コミット
This commit is contained in:
15
Makefile
Normal file
15
Makefile
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@@ -0,0 +1,15 @@
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NAME=brickbreaker
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# Linux、Haiku、かIllumos = /usr、FreeBSDかOpenBSD = /usr/local、NetBSD = /usr/pkg
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PREFIX=/usr/local
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CC=clang++
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CFLAGS=-I${PREFIX}/include -L${PREFIX}/lib
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LDFLAGS=-lSDL2 -lSDL2_mixer -lSDL2_ttf
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FILES=main.cc src/ball.cc src/brick.cc src/render.cc
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all:
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${CC} ${CFLAGS} -o ${NAME} ${FILES} ${LDFLAGS}
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clean:
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rm -f ${NAME}
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.PHONY: all clean
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32
README.md
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32
README.md
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@@ -0,0 +1,32 @@
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# ブリックブレイカー
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7つレベルがあり、レベルを上がるとより難しくなります。\
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「YOU WIN」と表示されたら、ハイスコアを教えて下さいね。(´・ω・`)
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## 音楽
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[Stas Gavrikさんより](https://youtube.owacon.moe/playlist?list=PLyc7oozhSJMytXF1eWMUAU2zl84W0Nkqg)
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## 勉強点
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* BGM
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* オブジェクト指向プログラミング
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* オブジェクトを非表示にする事
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## ソフト
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* SDL2
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* SDL2_mixer
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* SDL2_ttf
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## Linux
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```sh
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make
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```
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## \*BSD
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```sh
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gmake
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```
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## Illumos
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```sh
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gmake PREFIX=/usr
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```
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76
main.cc
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76
main.cc
Normal file
@@ -0,0 +1,76 @@
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_ttf.h>
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#include <SDL2/SDL_mixer.h>
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#include <iostream>
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#include "src/render.hh"
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#include "src/ball.hh"
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#include "src/player.hh"
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#include "src/brick.hh"
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int main(void) {
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Render r;
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Player p(r);
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Ball bl(r, p);
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Brick br(r);
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if (SDL_Init(SDL_INIT_EVERYTHING) < 0) {
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std::cout << "SDL_Init()に失敗" << '\n';
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return -1;
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}
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if (SDL_CreateWindowAndRenderer(r.width, r.height, 0, &r.window, &r.renderer) < 0) {
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std::cout << "SDL_CreateWindowAndRenderer()に失敗" << '\n';
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SDL_Quit();
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return -1;
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}
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if (Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 2048) < 0) {
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std::cout << "Mix_OpenAudio()に失敗" << '\n';
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SDL_DestroyRenderer(r.renderer);
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SDL_DestroyWindow(r.window);
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SDL_Quit();
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return -1;
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}
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SDL_SetWindowTitle(r.window, "ブリックブレイカー");
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TTF_Init();
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r.font = TTF_OpenFont("font.ttf", r.fontsize);
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if (!r.font) {
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std::cout << "フォントを読込に失敗" << '\n';
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SDL_DestroyRenderer(r.renderer);
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SDL_DestroyWindow(r.window);
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Mix_CloseAudio();
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SDL_Quit();
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return -1;
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}
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static int lastTime = 0;
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br.resetBricks(r, p, bl);
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while (r.running) {
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r.lastFrame = SDL_GetTicks();
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if (r.lastFrame >= lastTime + 1000) {
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lastTime = r.lastFrame;
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r.fps = r.frameCount;
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r.frameCount = 0;
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}
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if (!r.gameover) {
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r.update(r, p, bl, br);
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}
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r.input(p);
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r.render(p, bl, br);
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}
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TTF_CloseFont(r.font);
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SDL_DestroyRenderer(r.renderer);
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SDL_DestroyWindow(r.window);
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SDL_Quit();
