/*******************************************************************
** 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.
******************************************************************/
#include <algorithm>
#include <irrklang/irrKlang.h>
using namespace irrklang;
#include "game.h"
#include "resource_manager.h"
#include "sprite_renderer.h"
#include "game_object.h"
#include "ball_object.h"
#include "particle_generator.h"
#include "post_processor.h"
// Game-related State data
SpriteRenderer *Renderer;
GameObject *Player;
BallObject *Ball;
ParticleGenerator *Particles;
PostProcessor *Effects;
ISoundEngine *SoundEngine = createIrrKlangDevice();
float ShakeTime = 0.0f;
Game::Game(unsigned int width, unsigned int height)
: State(GAME_ACTIVE), Keys(), Width(width), Height(height)
{
}
Game::~Game()
{
delete Renderer;
delete Player;
delete Ball;
delete Particles;
delete Effects;
SoundEngine->drop();
}
void Game::Init()
{
// load shaders
ResourceManager::LoadShader("shaders/sprite.vs", "shaders/sprite.frag", nullptr, "sprite");
ResourceManager::LoadShader("shaders/particle.vs", "shaders/particle.frag", nullptr, "particle");
ResourceManager::LoadShader("shaders/post_processing.vs", "shaders/post_processing.frag", nullptr, "postprocessing");
// configure shaders
glm::mat4 projection = glm::ortho(0.0f, static_cast<float>(this->Width),
static_cast<float>(this->Height), 0.0f, -1.0f, 1.0f);
ResourceManager::GetShader("sprite").Use().SetInteger("image", 0);
ResourceManager::GetShader("sprite").SetMatrix4("projection", projection);
ResourceManager::GetShader("particle").Use().SetInteger("sprite", 0);
ResourceManager::GetShader("particle").SetMatrix4("projection", projection);
// load textures
ResourceManager::LoadTexture("textures/background.jpg", false, "background");
ResourceManager::LoadTexture("textures/awesomeface.png", true, "face");
ResourceManager::LoadTexture("textures/block.png", false, "block");
ResourceManager::LoadTexture("textures/block_solid.png", false, "block_solid");
ResourceManager::LoadTexture("textures/paddle.png", true, "paddle");
ResourceManager::LoadTexture("textures/particle.png", true, "particle");
ResourceManager::LoadTexture("textures/powerup_speed.png", true, "powerup_speed");
ResourceManager::LoadTexture("textures/powerup_sticky.png", true, "powerup_sticky");
ResourceManager::LoadTexture("textures/powerup_increase.png", true, "powerup_increase");
ResourceManager::LoadTexture("textures/powerup_confuse.png", true, "powerup_confuse");
ResourceManager::LoadTexture("textures/powerup_chaos.png", true, "powerup_chaos");
ResourceManager::LoadTexture("textures/powerup_passthrough.png", true, "powerup_passthrough");
// set render-specific controls
Renderer = new SpriteRenderer(ResourceManager::GetShader("sprite"));
Particles = new ParticleGenerator(ResourceManager::GetShader("particle"), ResourceManager::GetTexture("particle"), 500);
Effects = new PostProcessor(ResourceManager::GetShader("postprocessing"), this->Width, this->Height);
// load levels
GameLevel one; one.Load("levels/one.lvl", this->Width, this->Height / 2);
GameLevel two; two.Load("levels/two.lvl", this->Width, this->Height / 2);
GameLevel three; three.Load("levels/three.lvl", this->Width, this->Height / 2);
GameLevel four; four.Load("levels/four.lvl", this->Width, this->Height / 2);
this->Levels.push_back(one);
this->Levels.push_back(two);
this->Levels.push_back(three);
this->Levels.push_back(four);
this->Level = 0;
// configure game objects
glm::vec2 playerPos = glm::vec2(this->Width / 2.0f - PLAYER_SIZE.x / 2.0f, this->Height - PLAYER_SIZE.y);
Player = new GameObject(playerPos, PLAYER_SIZE, ResourceManager::GetTexture("paddle"));
glm::vec2 ballPos = playerPos + glm::vec2(PLAYER_SIZE.x / 2.0f - BALL_RADIUS, -BALL_RADIUS * 2.0f);
Ball = new BallObject(ballPos, BALL_RADIUS, INITIAL_BALL_VELOCITY, ResourceManager::GetTexture("face"));
// audio
SoundEngine->play2D("audio/breakout.mp3", true);
}
void Game::Update(float dt)
{
// update objects
Ball->Move(dt, this->Width);
// check for collisions
this->DoCollisions();
// update particles
Particles->Update(dt, *Ball, 2, glm::vec2(Ball->Radius / 2.0f));
// update PowerUps
this->UpdatePowerUps(dt);
// reduce shake time
if (ShakeTime > 0.0f)
{
ShakeTime -= dt;
if (ShakeTime <= 0.0f)
Effects->Shake = false;
}
// check loss condition
if (Ball->Position.y >= this->Height) // did ball reach bottom edge?
