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Reorganize code

pull/286/head
Ray 7 years ago
parent
commit
4a31ce4bd2
1 changed files with 77 additions and 92 deletions
  1. +77
    -92
      games/arkanoid.c

+ 77
- 92
games/arkanoid.c View File

@ -77,9 +77,6 @@ static void DrawGame(void); // Draw game (one frame)
static void UnloadGame(void); // Unload game
static void UpdateDrawFrame(void); // Update and Draw (one frame)
// Additional module functions
static void UpdateBall(void);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
@ -165,13 +162,13 @@ void UpdateGame(void)
if (!pause)
{
// Player movement
// Player movement logic
if (IsKeyDown(KEY_LEFT)) player.position.x -= 5;
if ((player.position.x - player.size.x/2) <= 0) player.position.x = player.size.x/2;
if (IsKeyDown(KEY_RIGHT)) player.position.x += 5;
if ((player.position.x + player.size.x/2) >= screenWidth) player.position.x = screenWidth - player.size.x/2;
// Launch ball
// Ball launching logic
if (!ball.active)
{
if (IsKeyPressed(KEY_SPACE))
@ -181,7 +178,81 @@ void UpdateGame(void)
}
}
UpdateBall();
// Ball movement logic
if (ball.active)
{
ball.position.x += ball.speed.x;
ball.position.y += ball.speed.y;
}
else
{
ball.position = (Vector2){ player.position.x, screenHeight*7/8 - 30 };
}
// Collision logic: ball vs walls
if (((ball.position.x + ball.radius) >= screenWidth) || ((ball.position.x - ball.radius) <= 0)) ball.speed.x *= -1;
if ((ball.position.y - ball.radius) <= 0) ball.speed.y *= -1;
if ((ball.position.y + ball.radius) >= screenHeight)
{
ball.speed = (Vector2){ 0, 0 };
ball.active = false;
player.life--;
}
// Collision logic: ball vs player
if (CheckCollisionCircleRec(ball.position, ball.radius,
(Rectangle){ player.position.x - player.size.x/2, player.position.y - player.size.y/2, player.size.x, player.size.y}))
{
if (ball.speed.y > 0)
{
ball.speed.y *= -1;
ball.speed.x = (ball.position.x - player.position.x)/(player.size.x/2)*5;
}
}
// Collision logic: ball vs bricks
for (int i = 0; i < LINES_OF_BRICKS; i++)
{
for (int j = 0; j < BRICKS_PER_LINE; j++)
{
if (brick[i][j].active)
{
// Hit below
if (((ball.position.y - ball.radius) <= (brick[i][j].position.y + brickSize.y/2)) &&
((ball.position.y - ball.radius) > (brick[i][j].position.y + brickSize.y/2 + ball.speed.y)) &&
((fabs(ball.position.x - brick[i][j].position.x)) < (brickSize.x/2 + ball.radius*2/3)) && (ball.speed.y < 0))
{
brick[i][j].active = false;
ball.speed.y *= -1;
}
// Hit above
else if (((ball.position.y + ball.radius) >= (brick[i][j].position.y - brickSize.y/2)) &&
((ball.position.y + ball.radius) < (brick[i][j].position.y - brickSize.y/2 + ball.speed.y)) &&
((fabs(ball.position.x - brick[i][j].position.x)) < (brickSize.x/2 + ball.radius*2/3)) && (ball.speed.y > 0))
{
brick[i][j].active = false;
ball.speed.y *= -1;
}
// Hit left
else if (((ball.position.x + ball.radius) >= (brick[i][j].position.x - brickSize.x/2)) &&
((ball.position.x + ball.radius) < (brick[i][j].position.x - brickSize.x/2 + ball.speed.x)) &&
((fabs(ball.position.y - brick[i][j].position.y)) < (brickSize.y/2 + ball.radius*2/3)) && (ball.speed.x > 0))
{
brick[i][j].active = false;
ball.speed.x *= -1;
}
// Hit right