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Mix_FreeMusic(r.music);
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Mix_CloseAudio();
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TTF_Quit();
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return 0;
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}
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9
src/ball.cc
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9
src/ball.cc
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#include "ball.hh"
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void Ball::resetBall(Render &r, Player &p) {
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p.player.x = (r.width / 2) - (p.player.w / 2);
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Ball::ball.y = p.player.y - (p.player.h * 4);
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Ball::yvelocity = Ball::ballspeed / 2;
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Ball::xvelocity = 0;
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Ball::ball.x = r.width / 2 - (Ball::size / 2);
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}
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30
src/ball.hh
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30
src/ball.hh
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#ifndef BALL_H
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#define BALL_H
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#include <SDL2/SDL.h>
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#include <iostream>
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#include "player.hh"
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class Ball {
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public:
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float ballspeed = 8.0f;
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int size = 16;
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float xvelocity;
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float yvelocity;
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SDL_Rect ball;
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void resetBall(Render &r, Player &p);
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Ball(Render& r, Player& p) {
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ball.y = p.player.y - (p.player.h / 2);
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yvelocity = ballspeed / 2;
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xvelocity = ball.x = 0;
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ball.w = ball.h = size;
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ball.x = r.width / 2 - (size / 2);
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}
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};
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#endif
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67
src/brick.cc
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67
src/brick.cc
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_mixer.h>
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#include <SDL2/SDL_ttf.h>
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#include <iostream>
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#include "render.hh"
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#include "player.hh"
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#include "ball.hh"
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#include "brick.hh"
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void Brick::resetBricks(Render &r, Player &p, Ball &bl) {
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srand(static_cast<unsigned int>(time(nullptr)));
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r.c1r = rand() % 256;
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r.c1g = rand() % 256;
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r.c1b = rand() % 256;
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r.c2r = rand() % 256;
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r.c2g = rand() % 256;
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r.c2b = rand() % 256;
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r.c3r = rand() % 256;
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r.c3g = rand() % 256;
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r.c3b = rand() % 256;
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r.c4r = rand() % 256;
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r.c4g = rand() % 256;
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r.c4b = rand() % 256;
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r.c5r = rand() % 256;
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r.c5g = rand() % 256;
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r.c5b = rand() % 256;
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r.c6r = rand() % 256;
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r.c6g = rand() % 256;
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r.c6b = rand() % 256;
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if (r.level > 1) {
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Mix_HaltMusic();
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}
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std::string music = "ass/" + std::to_string(r.level) + ".ogg";
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r.music = Mix_LoadMUS(music.c_str());
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if (Mix_PlayMusic(r.music, -1) < 0) {
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std::cout << "OGGファイルのエラー:" << Mix_GetError() << '\n';
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r.running = false;
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TTF_CloseFont(r.font);
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SDL_DestroyRenderer(r.renderer);
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SDL_DestroyWindow(r.window);
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SDL_Quit();
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Mix_CloseAudio();
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TTF_Quit();
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}
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for (int i = 0; i < Brick::col * Brick::row; i++) {
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Brick::bricks[i] = 1;
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}
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bl.size -= 2;
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bl.ballspeed += 1.4f;
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p.player.w -= 1.4f;
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p.player.x = (r.width / 2) - (p.player.w / 2);
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bl.ball.y = p.player.y - (p.player.h * 4);
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bl.yvelocity = bl.ballspeed / 2;
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bl.xvelocity = 0;
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bl.ball.x = r.width / 2 - (bl.size / 2);
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}
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void Brick::setBricks(int i) {
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Brick::brick.x = (((i%Brick::col) + 1) * Brick::gaps) + ((i%Brick::col) * Brick::brick.w) - (Brick::gaps/2);
