mirror of
https://github.com/portapack-mayhem/mayhem-firmware.git
synced 2025-07-16 11:28:29 +00:00
429 lines
11 KiB
C++
429 lines
11 KiB
C++
![]() |
/*
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* ------------------------------------------------------------
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* | Made by RocketGod |
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* | Find me at https://betaskynet.com |
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* | Argh matey! |
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* ------------------------------------------------------------
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*/
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#include "mbed.h"
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#include "SPI_TFT_ILI9341.h"
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#include "Arial12x12.h"
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#include "ui.hpp"
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#define SCREEN_WIDTH 240
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#define SCREEN_HEIGHT 320
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#define PADDLE_WIDTH 40
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#define PADDLE_HEIGHT 10
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#define BALL_SIZE 8
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#define BRICK_WIDTH 20
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#define BRICK_HEIGHT 10
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#define BRICK_ROWS 5
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#define BRICK_COLS 10
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#define BRICK_GAP 2
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#define GAME_AREA_TOP 50
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#define GAME_AREA_BOTTOM 310
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#define PADDLE_Y (GAME_AREA_BOTTOM - PADDLE_HEIGHT)
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#define BALL_SPEED_INCREASE 0.1f
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#define STATE_MENU 0
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#define STATE_PLAYING 1
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#define STATE_GAME_OVER 3
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#define COLOR_BACKGROUND Black
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#define COLOR_PADDLE Blue
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#define COLOR_BALL White
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#define COLOR_BORDER White
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#define COLOR_BRICK_COLORS \
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{ Red, Orange, Yellow, Green, Purple }
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Ticker game_timer;
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int paddle_x = (SCREEN_WIDTH - PADDLE_WIDTH) / 2;
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float ball_x = SCREEN_WIDTH / 2;
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float ball_y = GAME_AREA_BOTTOM - PADDLE_HEIGHT - BALL_SIZE - 1;
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float ball_dx = 1.5f;
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float ball_dy = -2.0f;
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int score = 0;
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int lives = 3;
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int level = 1;
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int game_state = STATE_MENU;
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bool initialized = false;
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bool ball_attached = true;
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unsigned int brick_count = 0;
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bool bricks[BRICK_ROWS][BRICK_COLS];
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int brick_colors[BRICK_ROWS];
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extern ui::Painter painter;
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void init_game();
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void init_level();
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void draw_screen();
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void draw_bricks();
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void draw_paddle();
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void draw_ball();
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void draw_score();
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void draw_lives();
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void draw_level();
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void draw_borders();
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void move_paddle_left();
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void move_paddle_right();
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void launch_ball();
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void update_game();
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void check_collisions();
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bool check_brick_collision(int row, int col);
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void handle_game_over();
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void show_menu();
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void show_game_over();
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bool check_level_complete();
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void next_level();
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void reset_game();
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void game_timer_check() {
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if (game_state == STATE_PLAYING) {
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update_game();
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}
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}
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void init_game() {
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claim(stdout);
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set_orientation(2);
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set_font((unsigned char*)Arial12x12);
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paddle_x = (SCREEN_WIDTH - PADDLE_WIDTH) / 2;
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score = 0;
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lives = 3;
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level = 1;
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brick_colors[0] = Red;
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brick_colors[1] = Orange;
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brick_colors[2] = Yellow;
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brick_colors[3] = Green;
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brick_colors[4] = Purple;
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init_level();
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game_state = STATE_MENU;
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show_menu();
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}
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void init_level() {
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ball_x = paddle_x + (PADDLE_WIDTH / 2) - (BALL_SIZE / 2);
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ball_y = GAME_AREA_BOTTOM - PADDLE_HEIGHT - BALL_SIZE - 1;
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float speed_multiplier = (level == 1) ? 1.0f : 1.0f + ((level - 1) * BALL_SPEED_INCREASE);
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ball_dx = (ball_dx > 0 ? 1.5f : -1.5f) * speed_multiplier;
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ball_dy = -2.0f * speed_multiplier;
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ball_attached = true;
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brick_count = 0;
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for (int row = 0; row < BRICK_ROWS; row++) {
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for (int col = 0; col < BRICK_COLS; col++) {
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bricks[row][col] = true;
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brick_count++;
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}
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}
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}
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void draw_screen() {
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cls();
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background(COLOR_BACKGROUND);
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draw_borders();
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draw_bricks();
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draw_paddle();
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draw_ball();
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draw_score();
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draw_lives();
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draw_level();
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}
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void draw_borders() {
