v/examples/breakout/breakout.v

334 lines
8.0 KiB
V

import gg
import gx
import math
import rand
import sokol.audio
import os.asset
import sokol.sgl
const designed_width = 600
const designed_height = 800
const brick_width = 53
const brick_height = 20
const bevel_size = int(brick_height * 0.18)
const highlight_color = gx.rgba(255, 255, 255, 65)
const shade_color = gx.rgba(0, 0, 0, 65)
struct Brick {
mut:
x f32
y f32
w f32 = brick_width
h f32 = brick_height
c gg.Color
value int
alive bool = true
}
struct Game {
mut:
width int = designed_width
height int = designed_height
ball_x f32
ball_y f32
ball_r f32 = 10.0
ball_dx f32 = 4
ball_dy f32 = -4
paddle_x f32 = 250
paddle_w f32 = 100
paddle_h f32 = 20
paddle_dx f32 = 8
bricks []Brick
nbricks int
npaddles int = 10
npoints int
nlevels int = 1
nevent int
sound SoundManager
ctx &gg.Context = unsafe { nil }
}
fn Game.new() &Game {
mut g := &Game{}
g.ball_x, g.ball_y = g.width / 2, g.height - g.paddle_h
g.init_bricks()
return g
}
enum SoundKind {
paddle
brick
wall
lose_ball
}
struct SoundManager {
mut:
sounds [4][]f32 // TODO: using map[SoundKind][]f32 here breaks emscripten; use map after the fix
initialised bool
}
fn (mut sm SoundManager) init() {
all_kinds := [SoundKind.paddle, .brick, .wall, .lose_ball]!
sample_rate := f32(audio.sample_rate())
duration, volume := 0.09, f32(.25)
nframes := int(sample_rate * duration)
for i in 0 .. nframes {
t := f32(i) / sample_rate
sm.sounds[int(SoundKind.paddle)] << volume * math.sinf(t * 936.0 * 2 * math.pi)
sm.sounds[int(SoundKind.brick)] << volume * math.sinf(t * 432.0 * 2 * math.pi)
sm.sounds[int(SoundKind.wall)] << volume * math.sinf(t * 174.0 * 2 * math.pi)
sm.sounds[int(SoundKind.lose_ball)] << math.sinf(t * 123.0 * 2 * math.pi)
}
border_samples := 2000
for k, s := f32(0), 0; s <= border_samples; k, s = k + 1.0 / f32(border_samples), s + 1 {
rk := f32(1) - k
rs := nframes - border_samples - 1 + s
for kind in all_kinds {
sm.sounds[int(kind)][s] *= k
sm.sounds[int(kind)][rs] *= rk
}
}
sm.initialised = true
}
fn (mut g Game) play(k SoundKind) {
if g.sound.initialised {
s := g.sound.sounds[int(k)]
audio.push(s.data, s.len)
}
}
fn (mut g Game) init_bricks() {
yoffset, xoffset := f32(50 + rand.intn(100) or { 0 }), f32(0 + rand.intn(50) or { 0 })
g.bricks.clear()
g.nbricks = 0
for row in 0 .. 10 {
for col in 0 .. 10 {
g.bricks << Brick{
x: col * (brick_width + 1) + xoffset
y: row * (brick_height + 1) + yoffset
c: gx.rgb(0x40 | rand.u8(), 0x40 | rand.u8(), 0x40 | rand.u8())
value: 10 - row
}
g.nbricks++
}
}
for _ in 0 .. 5 + rand.intn(10) or { 0 } {
i := rand.intn(g.bricks.len - 1) or { 0 }
if g.bricks[i].alive {
g.bricks[i].alive = false
g.nbricks--
}
}
}
fn (mut g Game) draw() {
ws := gg.window_size()
g.ctx.begin()
sgl.push_matrix()
sgl.scale(f32(ws.width) / f32(designed_width), f32(ws.height) / f32(designed_height),
0)
g.draw_paddle()
g.draw_ball()
for brick in g.bricks {
if brick.alive {
g.draw_brick(brick)
}
}
label1 := 'Level: ${g.nlevels:02} Points: ${g.npoints:06}'
label2 := 'Bricks: ${g.nbricks:03} Paddles: ${g.npaddles:02}'
g.ctx.draw_text(5, 3, label1, size: 24, color: gx.rgb(255, 255, 255))
g.ctx.draw_text(320, 3, label2, size: 24, color: gx.rgb(255, 255, 255))
sgl.pop_matrix()
g.ctx.end()
}
fn (g &Game) draw_ball() {
g.ctx.draw_circle_filled(g.ball_x, g.ball_y, g.ball_r, gx.red)
mut ball_r_less := g.ball_r
for _ in 0 .. 3 {
ball_r_less *= 0.8
g.ctx.draw_circle_filled(g.ball_x - g.ball_r + ball_r_less, g.ball_y - g.ball_r +
ball_r_less, ball_r_less, highlight_color)
}
}
fn (g &Game) draw_paddle() {
roffset, rradius := -5, 18
g.ctx.draw_circle_filled(g.paddle_x - roffset, g.height, rradius, gx.blue)
g.ctx.draw_circle_filled(g.paddle_x + g.paddle_w + roffset, g.height, rradius, gx.blue)
g.ctx.draw_rect_filled(g.paddle_x, g.height - g.paddle_h + 2, g.paddle_w, g.paddle_h,