{
this->ResetLevel();
this->ResetPlayer();
}
}
void Game::ProcessInput(float dt)
{
if (this->State == GAME_ACTIVE)
{
float velocity = PLAYER_VELOCITY * dt;
// move playerboard
if (this->Keys[GLFW_KEY_A])
{
if (Player->Position.x >= 0.0f)
{
Player->Position.x -= velocity;
if (Ball->Stuck)
Ball->Position.x -= velocity;
}
}
if (this->Keys[GLFW_KEY_D])
{
if (Player->Position.x <= this->Width - Player->Size.x)
{
Player->Position.x += velocity;
if (Ball->Stuck)
Ball->Position.x += velocity;
}
}
if (this->Keys[GLFW_KEY_SPACE])
Ball->Stuck = false;
}
}
void Game::Render()
{
if(this->State == GAME_ACTIVE)
{
// begin rendering to postprocessing framebuffer
Effects->BeginRender();
// draw background
Renderer->DrawSprite(ResourceManager::GetTexture("background"), glm::vec2(0.0f, 0.0f), glm::vec2(this->Width, this->Height), 0.0f);
// draw level
this->Levels[this->Level].Draw(*Renderer);
// draw player
Player->Draw(*Renderer);
// draw PowerUps
for (PowerUp &powerUp : this->PowerUps)
if (!powerUp.Destroyed)
powerUp.Draw(*Renderer);
// draw particles
Particles->Draw();
// draw ball
Ball->Draw(*Renderer);
// end rendering to postprocessing framebuffer
Effects->EndRender();
// render postprocessing quad
Effects->Render(glfwGetTime());
}
}
void Game::ResetLevel()
{
if (this->Level == 0)
this->Levels[0].Load("levels/one.lvl", this->Width, this->Height / 2);
else if (this->Level == 1)
this->Levels[1].Load("levels/two.lvl", this->Width, this->Height / 2);
else if (this->Level == 2)
this->Levels[2].Load("levels/three.lvl", this->Width, this->Height / 2);
else if (this->Level == 3)
this->Levels[3].Load("levels/four.lvl", this->Width, this->Height / 2);
}
void Game::ResetPlayer()
{
// reset player/ball stats
Player->Size = PLAYER_SIZE;
Player->Position = glm::vec2(this->Width / 2.0f - PLAYER_SIZE.x / 2.0f, this->Height - PLAYER_SIZE.y);
Ball->Reset(Player->Position + glm::vec2(PLAYER_SIZE.x / 2.0f - BALL_RADIUS, -(BALL_RADIUS * 2.0f)), INITIAL_BALL_VELOCITY);
// also disable all active powerups
Effects->Chaos = Effects->Confuse = false;
Ball->PassThrough = Ball->Sticky = false;
Player->Color = glm::vec3(1.0f);
Ball->Color = glm::vec3(1.0f);
}
// powerups
bool IsOtherPowerUpActive(std::vector<PowerUp> &powerUps, std::string type);
void Game::UpdatePowerUps(float dt)
{
for (PowerUp &powerUp : this->PowerUps)
{
powerUp.Position += powerUp.Velocity * dt;
if (powerUp.Activated)
{
powerUp.Duration -= dt;
if (powerUp.Duration <= 0.0f)
{
// remove powerup from list (will later be removed)
powerUp.Activated = false;
// deactivate effects
if (powerUp.Type == "sticky")
{
if (!IsOtherPowerUpActive(this->PowerUps, "sticky"))
{ // only reset if no other PowerUp of type sticky is active
Ball->Sticky = false;
Player->Color = glm::vec3(1.0f);
}
}
else if (powerUp.Type == "pass-through")
{
if (!IsOtherPowerUpActive(this->PowerUps, "pass-through"))
{ // only reset if no other PowerUp of type pass-through is active
Ball->PassThrough = false;
Ball->Color = glm::vec3(1.0f);
}
}
else if (powerUp.Type == "confuse")
{
if (!IsOtherPowerUpActive(this->PowerUps, "confuse"))
{ // only reset if no other PowerUp of type confuse is active
Effects->Confuse = false;
}
}
else if (powerUp.Type == "chaos")
{
if (!IsOtherPowerUpActive(this->PowerUps, "chaos"))
{ // only reset if no other PowerUp of type chaos is active
Effects->Chaos = false;
}
}
}
}
}
// Remove all PowerUps from vector that are destroyed AND !activated (thus either off the map or finished)
// Note we use a lambda expression to remove each PowerUp which is destroyed and not activated
this->PowerUps.erase(std::remove_if(this->PowerUps.begin(), this->PowerUps.end(),
[](const PowerUp &powerUp) { return powerUp.Destroyed && !powerUp.Activated; }