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Brick::brick.y = Brick::brick.h * 3 + (((i%Brick::row) + 1) * Brick::gaps) + ((i%Brick::row) * Brick::brick.h) - (Brick::gaps/2);
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}
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31
src/brick.hh
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31
src/brick.hh
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#ifndef BRICK_H
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#define BRICK_H
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#include <SDL2/SDL.h>
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#include <iostream>
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#include "render.hh"
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#include "player.hh"
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#include "ball.hh"
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class Brick {
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public:
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int col = 7;
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int row = 5;
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int gaps = 16;
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bool bricks[7*5];
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SDL_Color color = {255, 255, 255};
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SDL_Rect brick;
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void resetBricks(Render &r, Player &p, Ball &bl);
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void setBricks(int i);
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Brick(Render& r) {
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brick.w = (r.width - (gaps * col)) / col;
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brick.h = 22;
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}
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};
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#endif
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25
src/player.hh
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25
src/player.hh
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@@ -0,0 +1,25 @@
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#ifndef PLAYER_H
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#define PLAYER_H
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#include <SDL2/SDL.h>
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#include <iostream>
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#include "render.hh"
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class Player {
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public:
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SDL_Rect player, lives;
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int score = 0;
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int scoreMultiplier = 1;
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int livesCount = 3;
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Player(Render& r) {
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player.h = 12;
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player.y = r.height - player.h - 32;
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player.w = r.width / 4;
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player.x = (r.width / 2) - (player.w / 2);
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}
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};
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#endif
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170
src/render.cc
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170
src/render.cc
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@@ -0,0 +1,170 @@
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#include "render.hh"
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#include "ball.hh"
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#include "player.hh"
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#include "brick.hh"
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#define PI 3.14
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void Render::gameOver(Player &p, Brick &br, bool winner) {
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if (winner) {
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Render::winner = true;
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} else {
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Render::winner = false;
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}
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Render::gameover = true;
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Mix_HaltMusic();
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}
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void Render::write(Player &p, Brick &br, std::string text, int x, int y) {
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SDL_Surface *surface;
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SDL_Texture *texture;
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const char* t = text.c_str();
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surface = TTF_RenderText_Solid(Render::font, t, br.color);
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texture = SDL_CreateTextureFromSurface(Render::renderer, surface);
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p.lives.w = surface->w;
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p.lives.h = surface->h;
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p.lives.x = x - p.lives.w;
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p.lives.y = y - p.lives.h;
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SDL_FreeSurface(surface);
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SDL_RenderCopy(Render::renderer, texture, NULL, &p.lives);
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SDL_DestroyTexture(texture);
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}
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void Render::update(Render &r, Player &p, Ball &bl, Brick &br) {
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if (p.livesCount <= 0) {
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gameOver(p, br, false);
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}
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if (SDL_HasIntersection(&bl.ball, &p.player)) {
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double rel = (p.player.x + ((float)p.player.w/2)) - ((float)bl.ball.x + ((float)bl.size/2));
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double norm = rel / ((float)p.player.w/2);
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double bounce = norm * (5*PI/12);
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bl.yvelocity = -bl.ballspeed * cos(bounce);
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bl.xvelocity = bl.ballspeed * -sin(bounce);
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p.scoreMultiplier = 1;
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}
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if (bl.ball.y <= 0) {
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bl.yvelocity = -bl.yvelocity;
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}
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if (bl.ball.y + bl.size >= Render::height) {
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bl.yvelocity = -bl.yvelocity;
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p.livesCount--;