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rect(0, GAME_AREA_TOP - 1, SCREEN_WIDTH, GAME_AREA_TOP, COLOR_BORDER);
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}
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void draw_bricks() {
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for (int row = 0; row < BRICK_ROWS; row++) {
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for (int col = 0; col < BRICK_COLS; col++) {
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if (bricks[row][col]) {
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int x = col * (BRICK_WIDTH + BRICK_GAP);
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int y = GAME_AREA_TOP + row * (BRICK_HEIGHT + BRICK_GAP) + 5;
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fillrect(x, y, x + BRICK_WIDTH, y + BRICK_HEIGHT, brick_colors[row]);
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rect(x, y, x + BRICK_WIDTH, y + BRICK_HEIGHT, Black);
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}
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}
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}
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}
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void draw_paddle() {
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fillrect(paddle_x, PADDLE_Y, paddle_x + PADDLE_WIDTH, PADDLE_Y + PADDLE_HEIGHT, COLOR_PADDLE);
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}
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void draw_ball() {
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fillrect(ball_x, ball_y, ball_x + BALL_SIZE, ball_y + BALL_SIZE, COLOR_BALL);
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}
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void draw_score() {
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auto style = *ui::Theme::getInstance()->fg_green;
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painter.draw_string({5, 10}, style, "Score: " + std::to_string(score));
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}
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void draw_lives() {
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auto style = *ui::Theme::getInstance()->fg_red;
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painter.draw_string({5, 30}, style, "Lives: " + std::to_string(lives));
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}
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void draw_level() {
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auto style = *ui::Theme::getInstance()->fg_yellow;
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painter.draw_string({80, 30}, style, "Level: " + std::to_string(level));
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}
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void move_paddle_left() {
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if (paddle_x > 0) {
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fillrect(paddle_x, PADDLE_Y, paddle_x + PADDLE_WIDTH, PADDLE_Y + PADDLE_HEIGHT, COLOR_BACKGROUND);
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if (ball_attached) {
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fillrect(ball_x, ball_y, ball_x + BALL_SIZE, ball_y + BALL_SIZE, COLOR_BACKGROUND);
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}
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paddle_x -= 10;
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if (paddle_x < 0) paddle_x = 0;
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if (ball_attached) {
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ball_x = paddle_x + (PADDLE_WIDTH / 2) - (BALL_SIZE / 2);
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}
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draw_paddle();
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if (ball_attached) {
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draw_ball();
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}
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}
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}
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void move_paddle_right() {
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if (paddle_x < SCREEN_WIDTH - PADDLE_WIDTH) {
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fillrect(paddle_x, PADDLE_Y, paddle_x + PADDLE_WIDTH, PADDLE_Y + PADDLE_HEIGHT, COLOR_BACKGROUND);
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if (ball_attached) {
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fillrect(ball_x, ball_y, ball_x + BALL_SIZE, ball_y + BALL_SIZE, COLOR_BACKGROUND);
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}
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paddle_x += 10;
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if (paddle_x > SCREEN_WIDTH - PADDLE_WIDTH) paddle_x = SCREEN_WIDTH - PADDLE_WIDTH;
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if (ball_attached) {
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ball_x = paddle_x + (PADDLE_WIDTH / 2) - (BALL_SIZE / 2);
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}
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draw_paddle();
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if (ball_attached) {
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draw_ball();
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}
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}
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}
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void launch_ball() {
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if (ball_attached) {
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ball_attached = false;
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ball_x = paddle_x + (PADDLE_WIDTH / 2) - (BALL_SIZE / 2);
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ball_y = GAME_AREA_BOTTOM - PADDLE_HEIGHT - BALL_SIZE - 1;
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float speed_multiplier = (level == 1) ? 1.0f : 1.0f + ((level - 1) * BALL_SPEED_INCREASE);
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ball_dx = 1.5f * speed_multiplier;
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ball_dy = -2.0f * speed_multiplier;
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}
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}
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void update_game() {
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if (ball_attached) {
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return;
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}
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fillrect(ball_x, ball_y, ball_x + BALL_SIZE, ball_y + BALL_SIZE, COLOR_BACKGROUND);
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float next_ball_y = ball_y + ball_dy;
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if (next_ball_y > GAME_AREA_BOTTOM) {
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lives--;
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draw_lives();
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if (lives <= 0) {
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handle_game_over();
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} else {
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ball_attached = true;
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ball_x = paddle_x + (PADDLE_WIDTH / 2) - (BALL_SIZE / 2);
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ball_y = GAME_AREA_BOTTOM - PADDLE_HEIGHT - BALL_SIZE - 1;
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draw_ball();
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}
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return;
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}
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ball_x += ball_dx;
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ball_y = next_ball_y;
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if (ball_x < 0) {
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ball_x = 0;
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ball_dx = -ball_dx;
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} else if (ball_x > SCREEN_WIDTH - BALL_SIZE) {
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ball_x = SCREEN_WIDTH - BALL_SIZE;
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ball_dx = -ball_dx;
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}
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if (ball_y < GAME_AREA_TOP) {
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ball_y = GAME_AREA_TOP;
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ball_dy = -ball_dy;
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}
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if (ball_y + BALL_SIZE >= PADDLE_Y && ball_y <= PADDLE_Y + PADDLE_HEIGHT) {
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if (ball_x + BALL_SIZE >= paddle_x && ball_x <= paddle_x + PADDLE_WIDTH) {
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ball_y = PADDLE_Y - BALL_SIZE;
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float hit_position = (ball_x + (BALL_SIZE / 2)) - paddle_x;
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float angle = (hit_position / PADDLE_WIDTH) - 0.5f;
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ball_dx = angle * 4.0f;
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if (ball_dx > -0.5f && ball_dx < 0.5f) {