), this->PowerUps.end());
}
bool ShouldSpawn(unsigned int chance)
{
unsigned int random = rand() % chance;
return random == 0;
}
void Game::SpawnPowerUps(GameObject &block)
{
if (ShouldSpawn(75)) // 1 in 75 chance
this->PowerUps.push_back(PowerUp("speed", glm::vec3(0.5f, 0.5f, 1.0f), 0.0f, block.Position, ResourceManager::GetTexture("powerup_speed")));
if (ShouldSpawn(75))
this->PowerUps.push_back(PowerUp("sticky", glm::vec3(1.0f, 0.5f, 1.0f), 20.0f, block.Position, ResourceManager::GetTexture("powerup_sticky")));
if (ShouldSpawn(75))
this->PowerUps.push_back(PowerUp("pass-through", glm::vec3(0.5f, 1.0f, 0.5f), 10.0f, block.Position, ResourceManager::GetTexture("powerup_passthrough")));
if (ShouldSpawn(75))
this->PowerUps.push_back(PowerUp("pad-size-increase", glm::vec3(1.0f, 0.6f, 0.4), 0.0f, block.Position, ResourceManager::GetTexture("powerup_increase")));
if (ShouldSpawn(15)) // Negative powerups should spawn more often
this->PowerUps.push_back(PowerUp("confuse", glm::vec3(1.0f, 0.3f, 0.3f), 15.0f, block.Position, ResourceManager::GetTexture("powerup_confuse")));
if (ShouldSpawn(15))
this->PowerUps.push_back(PowerUp("chaos", glm::vec3(0.9f, 0.25f, 0.25f), 15.0f, block.Position, ResourceManager::GetTexture("powerup_chaos")));
}
void ActivatePowerUp(PowerUp &powerUp)
{
if (powerUp.Type == "speed")
{
Ball->Velocity *= 1.2;
}
else if (powerUp.Type == "sticky")
{
Ball->Sticky = true;
Player->Color = glm::vec3(1.0f, 0.5f, 1.0f);
}
else if (powerUp.Type == "pass-through")
{
Ball->PassThrough = true;
Ball->Color = glm::vec3(1.0f, 0.5f, 0.5f);
}
else if (powerUp.Type == "pad-size-increase")
{
Player->Size.x += 50;
}
else if (powerUp.Type == "confuse")
{
if (!Effects->Chaos)
Effects->Confuse = true; // only activate if chaos wasn't already active
}
else if (powerUp.Type == "chaos")
{
if (!Effects->Confuse)
Effects->Chaos = true;
}
}
bool IsOtherPowerUpActive(std::vector<PowerUp> &powerUps, std::string type)
{
// Check if another PowerUp of the same type is still active
// in which case we don't disable its effect (yet)
for (const PowerUp &powerUp : powerUps)
{
if (powerUp.Activated)
if (powerUp.Type == type)
return true;
}
return false;
}
// collision detection
bool CheckCollision(GameObject &one, GameObject &two);
Collision CheckCollision(BallObject &one, GameObject &two);
Direction VectorDirection(glm::vec2 closest);
void Game::DoCollisions()
{
for (GameObject &box : this->Levels[this->Level].Bricks)
{
if (!box.Destroyed)
{
Collision collision = CheckCollision(*Ball, box);
if (std::get<0>(collision)) // if collision is true
{
// destroy block if not solid
if (!box.IsSolid)
{
box.Destroyed = true;
this->SpawnPowerUps(box);
SoundEngine->play2D("audio/bleep.mp3", false);
}
else
{ // if block is solid, enable shake effect
ShakeTime = 0.05f;
Effects->Shake = true;
SoundEngine->play2D("audio/solid.wav", false);
}
// collision resolution
Direction dir = std::get<1>(collision);
glm::vec2 diff_vector = std::get<2>(collision);
if (!(Ball->PassThrough && !box.IsSolid)) // don't do collision resolution on non-solid bricks if pass-through is activated
{
if (dir == LEFT || dir == RIGHT) // horizontal collision
{
Ball->Velocity.x = -Ball->Velocity.x; // reverse horizontal velocity
// relocate
float penetration = Ball->Radius - std::abs(diff_vector.x);
if (dir == LEFT)
Ball->Position.x += penetration; // move ball to right
else
Ball->Position.x -= penetration; // move ball to left;
}
else // vertical collision
{
Ball->Velocity.y = -Ball->Velocity.y; // reverse vertical velocity
// relocate
float penetration = Ball->Radius - std::abs(diff_vector.y);
if (dir == UP)
Ball->Position.y -= penetration; // move ball bback up
else
