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https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-02 04:37:54 +08:00
Update Breakout code for revised Particles chapter.
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273
src/7.in_practice/3.2d_game/0.full_source/progress/6.game.cpp
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273
src/7.in_practice/3.2d_game/0.full_source/progress/6.game.cpp
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/*******************************************************************
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** This code is part of Breakout.
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**
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** Breakout is free software: you can redistribute it and/or modify
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** it under the terms of the CC BY 4.0 license as published by
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** Creative Commons, either version 4 of the License, or (at your
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** option) any later version.
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******************************************************************/
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#include "game.h"
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#include "resource_manager.h"
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#include "sprite_renderer.h"
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#include "game_object.h"
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#include "ball_object.h"
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// Game-related State data
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SpriteRenderer *Renderer;
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GameObject *Player;
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BallObject *Ball;
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ParticleGenerator *Particles;
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Game::Game(unsigned int width, unsigned int height)
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: State(GAME_MENU), Keys(), KeysProcessed(), Width(width), Height(height)
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{
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}
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Game::~Game()
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{
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delete Renderer;
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delete Player;
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delete Ball;
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delete Particles;
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}
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void Game::Init()
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{
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// load shaders
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ResourceManager::LoadShader("shaders/sprite.vs", "shaders/sprite.frag", nullptr, "sprite");
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ResourceManager::LoadShader("shaders/particle.vs", "shaders/particle.frag", nullptr, "particle");
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// configure shaders
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glm::mat4 projection = glm::ortho(0.0f, static_cast<float>(this->Width),
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static_cast<float>(this->Height), 0.0f, -1.0f, 1.0f);
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ResourceManager::GetShader("sprite").Use().SetInteger("image", 0);
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ResourceManager::GetShader("sprite").SetMatrix4("projection", projection);
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ResourceManager::GetShader("particle").Use().SetInteger("sprite", 0);
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ResourceManager::GetShader("particle").SetMatrix4("projection", projection);
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// load textures
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ResourceManager::LoadTexture("textures/background.jpg", false, "background");
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ResourceManager::LoadTexture("textures/awesomeface.png", true, "face");
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ResourceManager::LoadTexture("textures/block.png", false, "block");
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ResourceManager::LoadTexture("textures/block_solid.png", false, "block_solid");
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ResourceManager::LoadTexture("textures/paddle.png", true, "paddle");
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ResourceManager::LoadTexture("textures/particle.png", true, "particle");
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// set render-specific controls
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Renderer = new SpriteRenderer(ResourceManager::GetShader("sprite"));
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Particles = new ParticleGenerator(ResourceManager::GetShader("particle"), ResourceManager::GetTexture("particle"), 500);
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// load levels
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GameLevel one; one.Load("levels/one.lvl", this->Width, this->Height / 2);
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GameLevel two; two.Load("levels/two.lvl", this->Width, this->Height / 2);
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GameLevel three; three.Load("levels/three.lvl", this->Width, this->Height / 2);
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GameLevel four; four.Load("levels/four.lvl", this->Width, this->Height / 2);
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this->Levels.push_back(one);
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this->Levels.push_back(two);
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this->Levels.push_back(three);
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this->Levels.push_back(four);
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this->Level = 0;
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// configure game objects
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glm::vec2 playerPos = glm::vec2(this->Width / 2.0f - PLAYER_SIZE.x / 2.0f, this->Height - PLAYER_SIZE.y);
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Player = new GameObject(playerPos, PLAYER_SIZE, ResourceManager::GetTexture("paddle"));
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glm::vec2 ballPos = playerPos + glm::vec2(PLAYER_SIZE.x / 2.0f - BALL_RADIUS, -BALL_RADIUS * 2.0f);
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Ball = new BallObject(ballPos, BALL_RADIUS, INITIAL_BALL_VELOCITY, ResourceManager::GetTexture("face"));
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}
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void Game::Update(float dt)
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{
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// update objects
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Ball->Move(dt, this->Width);
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// check for collisions
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this->DoCollisions();
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// update particles
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Particles->Update(dt, *Ball, 2, glm::vec2(Ball->Radius / 2.0f));
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// check loss condition
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if (Ball->Position.y >= this->Height) // did ball reach bottom edge?
