forked from Hartmut/paradiso
Add game state and some UI
This commit is contained in:
parent
9cfee49590
commit
2d7277efec
1 changed files with 236 additions and 63 deletions
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@ -25,6 +25,7 @@ static const unsigned int FRAME_RATE = 60;
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static const unsigned int WINDOW_WIDTH = 800;
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static const unsigned int WINDOW_HEIGHT = 480;
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static const unsigned int WINDOW_SCALE = 2;
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static const char ACTION_KEY = ' ';
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// x,y+h --- x+w,y+h
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// | |
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@ -97,7 +98,7 @@ struct Ground {
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void init() {
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// The image's height is 71 px.
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float scale_y = 71.0f / (float)WINDOW_HEIGHT;
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float scale_y = 71.0f / WINDOW_HEIGHT;
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float pivot_y = -1.0f + scale_y;
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@ -113,10 +114,8 @@ struct Ground {
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// We'll make the height half the height of the texture.
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// (If you want 1:1 size, you need to double the scale of the sprite.)
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aabb = AABB{
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.position = {paradiso::Vector2<float>::make(-1.0f, -1.0f)},
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.size = {paradiso::Vector2<float>::make(2.0f, scale_y)}
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};
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aabb = AABB{.position = {paradiso::Vector2<float>::make(-1.0f, -1.0f)},
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.size = {paradiso::Vector2<float>::make(2.0f, scale_y)}};
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}
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void update() {
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@ -160,13 +159,13 @@ struct Rocks {
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void init(float x) {
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// The image's size is 108x239 px.
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float scale_x = 108.0f / (float)WINDOW_WIDTH;
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float scale_y = 239.0f / (float)WINDOW_HEIGHT;
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float scale_x = 108.0f / WINDOW_WIDTH;
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float scale_y = 239.0f / WINDOW_HEIGHT;
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auto scale = paradiso::Vector2<float>{
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paradiso::Vector2<float>::make(scale_x, scale_y)};
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float top_position_y =
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1.0f - scale_y + ((float)(std::rand() % 60) / 100) + 0.04f;
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1.0f - scale_y + (std::rand() % 60) / 100.0f + 0.04f;
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float bottom_position_y = top_position_y - GAP_SIZE;
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top_sprite = paradiso::Sprite{
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@ -179,10 +178,10 @@ struct Rocks {
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.pivot = {paradiso::Vector2<float>::make(x, bottom_position_y)},
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.scale = scale};
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// We'll make the width half the width of the texture.
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// We'll make the width a quarter the width of the texture.
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// (If you want 1:1 size, you need to double the scale of the sprite.)
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auto size = paradiso::Vector2<float>{
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paradiso::Vector2<float>::make(scale_x, scale_y * 2)};
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paradiso::Vector2<float>::make(scale_x / 2, scale_y * 2)};
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auto top_position =
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paradiso::Vector2<float>{paradiso::Vector2<float>::make(
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@ -204,11 +203,13 @@ struct Rocks {
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// +----------+
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// | |
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// | |
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// | # #-------- the x it is.
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// | \ |
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// +----\-----+
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// | \ |
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// +-----\----+
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// \
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// *------- the x we need.
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// *------ the x we need.
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// @Efficiency: We could just scroll it with the sprite.
