/*******************************************************************
** This code is part of Breakout.
**
** Breakout is free software: you can redistribute it and/or modify
** it under the terms of the CC BY 4.0 license as published by
** Creative Commons, either version 4 of the License, or (at your
** option) any later version.
******************************************************************/
#ifndef GAME_H
#define GAME_H
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include "game_level.h"
// Represents the current state of the game
enum GameState {
GAME_ACTIVE,
GAME_MENU,
GAME_WIN
};
// Represents the four possible (collision) directions
enum Direction {
UP,
RIGHT,
DOWN,
LEFT
};
// Defines a Collision typedef that represents collision data
typedef std::tuple<bool, Direction, glm::vec2> Collision; // <collision?, what direction?, difference vector center - closest point>
// Initial size of the player paddle
const glm::vec2 PLAYER_SIZE(100.0f, 20.0f);
// Initial velocity of the player paddle
const float PLAYER_VELOCITY(500.0f);
// Initial velocity of the Ball
const glm::vec2 INITIAL_BALL_VELOCITY(100.0f, -350.0f);
// Radius of the ball object
const float BALL_RADIUS = 12.5f;
// Game holds all game-related state and functionality.
// Combines all game-related data into a single class for
// easy access to each of the components and manageability.
class Game
{
public:
// game state
GameState State;
bool Keys[1024];
unsigned int Width, Height;
std::vector<GameLevel> Levels;
unsigned int Level;
// constructor/destructor
Game(unsigned int width, unsigned int height);
~Game();
// initialize game state (load all shaders/textures/levels)
void Init();
// game loop
void ProcessInput(float dt);
void Update(float dt);
void Render();
void DoCollisions();
// reset
void ResetLevel();
void ResetPlayer();
};
#endif
HI