Ball->Position.y += penetration; // move ball back down
}
}
}
}
}
// also check collisions on PowerUps and if so, activate them
for (PowerUp &powerUp : this->PowerUps)
{
if (!powerUp.Destroyed)
{
// first check if powerup passed bottom edge, if so: keep as inactive and destroy
if (powerUp.Position.y >= this->Height)
powerUp.Destroyed = true;
if (CheckCollision(*Player, powerUp))
{ // collided with player, now activate powerup
ActivatePowerUp(powerUp);
powerUp.Destroyed = true;
powerUp.Activated = true;
SoundEngine->play2D("audio/powerup.wav", false);
}
}
}
// and finally check collisions for player pad (unless stuck)
Collision result = CheckCollision(*Ball, *Player);
if (!Ball->Stuck && std::get<0>(result))
{
// check where it hit the board, and change velocity based on where it hit the board
float centerBoard = Player->Position.x + Player->Size.x / 2.0f;
float distance = (Ball->Position.x + Ball->Radius) - centerBoard;
float percentage = distance / (Player->Size.x / 2.0f);
// then move accordingly
float strength = 2.0f;
glm::vec2 oldVelocity = Ball->Velocity;
Ball->Velocity.x = INITIAL_BALL_VELOCITY.x * percentage * strength;
//Ball->Velocity.y = -Ball->Velocity.y;
Ball->Velocity = glm::normalize(Ball->Velocity) * glm::length(oldVelocity); // keep speed consistent over both axes (multiply by length of old velocity, so total strength is not changed)
// fix sticky paddle
Ball->Velocity.y = -1.0f * abs(Ball->Velocity.y);
// if Sticky powerup is activated, also stick ball to paddle once new velocity vectors were calculated
Ball->Stuck = Ball->Sticky;
SoundEngine->play2D("audio/bleep.wav", false);
}
}
bool CheckCollision(GameObject &one, GameObject &two) // AABB - AABB collision
{
// collision x-axis?
bool collisionX = one.Position.x + one.Size.x >= two.Position.x &&
two.Position.x + two.Size.x >= one.Position.x;
// collision y-axis?
bool collisionY = one.Position.y + one.Size.y >= two.Position.y &&
two.Position.y + two.Size.y >= one.Position.y;
// collision only if on both axes
return collisionX && collisionY;
}
Collision CheckCollision(BallObject &one, GameObject &two) // AABB - Circle collision
{
// get center point circle first
glm::vec2 center(one.Position + one.Radius);
// calculate AABB info (center, half-extents)
glm::vec2 aabb_half_extents(two.Size.x / 2.0f, two.Size.y / 2.0f);
glm::vec2 aabb_center(two.Position.x + aabb_half_extents.x, two.Position.y + aabb_half_extents.y);
// get difference vector between both centers
glm::vec2 difference = center - aabb_center;
glm::vec2 clamped = glm::clamp(difference, -aabb_half_extents, aabb_half_extents);
// now that we know the clamped values, add this to AABB_center and we get the value of box closest to circle
glm::vec2 closest = aabb_center + clamped;
// now retrieve vector between center circle and closest point AABB and check if length < radius
difference = closest - center;
if (glm::length(difference) < one.Radius) // not <= since in that case a collision also occurs when object one exactly touches object two, which they are at the end of each collision resolution stage.
return std::make_tuple(true, VectorDirection(difference), difference);
else
return std::make_tuple(false, UP, glm::vec2(0.0f, 0.0f));
}
// calculates which direction a vector is facing (N,E,S or W)
Direction VectorDirection(glm::vec2 target)
{
glm::vec2 compass[] = {
glm::vec2(0.0f, 1.0f), // up
glm::vec2(1.0f, 0.0f), // right
glm::vec2(0.0f, -1.0f), // down
glm::vec2(-1.0f, 0.0f) // left
};
float max = 0.0f;
unsigned int best_match = -1;
for (unsigned int i = 0; i < 4; i++)
{
float dot_product = glm::dot(glm::normalize(target), compass[i]);
if (dot_product > max)
{
max = dot_product;
best_match = i;
}
}
return (Direction)best_match;
}
HI