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top_aabb.position.x() = top_sprite.pivot.x() - top_aabb.size.x() / 2;
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@ -236,15 +237,20 @@ struct Rocks {
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};
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struct Plane {
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static const unsigned int SPRITE_COUNT = 3;
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static constexpr float GRAVITY = -0.001f;
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static constexpr float JUMP_VELOCITY = 0.03f;
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static constexpr float MAX_VELOCITY = 0.03f;
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std::array<paradiso::Sprite, SPRITE_COUNT> sprites;
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std::array<paradiso::Renderer, SPRITE_COUNT> renderers;
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static constexpr float INIT_POSITION_Y = 0.0f;
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static constexpr float INIT_VELOCITY_Y = 0.0f;
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static constexpr float INIT_ROTATION = 0.0f;
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static const unsigned int ANIM_INTERVAL = 10;
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// Animation sprites
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std::array<paradiso::Sprite, 3> sprites;
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std::array<paradiso::Renderer, 3> renderers;
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unsigned int anim_interval = 10;
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unsigned int anim_counter = 0;
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// The direction where 'current_sprite' should go because the animation
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@ -253,17 +259,16 @@ struct Plane {
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unsigned int current_sprite = 0;
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float position_y = 0.5f;
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float rotation = 0.0f;
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float velocity_y = 0.0f;
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float position_y = INIT_POSITION_Y;
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float velocity_y = INIT_VELOCITY_Y;
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float rotation = INIT_ROTATION;
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AABB aabb;
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void init() {
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// The image's size is 88x73 px.
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float scale_x = 88.0f / (float)WINDOW_WIDTH;
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float scale_y = 73.0f / (float)WINDOW_HEIGHT;
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float scale_x = 88.0f / WINDOW_WIDTH;
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float scale_y = 73.0f / WINDOW_HEIGHT;
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auto pivot = paradiso::Vector2<float>{
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paradiso::Vector2<float>::make(0.0f, position_y)};
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@ -285,6 +290,11 @@ struct Plane {
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.scale = scale},
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};
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// For reseting.
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position_y = INIT_POSITION_Y;
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velocity_y = INIT_VELOCITY_Y;
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rotation = INIT_ROTATION;
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// We'll make the size half the size of the texture.
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// (If you want 1:1 size, you need to double the scale of the sprite.)
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auto size = paradiso::Vector2<float>{
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@ -298,20 +308,21 @@ struct Plane {
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}
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void update(const paradiso::Window::KeyboardInputStack& input) {
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if (anim_counter < anim_interval) {
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if (anim_counter < ANIM_INTERVAL) {
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anim_counter++;
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} else {
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anim_counter = 0;
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current_sprite += anim_direction;
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if (current_sprite == SPRITE_COUNT - 1) {
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if (current_sprite >= sprites.size() - 1) {
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anim_direction = -1;
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} else if (current_sprite == 0) {
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anim_direction = 1;
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}
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}
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if (input.size() && input.top().key == ' ' && input.top().action == 1) {
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if (input.size() && input.top().key == ACTION_KEY &&
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input.top().action == 1) {
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velocity_y += JUMP_VELOCITY;
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} else {
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velocity_y += GRAVITY;
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@ -320,13 +331,17 @@ struct Plane {
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velocity_y = std::clamp(velocity_y, -MAX_VELOCITY, MAX_VELOCITY);
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position_y += velocity_y;
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// +---------+
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// +-------------+
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// | |
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// | #------- the y it is.
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// | |
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// +----#----+
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// | |
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// | #--------- the y it is.
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// | |
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// | # |
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// | \ |
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// +--------\----+
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// \
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// *----- the y we need.
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// *--- the y we need.
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// @Efficiency: We could just add the velocity.
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aabb.position.y() = position_y - aabb.size.y() / 2;
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@ -346,6 +361,125 @@ struct Plane {
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}
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};
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struct StartText {
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static const unsigned int TAP_ANIM_INTERVAL = 40;
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// textGetReady.png, tapLeft.png, tapRight.png
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std::array<paradiso::Sprite, 3> base_sprites;
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std::array<paradiso::Renderer, 3> base_renderers;
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// tap.png, tapTick.png
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std::array<paradiso::Sprite, 2> tap_sprites;
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std::array<paradiso::Renderer, 2> tap_renderers;
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unsigned int tap_anim_counter = 0;
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unsigned int current_tap_sprite = 0;
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void init() {
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base_sprites = {
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// textGetReady.png
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paradiso::Sprite{
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.bitmap =
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paradiso::BitmapIO::get().load("PNG/UI/textGetReady.png"),
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.pivot = {paradiso::Vector2<float>::make(0.0f, 0.5f)},
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// The image's size is 400x73 px.