else if (((ball.position.x - ball.radius) <= (brick[i][j].position.x + brickSize.x/2)) &&
((ball.position.x - ball.radius) > (brick[i][j].position.x + brickSize.x/2 + ball.speed.x)) &&
((fabs(ball.position.y - brick[i][j].position.y)) < (brickSize.y/2 + ball.radius*2/3)) && (ball.speed.x < 0))
{
brick[i][j].active = false;
ball.speed.x *= -1;
}
}
}
}
// Game over logic
if (player.life <= 0) gameOver = true;
@ -260,90 +331,4 @@ void UpdateDrawFrame(void)
{
UpdateGame();
DrawGame();
}
//--------------------------------------------------------------------------------------
// Additional module functions
//--------------------------------------------------------------------------------------
static void UpdateBall()
{
// Update position
if (ball.active)
{
ball.position.x += ball.speed.x;
ball.position.y += ball.speed.y;
}
else
{
ball.position = (Vector2){ player.position.x, screenHeight*7/8 - 30 };
}
// Bounce in x
if (((ball.position.x + ball.radius) >= screenWidth) || ((ball.position.x - ball.radius) <= 0)) ball.speed.x *= -1;
// Bounce in y
if ((ball.position.y - ball.radius) <= 0) ball.speed.y *= -1;
// Ball reaches bottom of the screen
if ((ball.position.y + ball.radius) >= screenHeight)
{
ball.speed = (Vector2){ 0, 0 };
ball.active = false;
player.life--;
}
// Collision logic: ball vs player
if (CheckCollisionCircleRec(ball.position, ball.radius,
(Rectangle){ player.position.x - player.size.x/2, player.position.y - player.size.y/2, player.size.x, player.size.y}))
{
if (ball.speed.y > 0)
{
ball.speed.y *= -1;
ball.speed.x = (ball.position.x - player.position.x)/(player.size.x/2)*5;
}
}
// Collision logic: ball vs bricks
for (int i = 0; i < LINES_OF_BRICKS; i++)
{
for (int j = 0; j < BRICKS_PER_LINE; j++)
{
if (brick[i][j].active)
{
// Hit below
if (((ball.position.y - ball.radius) <= (brick[i][j].position.y + brickSize.y/2)) &&
((ball.position.y - ball.radius) > (brick[i][j].position.y + brickSize.y/2 + ball.speed.y)) &&
((fabs(ball.position.x - brick[i][j].position.x)) < (brickSize.x/2 + ball.radius*2/3)) && (ball.speed.y < 0))
{
brick[i][j].active = false;
ball.speed.y *= -1;
}
// Hit above
else if (((ball.position.y + ball.radius) >= (brick[i][j].position.y - brickSize.y/2)) &&
((ball.position.y + ball.radius) < (brick[i][j].position.y - brickSize.y/2 + ball.speed.y)) &&
((fabs(ball.position.x - brick[i][j].position.x)) < (brickSize.x/2 + ball.radius*2/3)) && (ball.speed.y > 0))
{
brick[i][j].active = false;
ball.speed.y *= -1;
}
// Hit left
else if (((ball.position.x + ball.radius) >= (brick[i][j].position.x - brickSize.x/2)) &&
((ball.position.x + ball.radius) < (brick[i][j].position.x - brickSize.x/2 + ball.speed.x)) &&
((fabs(ball.position.y - brick[i][j].position.y)) < (brickSize.y/2 + ball.radius*2/3)) && (ball.speed.x > 0))
{
brick[i][j].active = false;
ball.speed.x *= -1;
}
// Hit right
else if (((ball.position.x - ball.radius) <= (brick[i][j].position.x + brickSize.x/2)) &&
((ball.position.x - ball.radius) > (brick[i][j].position.x + brickSize.x/2 + ball.speed.x)) &&
((fabs(ball.position.y - brick[i][j].position.y)) < (brickSize.y/2 + ball.radius*2/3)) && (ball.speed.x < 0))
{
brick[i][j].active = false;
ball.speed.x *= -1;
}
}
}
}
}

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