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#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include <time.h>
#include "raylib.h"
#include "timer.h"
#define screenWidth (800)
#define screenHeight (600)
#define tileCountX (7)
#define tileCountY (5)
#define xMargin (10)
#define yMargin (10)
#define levelYOffset (20)
#define ballRadius (5)
#define tileWidth ((screenWidth - xMargin*2) / tileCountX)
#define tileHeight ((screenHeight / 2 - yMargin - levelYOffset) / tileCountY)
static const Color tileColor[5] = { RED, GREEN, BLUE };
typedef struct Game
{
Rectangle paddle;
Vector2 ball;
Vector2 ballVelocity;
Timer movementTimer;
int tiles[tileCountX][tileCountY];
bool started;
int score;
bool gameOver;
} Game;
bool CheckBallCollisionRec(Vector2 center, float radius, Rectangle rec,
Vector2 *velocity)
{
if (CheckCollisionCircleRec(center, radius, rec))
{
if (rec.x >= center.x)
{
velocity->x = -velocity->x;
}
else if (rec.x+rec.width <= center.x)
{
velocity->x = -velocity->x;
}
else if (rec.y >= center.y)
{
velocity->y = -velocity->y;
}
else if (rec.y+rec.height <= center.y)
{
velocity->y = -velocity->y;
}
return true;
}
return false;
}
void GameInitialize(Game *game)
{
memset(game, 0, sizeof(*game));
game->paddle.width = 50;
game->paddle.height = 10;
game->paddle.x = screenWidth / 2 - game->paddle.width / 2;
game->paddle.y = screenHeight - yMargin - game->paddle.height;
game->ball.x = screenWidth / 2;
game->ball.y = screenHeight - screenHeight / 4;
game->ballVelocity.x = 100;
game->ballVelocity.y = -100;
TimerStart(&game->movementTimer);
for (int i = 0; i < tileCountX; ++i)
{
for (int j = 0; j < tileCountY; ++j)
{
game->tiles[i][j] = GetRandomValue(1, 3);
}
}
}
Rectangle GetTileRect(int tx, int ty)
{
Rectangle tile;
tile.x = xMargin + tx * tileWidth;
tile.y = yMargin + levelYOffset + ty * tileHeight;
tile.width = tileWidth;
tile.height = tileHeight;
return tile;
}
void GameHandleKeys(Game *game, int64_t elapsed)
{
if (!game->gameOver)
{
if (IsKeyDown(KEY_RIGHT))
{
game->paddle.x += 160 * elapsed / 1000 / 1000;
if (!game->started)
game->started = true;
}
else if (IsKeyDown(KEY_LEFT))
{
game->paddle.x -= 160 * elapsed / 1000 / 1000;
if (!game->started)
game->started = true;
}
if (game->paddle.x < 0)
game->paddle.x = 0;
else if (game->paddle.x > screenWidth - game->paddle.width)
game->paddle.x = screenWidth - game->paddle.width;
}
else
{
if (IsKeyPressed(KEY_SPACE))
{
GameInitialize(game);
}
}
}
void GameHandleBallTileCollisions(Game *game)
{
for (int i = 0; i < tileCountX; ++i)
{
for (int j = 0; j < tileCountY; ++j)
{
Rectangle tileRect = GetTileRect(i, j);
if (!game->tiles[i][j])
continue;
if (CheckBallCollisionRec(game->ball, 5, tileRect,
&game->ballVelocity))
{
game->tiles[i][j] -= 1;
game->score++;
if (game->tiles[i][j] == 0)
game->score++;
return;
}
}
}
}
void GameHandleBallPaddleCollision(Game *game)
{
CheckBallCollisionRec(game->ball, 5, game->paddle, &game->ballVelocity);
}
void GameHandleBallScreenCollision(Game *game)
{
if (game->ball.x+5 >= screenWidth)
{
game->ball.x = screenWidth-5;
game->ballVelocity.x = -game->ballVelocity.x;
}
else if (game->ball.x-5 <= 0)
{
game->ball.x = 5;
game->ballVelocity.x = -game->ballVelocity.x;
}
if (game->ball.y-5 <= 0)
{
game->ball.y = 5;
game->ballVelocity.y = -game->ballVelocity.y;
}
else if (game->ball.y+5 >= screenHeight)
{
game->gameOver = true;
}
}
void GameUpdate(Game *game)
{
int64_t elapsed = TimerElapsedMicro(&game->movementTimer);
GameHandleKeys(game, elapsed);
if (!game->gameOver)
{
if (game->started)
{
game->ball.x += game->ballVelocity.x * elapsed / 1000 / 1000;
game->ball.y += game->ballVelocity.y * elapsed / 1000 / 1000;
GameHandleBallScreenCollision(game);
GameHandleBallPaddleCollision(game);
GameHandleBallTileCollisions(game);
}
}
TimerStart(&game->movementTimer);
}
void DrawTextCentered(const char *text, int width, int y, int size, Color color)
{
int textWidth = MeasureText(text, size);
DrawText(text, width/2 - textWidth/2, y, size, color);
}
void GameDraw(Game *game)
{
BeginDrawing();
ClearBackground(RAYWHITE);
DrawRectangleRec(game->paddle, BLACK);
DrawCircle(game->ball.x, game->ball.y, 5, BLACK);
for (int i = 0; i < tileCountX; ++i)
{
for (int j = 0; j < tileCountY; ++j)
{
Rectangle tileRect = GetTileRect(i, j);
Color color = tileColor[game->tiles[i][j]-1];
DrawRectangleRec(tileRect, color);
}
}
DrawText(FormatText("SCORE: %i", game->score), xMargin, yMargin, 20,
MAROON);
if (!game->started)
{
DrawTextCentered("START!", screenWidth, screenHeight/2, 40, BLACK);
}
if (game->gameOver)
{
DrawTextCentered("GAME OVER!", screenWidth, screenHeight/2, 40, BLACK);
DrawTextCentered("Press SPACE to try again.", screenWidth,
screenHeight/2 + 40, 20, BLACK);
}
EndDrawing();
}
int main(int argc, char **argv)
{
Game game;
srand(time(0));
TimerInit();
GameInitialize(&game);
InitWindow(screenWidth, screenHeight, "Breakout");
SetTargetFPS(60);
while (!WindowShouldClose())
{
GameUpdate(&game);
GameDraw(&game);
}
CloseWindow();
return 0;
}
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