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.scale = {paradiso::Vector2<float>::make(
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400.0f / WINDOW_WIDTH, 73.0f / WINDOW_HEIGHT)}},
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// tapLeft.png
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paradiso::Sprite{
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.bitmap = paradiso::BitmapIO::get().load("PNG/UI/tapLeft.png"),
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.pivot = {paradiso::Vector2<float>::make(0.5f, 0.0f)},
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// The image's size is 85x42 px.
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.scale = {paradiso::Vector2<float>::make(
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85.0f / WINDOW_WIDTH, 42.0f / WINDOW_HEIGHT)}},
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// tapRight.png
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paradiso::Sprite{
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.bitmap = paradiso::BitmapIO::get().load("PNG/UI/tapRight.png"),
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.pivot = {paradiso::Vector2<float>::make(-0.5f, 0.0f)},
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// The image's size is 85x42 px.
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.scale = {paradiso::Vector2<float>::make(
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85.0f / WINDOW_WIDTH, 42.0f / WINDOW_HEIGHT)}},
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};
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tap_sprites = {
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// tap.png
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paradiso::Sprite{
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.bitmap = paradiso::BitmapIO::get().load("PNG/UI/tap.png"),
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.pivot = {paradiso::Vector2<float>::make(0.0f, -0.5f)},
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// The image's size is 59x59 px.
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.scale = {paradiso::Vector2<float>::make(
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59.0f / WINDOW_WIDTH, 59.0f / WINDOW_HEIGHT)}},
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// tapTick.png
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paradiso::Sprite{
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.bitmap = paradiso::BitmapIO::get().load("PNG/UI/tapTick.png"),
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.pivot = {paradiso::Vector2<float>::make(0.0f, -0.5f)},
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// The image's size is 59x59 px.
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.scale = {paradiso::Vector2<float>::make(
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59.0f / WINDOW_WIDTH, 59.0f / WINDOW_HEIGHT)}},
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};
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}
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void update() {
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if (tap_anim_counter < TAP_ANIM_INTERVAL) {
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tap_anim_counter++;
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} else {
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tap_anim_counter = 0;
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current_tap_sprite = (current_tap_sprite + 1) % tap_sprites.size();
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}
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}
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void draw(const paradiso::Shader& shader) {
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for (unsigned int i = 0; i < base_sprites.size(); i++) {
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auto sprite = base_sprites[i];
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auto& renderer = base_renderers[i];
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shader.set_uniform("pivot", sprite.pivot);
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shader.set_uniform("scale", sprite.scale);
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shader.set_uniform("rotation", sprite.rotation);
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renderer.draw(sprite, shader);
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}
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auto tap_sprite = tap_sprites[current_tap_sprite];
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auto& tap_renderer = tap_renderers[current_tap_sprite];
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shader.set_uniform("pivot", tap_sprite.pivot);
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shader.set_uniform("scale", tap_sprite.scale);
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shader.set_uniform("rotation", tap_sprite.rotation);
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tap_renderer.draw(tap_sprite, shader);
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}
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};
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struct GameOverText {
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paradiso::Sprite sprite;
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paradiso::Renderer renderer{};
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paradiso::Bitmap image =
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paradiso::BitmapIO::get().load("PNG/UI/textGameOver.png");
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void init() {
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// The image's size is 412x78 px.
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float scale_x = 412.0f / WINDOW_WIDTH;
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float scale_y = 78.0f / WINDOW_HEIGHT;
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sprite = {.bitmap = image,
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.pivot = {paradiso::Vector2<float>::make(0.0f, 0.0f)},
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.scale = {paradiso::Vector2<float>::make(scale_x, scale_y)}};
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}
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void update() {
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// @ToDo: Make the sprite slide down.
