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