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Messages - aaammsw

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Hi, Im doing this small breakout clone for school, I've looked at heaps of people's takes on Breakout and tried to combine bits and pieces that I liked. Only problem that I'm having is getting the game to end when the ball hits the bottom window edge + sounds.. You should be able to copy/paste the code into a project, only issues being with the sound and text. Thanks a lot

#include <SFML/Graphics.hpp>
#include <SFML/Window.hpp>
#include <SFML/Audio.hpp>
#include <iostream>
using namespace std;
using namespace sf;
int x = 5;
constexpr int windowWidth ( 800 ), windowHeight( 600 );
constexpr float ballRadius( 10.f ), ballVelocity( 6.f );
constexpr float paddleWidth( 100.f ), paddleHeight( 20.f ), paddleVelocity( 8.f );
constexpr float blockWidth( 60.f ), blockHeight( 20.f );
constexpr int countBlocksX( 11 ), countBlocksY( 6 );
constexpr int countBlocks2X(11), countBlocks2Y(3);
bool isPlaying = true;


struct Ball
{
        CircleShape shape;
        Vector2f velocity{ -ballVelocity, -ballVelocity };

        Ball(float mX, float mY)
        {
                shape.setPosition(mX, mY);
                shape.setRadius(ballRadius);
                shape.setFillColor(Color::Yellow);
                shape.setOrigin(ballRadius, ballRadius);
        }

        void update()
        {
                //Need to make the ball bounce of the window edges
                shape.move(velocity);
                //If it's leaving on the left edge, we set a positive horizontal value.
                if (left() < 0)
                        velocity.x = ballVelocity;
                //Same for the right
                else if (right() > windowWidth)
                        velocity.x = -ballVelocity;
                //Top
                if (top() < 0)
                        velocity.y = ballVelocity;
                //And bottom
                else if (bottom() > windowHeight)
                        velocity.y = -ballVelocity;
       
        }

        float x() { return shape.getPosition().x; }
        float y() { return shape.getPosition().y; }
        float left() { return x() - shape.getRadius(); }
        float right() { return x() + shape.getRadius(); }
        float top() { return y() - shape.getRadius(); }
        float bottom() { return y() + shape.getRadius(); }
};

//Create the Rectangle shape class for the brick
struct Rectangle
{
        RectangleShape shape;
        float x()               { return shape.getPosition().x; }
        float y()               { return shape.getPosition().y; }
        float left()    { return x() - shape.getSize().x / 2.f; }
        float right()   { return x() + shape.getSize().x / 2.f; }
        float top()             { return y() - shape.getSize().y / 2.f; }
        float bottom()  { return y() + shape.getSize().y / 2.f; }
};

//Class for the paddle
struct Paddle : public Rectangle
{
        //Create a variable for speed.
        Vector2f velocity;
        //Set the variables for the paddle rectangle shape.
        Paddle(float mX, float mY)
        {
                shape.setPosition(mX, mY);
                shape.setSize({ paddleWidth, paddleHeight });
                shape.setFillColor(Color::Red);
                shape.setOrigin(paddleWidth / 2.f, paddleHeight / 2.f);
        }
        // Within the update function we check if the player is moving the paddle
        void update()
        {
                shape.move(velocity);
                //To ensure that the paddle stays inside the window we only change the Velocity when it's inside the boundaries
                //Making it impossible to move outside when the initial velocity is set to zero
                if (Keyboard::isKeyPressed(Keyboard::Key::Left) && left() > 0)
                velocity.x = -paddleVelocity;
                       
                else if (Keyboard::isKeyPressed(Keyboard::Key::Right) && right() < windowWidth)
                        velocity.x = paddleVelocity;
                //If the player isn't pressing a buttom (legt/right) the velocity is set to zero.
                else
                        velocity.x = 0;
        }
};
//Another class for the bricks
struct Brick : public Rectangle
{
        bool destroyed{ false };

        Brick(float mX, float mY)
        {
                shape.setPosition(mX, mY);
                shape.setSize({ blockWidth, blockHeight });
                shape.setFillColor(Color::Black);
                shape.setOrigin(blockWidth / 2.f, blockHeight / 2.f);
        }
};

