
{
float velocity = PLAYER_VELOCITY * dt;
// move playerboard
if (this->Keys[GLFW_KEY_A])
{
if (Player->Position.x >= 0.0f)
Player->Position.x -= velocity;
}
if (this->Keys[GLFW_KEY_D])
{
if (Player->Position.x <= this->Width - Player->Size.x)
Player->Position.x += velocity;
}
}
}
void Game::Render()
{
if(this->State == GAME_ACTIVE)
{
// draw background
Renderer->DrawSprite(ResourceManager::GetTexture("background"), glm::vec2(0.0f, 0.0f), glm::vec2(this->Width, this->Height), 0.0f);
// draw level
this->Levels[this->Level].Draw(*Renderer);
// draw player
Player->Draw(*Renderer);
}
}

View File

@@ -0,0 +1,49 @@
/*******************************************************************
** This code is part of Breakout.
**
** Breakout is free software: you can redistribute it and/or modify
** it under the terms of the CC BY 4.0 license as published by
** Creative Commons, either version 4 of the License, or (at your
** option) any later version.
******************************************************************/
#ifndef GAME_H
#define GAME_H
#include <glad/glad.h>
#include <GLFW/glfw3.h>
// Represents the current state of the game
enum GameState {
GAME_ACTIVE,
GAME_MENU,
GAME_WIN
};
// Initial size of the player paddle
const glm::vec2 PLAYER_SIZE(100.0f, 20.0f);
// Initial velocity of the player paddle
const float PLAYER_VELOCITY(500.0f);
// Game holds all game-related state and functionality.
// Combines all game-related data into a single class for
// easy access to each of the components and manageability.
class Game
{
public:
// game state
GameState State;
bool Keys[1024];
bool KeysProcessed[1024];
unsigned int Width, Height;
// constructor/destructor
Game(unsigned int width, unsigned int height);
~Game();
// initialize game state (load all shaders/textures/levels)
void Init();
// game loop
void ProcessInput(float dt);
void Update(float dt);
void Render();
};
#endif