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Add game progress code for Breakout collision chapters. Add forgotten destructor logic on previous progress files.
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67
src/7.in_practice/3.2d_game/0.full_source/progress/5.game.h
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67
src/7.in_practice/3.2d_game/0.full_source/progress/5.game.h
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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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#ifndef GAME_H
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#define GAME_H
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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// Represents the current state of the game
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enum GameState {
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GAME_ACTIVE,
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GAME_MENU,
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GAME_WIN
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};
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// Represents the four possible (collision) directions
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enum Direction {
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UP,
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RIGHT,
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DOWN,
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LEFT
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};
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// Defines a Collision typedef that represents collision data
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typedef std::tuple<bool, Direction, glm::vec2> Collision; // <collision?, what direction?, difference vector center - closest point>
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// Initial size of the player paddle
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const glm::vec2 PLAYER_SIZE(100.0f, 20.0f);
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// Initial velocity of the player paddle
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const float PLAYER_VELOCITY(500.0f);
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// Initial velocity of the Ball
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const glm::vec2 INITIAL_BALL_VELOCITY(100.0f, -350.0f);
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// Radius of the ball object
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const float BALL_RADIUS = 12.5f;
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// Game holds all game-related state and functionality.
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// Combines all game-related data into a single class for
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// easy access to each of the components and manageability.
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class Game
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{
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public:
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// game state
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GameState State;
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bool Keys[1024];
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bool KeysProcessed[1024];
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unsigned int Width, Height;
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// constructor/destructor
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Game(unsigned int width, unsigned int height);
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~Game();
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// initialize game state (load all shaders/textures/levels)
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void Init();
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// game loop
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void ProcessInput(float dt);
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void Update(float dt);
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void Render();
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void DoCollisions();
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// reset
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void ResetLevel();
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void ResetPlayer();
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};
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#endif
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