gx.blue)
g.ctx.draw_rect_filled(g.paddle_x, g.height - g.paddle_h + 2, g.paddle_w, bevel_size,
highlight_color)
}
fn (g &Game) draw_brick(brick Brick) {
g.ctx.draw_rect_filled(brick.x, brick.y, brick.w, brick.h, brick.c)
g.ctx.draw_rect_filled(brick.x, brick.y, brick.w, bevel_size, highlight_color)
g.ctx.draw_rect_filled(brick.x, brick.y, bevel_size, brick.h - bevel_size, highlight_color)
g.ctx.draw_rect_filled(brick.x + brick.w - bevel_size, brick.y, bevel_size, brick.h - bevel_size,
shade_color)
g.ctx.draw_rect_filled(brick.x, brick.y + brick.h - bevel_size, brick.w, bevel_size,
shade_color)
}
fn (mut g Game) game_over() {
g.init_bricks()
g.npoints, g.nlevels, g.npaddles = 0, 1, 5
}
fn (mut g Game) goto_next_level() {
g.init_bricks()
g.npaddles++
g.nlevels++
}
fn (mut g Game) move(k f32) {
if k < 0 {
if g.paddle_x <= 0 {
return
}
} else if k > 0 {
if g.paddle_x >= g.width - g.paddle_w {
return
}
}
g.paddle_x += k * g.paddle_dx
}
fn (mut g Game) update() {
if g.ctx.pressed_keys[gg.KeyCode.left] {
g.move(-1.0)
}
if g.ctx.pressed_keys[gg.KeyCode.right] {
g.move(1.0)
}
//
g.ball_x, g.ball_y = g.ball_x + g.ball_dx, g.ball_y + g.ball_dy
// Wall collisions
if g.ball_x < g.ball_r || g.ball_x > g.width - g.ball_r {
g.ball_dx *= -1
g.play(.wall)
}
if g.ball_y < g.ball_r {
g.ball_dy *= -1
g.play(.wall)
}
if g.ball_y > g.height {
g.ball_x, g.ball_y = g.paddle_x + g.paddle_w / 2, g.height - g.paddle_h
g.ball_dy = -4
g.npaddles--
g.play(.lose_ball)
if g.npaddles <= 0 {
g.game_over()
}
}
// Paddle collision
is_ball_on_paddle_y := g.ball_y + g.ball_r > g.height - g.paddle_h
&& g.ball_y < g.height - g.ball_r
is_ball_on_paddle_x := g.ball_x > g.paddle_x - 10 && g.ball_x < g.paddle_x + g.paddle_w + 10
if is_ball_on_paddle_y && is_ball_on_paddle_x {
g.play(.paddle)
g.ball_dy = -math.abs(g.ball_dy)
x_in_paddle := g.ball_x - g.paddle_x
rmargin := 10
if x_in_paddle < rmargin || x_in_paddle + rmargin > g.paddle_w {
g.ball_dx *= -1
} else if !(x_in_paddle > 40 && x_in_paddle < 60) {
r := 10 * (-0.5 + rand.f32())
g.ball_dx += r
g.ball_dx = int_min(int_max(-80, int(g.ball_dx * 10)), 80) / 10
}
}
// Brick collisions
for mut brick in g.bricks {
if brick.alive && g.ball_y - g.ball_r < brick.y + brick.h && g.ball_y + g.ball_r > brick.y
&& g.ball_x + g.ball_r > brick.x && g.ball_x - g.ball_r < brick.x + brick.w {
g.play(.brick)
brick.alive = false
g.nbricks--
g.npoints += brick.value
g.ball_dy *= -1
if g.nbricks == 0 {
g.goto_next_level()
}
}
}
}
fn (mut g Game) touch_event(touch_point gg.TouchPoint) {
ws := gg.window_size()
tx := touch_point.pos_x
if tx <= f32(ws.width) * 0.5 {
g.move(-1.0)
} else {
g.move(1.0)
}
}
@[if wasm32_emscripten]
fn (mut g Game) handle_event() {
if g.nevent > 0 {
return
}
// the audio has to be started when the wasm canvas has received user
// interaction, unlike on desktop platforms
audio.setup(buffer_frames: 1024)
g.sound.init()
g.nevent++
}
fn main() {
mut g := Game.new()
mut fpath := asset.get_path('../assets', 'fonts/RobotoMono-Regular.ttf')
$if !wasm32_emscripten {
audio.setup(buffer_frames: 512) // too small values lead to cracking sounds or no sound at all on macos
g.sound.init()
fpath = ''
}
g.ctx = gg.new_context(
width: g.width
height: g.height
window_title: 'V Breakout'
frame_fn: fn (mut g Game) {
dt := g.ctx.timer.elapsed().milliseconds()
if dt > 15 {
g.update()
g.ctx.timer.restart()
}
g.draw()
}
click_fn: fn (x f32, y f32, btn gg.MouseButton, mut g Game) {
g.handle_event()
}
event_fn: fn (e &gg.Event, mut g Game) {
g.handle_event()
if e.typ == .touches_began || e.typ == .touches_moved {
if e.num_touches > 0 {
touch_point := e.touches[0]
g.touch_event(touch_point)
}
}
}
keydown_fn: fn (key gg.KeyCode, _ gg.Modifier, mut g Game) {
g.handle_event()
match key {
.r {
g.game_over()
}
.escape {
exit(0)
}
else {}
}
}
user_data: g
font_path: fpath
)
g.ctx.run()
}