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bl.resetBall(r, p);
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}
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if (bl.ball.x <= 0 || bl.ball.x + bl.size >= Render::width) {
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bl.xvelocity = -bl.xvelocity;
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}
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bl.ball.x += bl.xvelocity;
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bl.ball.y += bl.yvelocity;
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if (p.player.x < 0) {
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p.player.x = 0;
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}
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if (p.player.x + p.player.w > Render::width) {
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p.player.x = Render::width - p.player.w;
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}
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bool reset = true;
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for (int i = 0; i < br.col*br.row; i++) {
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br.setBricks(i);
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if (SDL_HasIntersection(&bl.ball, &br.brick) && br.bricks[i]) {
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br.bricks[i] = 0;
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p.score += 100 * p.scoreMultiplier;
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p.scoreMultiplier++;
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if (bl.ball.x >= br.brick.x) {
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bl.xvelocity = -bl.xvelocity;
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bl.ball.x -= 1;
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}
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if (bl.ball.x <= br.brick.x) {
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bl.xvelocity = -bl.xvelocity;
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bl.ball.x += 1;
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}
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if (bl.ball.y <= br.brick.y) {
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bl.yvelocity = -bl.yvelocity;
|
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bl.xvelocity = -bl.xvelocity;
|
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bl.ball.y -= 1;
|
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}
|
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if (bl.ball.y >= br.brick.y) {
|
||||
bl.yvelocity = -bl.yvelocity;
|
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bl.xvelocity = -bl.xvelocity;
|
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bl.ball.y += 1;
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}
|
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}
|
||||
|
||||
if (br.bricks[i]) {
|
||||
reset = false;
|
||||
}
|
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}
|
||||
|
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if (reset) {
|
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Render::level++;
|
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if (r.level > 7) {
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gameOver(p, br, true);
|
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} else {
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br.resetBricks(r, p, bl);
|
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}
|
||||
}
|
||||
}
|
||||
|
||||
void Render::input(Player &p) {
|
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SDL_Event e;
|
||||
const Uint8 *keystates = SDL_GetKeyboardState(NULL);
|
||||
|
||||
while (SDL_PollEvent(&e)) {
|
||||
if (e.type == SDL_QUIT) {
|
||||
Render::running = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (keystates[SDL_SCANCODE_Q]) Render::running = false;
|
||||
if (!Render::gameover) {
|
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if (keystates[SDL_SCANCODE_LEFT]) p.player.x -= Render::xpos;
|
||||
if (keystates[SDL_SCANCODE_RIGHT]) p.player.x += Render::xpos;
|
||||
}
|
||||
}
|
||||
|
||||
void Render::render(Player &p, Ball &bl, Brick &br) {
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||||
SDL_SetRenderDrawColor(Render::renderer, 0x00, 0x00, 0x00, 255);
|
||||
SDL_RenderClear(Render::renderer);
|
||||
|
||||
Render::frameCount++;
|
||||
Render::timerFPS = SDL_GetTicks() - Render::lastFrame;
|
||||
|
||||
if (Render::timerFPS < (1000/60)) {
|
||||
SDL_Delay((1000/60) - Render::timerFPS);
|
||||
}
|
||||
|
||||
SDL_SetRenderDrawColor(Render::renderer, 255, 255, 255, 255);
|
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SDL_RenderFillRect(Render::renderer, &p.player);
|
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SDL_RenderFillRect(Render::renderer, &bl.ball);
|
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write(p, br, "SCORE: " + std::to_string(p.score), Render::width, Render::fontsize*1.5f);
|
||||
write(p, br, "LIVES: " + std::to_string(p.livesCount), 130, Render::fontsize*1.5f);
|
||||
write(p, br, "LEVEL: " + std::to_string(Render::level), 130, Render::fontsize*3.5f);
|
||||
|
||||
if (Render::gameover) {
|
||||
if (Render::winner) write(p, br, "YOU WIN", Render::width/2+Render::fontsize, Render::height/2);
|
||||
else write(p, br, "YOU LOSS", Render::width/2+Render::fontsize, Render::height/2);
|
||||
}
|
||||
|
||||
for (int i = 0; i < br.col*br.row; i++) {
|
||||
SDL_SetRenderDrawColor(Render::renderer, c1r, c1g, c1b, 255);
|
||||
if (i%2 == 0) SDL_SetRenderDrawColor(Render::renderer, c2r, c2g, c2b, 255);
|
||||
if (i%3 == 0) SDL_SetRenderDrawColor(Render::renderer, c3r, c3g, c3b, 255);
|
||||
if (i%4 == 0) SDL_SetRenderDrawColor(Render::renderer, c4r, c4g, c4b, 255);
|
||||
if (i%5 == 0) SDL_SetRenderDrawColor(Render::renderer, c5r, c5g, c5b, 255);
|
||||
if (i%6 == 0) SDL_SetRenderDrawColor(Render::renderer, c6r, c6g, c6b, 255);
|
||||
|
||||
if (br.bricks[i]) {
|
||||
br.setBricks(i);
|
||||
SDL_RenderFillRect(Render::renderer, &br.brick);
|
||||
}
|
||||
}
|
||||
|
||||
SDL_RenderPresent(Render::renderer);
|
||||
}
|
||||
52
src/render.hh
Normal file
52
src/render.hh
Normal file
@@ -0,0 +1,52 @@
|
||||
#ifndef RENDER_H
|
||||
#define RENDER_H
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include <SDL2/SDL_ttf.h>
|
||||
#include <SDL2/SDL_mixer.h>
|
||||
#include <iostream>
|
||||
|
||||
class Player;
|
||||
class Ball;
|
||||
class Brick;
|
||||
|
||||
class Render {
|
||||
public:
|
||||
bool running, gameover, winner;
|
||||
int frameCount, timerFPS, lastFrame, fps = 0;
|
||||
|
||||
int width = 620;
|
||||
int height = 720;
|
||||
int fontsize = 16;
|
||||
int xpos = 9;
|
||||
int level = 1;
|
||||
|
||||
// 色
|
||||
int c1r, c1g, c1b;
|
||||
int c2r, c2g, c2b;
|
||||
int c3r, c3g, c3b;
|
||||
int c4r, c4g, c4b;
|
||||
int c5r, c5g, c5b;
|
||||
int c6r, c6g, c6b;
|
||||
|
||||
SDL_Window *window;
|
||||
SDL_Renderer *renderer;
|
||||
TTF_Font* font;
|
||||
Mix_Music* music;
|
||||
|
||||
void update(Render &r, Player &p, Ball &bl, Brick &br);
|
||||
void input(Player &p);
|
||||
void render(Player &p, Ball &bl, Brick &br);
|
||||
|
||||
Render() {
|
||||
winner = false;
|
||||
gameover = false;
|
||||
running = true;
|
||||
}
|
||||
|
||||
private:
|
||||
void gameOver(Player &p, Brick &br, bool winner);
|
||||
void write(Player &p, Brick &br, std::string text, int x, int y);
|
||||
};
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user