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{
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this->ResetLevel();
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this->ResetPlayer();
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}
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}
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void Game::ProcessInput(float dt)
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{
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if (this->State == GAME_ACTIVE)
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{
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float velocity = PLAYER_VELOCITY * dt;
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// move playerboard
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if (this->Keys[GLFW_KEY_A])
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{
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if (Player->Position.x >= 0.0f)
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{
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Player->Position.x -= velocity;
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if (Ball->Stuck)
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Ball->Position.x -= velocity;
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}
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}
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if (this->Keys[GLFW_KEY_D])
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{
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if (Player->Position.x <= this->Width - Player->Size.x)
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{
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Player->Position.x += velocity;
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if (Ball->Stuck)
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Ball->Position.x += velocity;
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}
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}
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if (this->Keys[GLFW_KEY_SPACE])
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Ball->Stuck = false;
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}
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}
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void Game::Render()
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{
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if(this->State == GAME_ACTIVE)
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{
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// draw background
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Renderer->DrawSprite(ResourceManager::GetTexture("background"), glm::vec2(0.0f, 0.0f), glm::vec2(this->Width, this->Height), 0.0f);
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// draw level
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this->Levels[this->Level].Draw(*Renderer);
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// draw player
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Player->Draw(*Renderer);
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// draw particles
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Particles->Draw();
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// draw ball
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Ball->Draw(*Renderer);
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}
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}
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void Game::ResetLevel()
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{
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if (this->Level == 0)
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this->Levels[0].Load("levels/one.lvl", this->Width, this->Height / 2);
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else if (this->Level == 1)
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this->Levels[1].Load("levels/two.lvl", this->Width, this->Height / 2);
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else if (this->Level == 2)
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this->Levels[2].Load("levels/three.lvl", this->Width, this->Height / 2);
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else if (this->Level == 3)
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this->Levels[3].Load("levels/four.lvl", this->Width, this->Height / 2);
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}
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void Game::ResetPlayer()
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{
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// reset player/ball stats
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Player->Size = PLAYER_SIZE;
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Player->Position = glm::vec2(this->Width / 2.0f - PLAYER_SIZE.x / 2.0f, this->Height - PLAYER_SIZE.y);
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Ball->Reset(Player->Position + glm::vec2(PLAYER_SIZE.x / 2.0f - BALL_RADIUS, -(BALL_RADIUS * 2.0f)), INITIAL_BALL_VELOCITY);
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}
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// collision detection
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bool CheckCollision(GameObject &one, GameObject &two);
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Collision CheckCollision(BallObject &one, GameObject &two);
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Direction VectorDirection(glm::vec2 closest);
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void Game::DoCollisions()
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{
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for (GameObject &box : this->Levels[this->Level].Bricks)
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{
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if (!box.Destroyed)
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{
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Collision collision = CheckCollision(*Ball, box);
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if (std::get<0>(collision)) // if collision is true
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{
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// destroy block if not solid
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if (!box.IsSolid)
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box.Destroyed = true;
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// collision resolution
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Direction dir = std::get<1>(collision);
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glm::vec2 diff_vector = std::get<2>(collision);
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if (dir == LEFT || dir == RIGHT) // horizontal collision
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{
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Ball->Velocity.x = -Ball->Velocity.x; // reverse horizontal velocity
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// relocate
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float penetration = Ball->Radius - std::abs(diff_vector.x);
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if (dir == LEFT)
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Ball->Position.x += penetration; // move ball to right
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else
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Ball->Position.x -= penetration; // move ball to left;
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}
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else // vertical collision
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{
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Ball->Velocity.y = -Ball->Velocity.y; // reverse vertical velocity
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// relocate
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float penetration = Ball->Radius - std::abs(diff_vector.y);
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if (dir == UP)
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Ball->Position.y -= penetration; // move ball bback up
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else
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Ball->Position.y += penetration; // move ball back down
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}
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}
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}
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}
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// check collisions for player pad (unless stuck)
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Collision result = CheckCollision(*Ball, *Player);
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if (!Ball->Stuck && std::get<0>(result))
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{
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// check where it hit the board, and change velocity based on where it hit the board
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float centerBoard = Player->Position.x + Player->Size.x / 2.0f;
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float distance = (Ball->Position.x + Ball->Radius) - centerBoard;
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float percentage = distance / (Player->Size.x / 2.0f);
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// then move accordingly
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float strength = 2.0f;
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glm::vec2 oldVelocity = Ball->Velocity;
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Ball->Velocity.x = INITIAL_BALL_VELOCITY.x * percentage * strength;
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//Ball->Velocity.y = -Ball->Velocity.y;
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Ball->Velocity = glm::normalize(Ball->Velocity) * glm::length(oldVelocity); // keep speed consistent over both axes (multiply by length of old velocity, so total strength is not changed)
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// fix sticky paddle
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Ball->Velocity.y = -1.0f * abs(Ball->Velocity.y);
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}
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}
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bool CheckCollision(GameObject &one, GameObject &two) // AABB - AABB collision
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{
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// collision x-axis?
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bool collisionX = one.Position.x + one.Size.x >= two.Position.x &&
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two.Position.x + two.Size.x >= one.Position.x;
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// collision y-axis?
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bool collisionY = one.Position.y + one.Size.y >= two.Position.y &&
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two.Position.y + two.Size.y >= one.Position.y;
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// collision only if on both axes
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return collisionX && collisionY;
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}
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Collision CheckCollision(BallObject &one, GameObject &two) // AABB - Circle collision
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{
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// get center point circle first
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glm::vec2 center(one.Position + one.Radius);
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// calculate AABB info (center, half-extents)
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glm::vec2 aabb_half_extents(two.Size.x / 2.0f, two.Size.y / 2.0f);
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glm::vec2 aabb_center(two.Position.x + aabb_half_extents.x, two.Position.y + aabb_half_extents.y);
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// get difference vector between both centers
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glm::vec2 difference = center - aabb_center;
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glm::vec2 clamped = glm::clamp(difference, -aabb_half_extents, aabb_half_extents);
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// now that we know the the clamped values, add this to AABB_center and we get the value of box closest to circle
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glm::vec2 closest = aabb_center + clamped;
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// now retrieve vector between center circle and closest point AABB and check if length < radius
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difference = closest - center;
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if (glm::length(difference) < one.Radius) // not <= since in that case a collision also occurs when object one exactly touches object two, which they are at the end of each collision resolution stage.
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return std::make_tuple(true, VectorDirection(difference), difference);
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else
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return std::make_tuple(false, UP, glm::vec2(0.0f, 0.0f));
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}
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// calculates which direction a vector is facing (N,E,S or W)
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Direction VectorDirection(glm::vec2 target)
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{
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glm::vec2 compass[] = {
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glm::vec2(0.0f, 1.0f), // up
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glm::vec2(1.0f, 0.0f), // right
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glm::vec2(0.0f, -1.0f), // down
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glm::vec2(-1.0f, 0.0f) // left
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};
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float max = 0.0f;
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unsigned int best_match = -1;
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for (unsigned int i = 0; i < 4; i++)
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{
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float dot_product = glm::dot(glm::normalize(target), compass[i]);
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if (dot_product > max)
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{
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max = dot_product;
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best_match = i;
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}
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}
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return (Direction)best_match;
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}
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