//C++ Feature template allows us to create a generic funtion to check if two shapes are intersecting or colliding.
template <class T1, class T2>
bool isIntersecting(T1& mA, T2& mB)
{
        return mA.right() >= mB.left() && mA.left() <= mB.right() &&
                mA.bottom() >= mB.top() && mA.top() <= mB.bottom();
}

void collisionTest(Paddle& mPaddle, Ball& mBall)
{
        if (!isIntersecting(mPaddle, mBall)) return;

        mBall.velocity.y = -ballVelocity;
        if (mBall.x() < mPaddle.x())
                mBall.velocity.x = -ballVelocity;
        else
                mBall.velocity.x = ballVelocity;
}


void collisionTest(Brick& mBrick, Ball& mBall)
{
        if (!isIntersecting(mBrick, mBall)) return;
        mBrick.destroyed = true;

        float overlapLeft{ mBall.right() - mBrick.left() };
        float overlapRight{ mBrick.right() - mBall.left() };
        float overlapTop{ mBall.bottom() - mBrick.top() };
        float overlapBottom{ mBrick.bottom() - mBall.top() };

        bool ballFromLeft(abs(overlapLeft) < abs(overlapRight));
        bool ballFromTop(abs(overlapTop) < abs(overlapBottom));

        float minOverlapX{ ballFromLeft ? overlapLeft : overlapRight };
        float minOverlapY{ ballFromTop ? overlapTop : overlapBottom };

        if (abs(minOverlapX) < abs(minOverlapY))
                mBall.velocity.x = ballFromLeft ? -ballVelocity : ballVelocity;
        else
                mBall.velocity.y = ballFromTop ? -ballVelocity : ballVelocity;
}
int main()
{
       
        //We render/create the window
        RenderWindow window(VideoMode(windowWidth, windowHeight ), "Breakout Game" );
        window.setFramerateLimit(60);
       
        Paddle paddle{ windowWidth / 2, windowHeight - 50 };
        int x = 5;
//Here we use an unconditiional goto statement to allow the user to restart the game.  
restart:
        //We reference the Ball, Paddle and Bricks
        Ball ball{ windowWidth / 2, windowHeight / 2 };
        vector<Brick> bricks;
        //vector<Brick2> bricks2;

        for (int iX{ 0 }; iX < countBlocksX; ++iX)
                for (int iY{ 0 }; iY < countBlocksY; ++iY)
                        bricks.emplace_back(
                                (iX + 1) * (blockWidth + 3) + 22, (iY + 2) * (blockHeight + 3));
       

        // Load the text font
        sf::Font font;
        if (!font.loadFromFile("arial.ttf"))
                return EXIT_FAILURE;

        // Initialize the pause message
        sf::Text loseGame;
        loseGame.setFont(font);
        loseGame.setCharacterSize(40);
        loseGame.setPosition(80.f, 150.f);
        loseGame.setColor(sf::Color::White);
        loseGame.setString("You lost, press 'Space' to play again.");

        // Load the sounds used in the game
        sf::SoundBuffer ballSoundBuffer;
        if (!ballSoundBuffer.loadFromFile("loseSound.wav"))
                return EXIT_FAILURE;
        sf::Sound loseGameSound(ballSoundBuffer);


        while (true)
        {
                window.clear(Color::Color(49, 79, 79));

                if (Keyboard::isKeyPressed(Keyboard::Key::Space))
                        goto restart;
                if (Keyboard::isKeyPressed(Keyboard::Key::Escape))
                        break;
               
                ball.update();
                paddle.update();
                collisionTest(paddle, ball);
                for (auto& brick : bricks) collisionTest(brick, ball);
                bricks.erase(remove_if(begin(bricks), end(bricks),
                        [](const Brick& mBrick)
                {      
                        return mBrick.destroyed;
                }),
                        end(bricks));
               
                if (isPlaying)
                {
                        window.draw(ball.shape);
                        window.draw(paddle.shape);
                        for (auto& brick : bricks) window.draw(brick.shape);
                }
               
                else
                {
                        window.clear(Color::Black);
                        // Draw the pause message
                        loseGameSound.play();
                        window.draw(loseGame);
                        if (Keyboard::isKeyPressed(Keyboard::Key::Space))
                                goto restart;
                       
                }
               
                window.display();
               
        }

        return 0;
}

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General / Compiling with SFML
« on: November 09, 2015, 09:38:55 am »
When I compile with SFML, does the computer running the .exe need to have any of the SFML or other files installed or can it just run the application without worry.

Sorry for the noob question just wondering because I want to use SFML for a programming assignment and this is my first time. Thanks in advance

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