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}
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void draw(const paradiso::Shader& shader) {
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shader.set_uniform("pivot", sprite.pivot);
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shader.set_uniform("scale", sprite.scale);
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shader.set_uniform("rotation", sprite.rotation);
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renderer.draw(sprite, shader);
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}
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};
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enum class GameState { Start, Playing, GameOver };
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auto main() -> int {
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std::srand(std::time(nullptr));
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@ -382,26 +516,53 @@ auto main() -> int {
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paradiso::BitmapIO::get().set_path("assets");
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// Wir initialisieren unsere Sachen.
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auto game_state = GameState::Start;
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auto background = Background{};
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background.init();
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auto ground = Ground{};
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ground.init();
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auto rocks1 = Rocks{};
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rocks1.init(1.2f);
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auto rocks2 = Rocks{};
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rocks2.init(2.4f);
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auto plane = Plane{};
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auto start_text = StartText{};
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auto game_over_text = GameOverText{};
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background.init();
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ground.init();
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rocks1.init(1.2f);
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rocks2.init(2.4f);
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plane.init();
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start_text.init();
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game_over_text.init();
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auto top_aabb =
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AABB{.position = {paradiso::Vector2<float>::make(-1.0f, 1.0f)},
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.size = {paradiso::Vector2<float>::make(2.0f, 0.5f)}};
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while (window.update([&](paradiso::Window& window) -> bool {
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auto t1 = std::chrono::high_resolution_clock::now();
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if (window.keyboard_input().size() &&
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window.keyboard_input().top().key == 'Q') {
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// Update-Loop beenden.
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return false;
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}
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if (game_state == GameState::Start) {
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if (window.keyboard_input().size() &&
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window.keyboard_input().top().key == ACTION_KEY &&
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window.keyboard_input().top().action == 1) {
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game_state = GameState::Playing;
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// Make the plane jump for the first time.
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// @ToDo: The plane jumps too high because there was no gravity
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// before.
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plane.update(window.keyboard_input());
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}
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background.update();
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ground.update();
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start_text.update();
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} else if (game_state == GameState::Playing) {
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background.update();
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ground.update();
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@ -416,11 +577,21 @@ auto main() -> int {
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plane.aabb.is_colliding_with(rocks2.bottom_aabb) ||
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plane.aabb.is_colliding_with(top_aabb) ||
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plane.aabb.is_colliding_with(ground.aabb)) {
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std::cout << "COLLIDING" << std::endl;
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game_state = GameState::GameOver;
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}
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} else if (game_state == GameState::GameOver) {
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if (window.keyboard_input().size() &&
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window.keyboard_input().top().key == ACTION_KEY) {
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auto t1 = std::chrono::high_resolution_clock::now();
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// Reset everything.
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background.init();
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ground.init();
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rocks1.init(1.2f);
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rocks2.init(2.4f);
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plane.init();
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game_state = GameState::Start;
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}
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}
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context.set_viewport(paradiso::Rectangle{
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.position = paradiso::Point{.x = 0, .y = 0}, .size = canvas_size});
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@ -435,6 +606,14 @@ auto main() -> int {
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ground.draw(shader);
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// Kinda dumb that we check the game state here the second time but I
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// like to seperate 'update' from 'draw'.
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if (game_state == GameState::Start) {
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start_text.draw(shader);
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} else if (game_state == GameState::GameOver) {
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game_over_text.draw(shader);
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}
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// Einen kurzen Moment warten, um auf 60 FPS zu kommen.
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auto t2 = std::chrono::high_resolution_clock::now();
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auto duration =
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@ -442,12 +621,6 @@ auto main() -> int {
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auto wait = std::chrono::microseconds(1000000 / FRAME_RATE) - duration;
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std::this_thread::sleep_for(wait);
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if (window.keyboard_input().size() &&
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window.keyboard_input().top().key == 'Q') {
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// Update-Loop beenden.
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return false;
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}
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return true;
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})) {
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};
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