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ball_dx = (ball_dx > 0) ? 0.5f : -0.5f;
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}
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ball_dy = -ball_dy;
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}
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}
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check_collisions();
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draw_ball();
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if (check_level_complete()) {
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next_level();
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}
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}
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void check_collisions() {
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int grid_x = ball_x / (BRICK_WIDTH + BRICK_GAP);
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int grid_y = (ball_y - GAME_AREA_TOP - 5) / (BRICK_HEIGHT + BRICK_GAP);
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for (int row = grid_y - 1; row <= grid_y + 1; row++) {
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for (int col = grid_x - 1; col <= grid_x + 1; col++) {
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if (row >= 0 && row < BRICK_ROWS && col >= 0 && col < BRICK_COLS) {
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if (bricks[row][col] && check_brick_collision(row, col)) {
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return;
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}
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}
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}
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}
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}
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bool check_brick_collision(int row, int col) {
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int brick_x = col * (BRICK_WIDTH + BRICK_GAP);
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int brick_y = GAME_AREA_TOP + row * (BRICK_HEIGHT + BRICK_GAP) + 5;
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if (ball_x + BALL_SIZE >= brick_x && ball_x <= brick_x + BRICK_WIDTH &&
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ball_y + BALL_SIZE >= brick_y && ball_y <= brick_y + BRICK_HEIGHT) {
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fillrect(brick_x, brick_y, brick_x + BRICK_WIDTH, brick_y + BRICK_HEIGHT, COLOR_BACKGROUND);
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bricks[row][col] = false;
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brick_count--;
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score += (5 - row) * 10;
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draw_score();
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float center_x = brick_x + BRICK_WIDTH / 2;
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float center_y = brick_y + BRICK_HEIGHT / 2;
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float ball_center_x = ball_x + BALL_SIZE / 2;
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float ball_center_y = ball_y + BALL_SIZE / 2;
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float dx = std::abs(ball_center_x - center_x);
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float dy = std::abs(ball_center_y - center_y);
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if (dx * BRICK_HEIGHT > dy * BRICK_WIDTH) {
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ball_dx = -ball_dx;
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} else {
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ball_dy = -ball_dy;
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}
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return true;
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}
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return false;
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}
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bool check_level_complete() {
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return brick_count == 0;
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}
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void next_level() {
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level++;
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init_level();
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draw_screen();
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}
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void handle_game_over() {
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game_state = STATE_GAME_OVER;
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show_game_over();
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}
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void show_menu() {
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cls();
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background(COLOR_BACKGROUND);
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auto style_yellow = *ui::Theme::getInstance()->fg_yellow;
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auto style_white = *ui::Theme::getInstance()->fg_light;
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auto style_green = *ui::Theme::getInstance()->fg_green;
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auto style_red = *ui::Theme::getInstance()->fg_red;
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painter.draw_string({0, 40}, style_yellow, "* * * BREAKOUT * * *");
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painter.draw_string({0, 70}, style_white, "========================");
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painter.draw_string({0, 120}, style_green, "| ROTARY: MOVE PADDLE |");
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painter.draw_string({0, 150}, style_green, "| SELECT: START/LAUNCH |");
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painter.draw_string({0, 190}, style_white, "========================");
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painter.draw_string({24, 230}, style_red, "* PRESS SELECT *");
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}
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void show_game_over() {
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cls();
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background(COLOR_BACKGROUND);
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auto style_red = *ui::Theme::getInstance()->fg_red;
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auto style_yellow = *ui::Theme::getInstance()->fg_yellow;
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auto style_green = *ui::Theme::getInstance()->fg_green;
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painter.draw_string({72, 120}, style_red, "GAME OVER");
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painter.draw_string({12, 160}, style_yellow, "FINAL SCORE: " + std::to_string(score));
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painter.draw_string({0, 200}, style_green, "PRESS SELECT TO RESTART");
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wait(1);
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}
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void reset_game() {
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level = 1;
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score = 0;
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lives = 3;
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game_state = STATE_PLAYING;
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init_level();
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draw_screen();
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}
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int main() {
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if (!initialized) {
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initialized = true;
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game_timer.attach(&game_timer_check, 1.0 / 60.0);
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init_game();
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}
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while (1) {
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if (but_SELECT && game_state == STATE_MENU) {
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game_state = STATE_PLAYING;
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reset_game();
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}
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if (but_SELECT && game_state == STATE_GAME_OVER) {
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reset_game();
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}
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if (but_SELECT && game_state == STATE_PLAYING && ball_attached) {
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launch_ball();
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}
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if (but_LEFT && game_state == STATE_PLAYING) {
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move_paddle_left();
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||
|
}
|
||
|
|
||
|
if (but_RIGHT && game_state == STATE_PLAYING) {
|
||
|
move_paddle_right();
|
||
|
}
|
||
|
}
|
||
|
}
|