Implement basic breakout
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@ -1,170 +1,149 @@
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/************************************************************//**
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*
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* @file: wasm_main.cpp
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* @author: Martin Fouilleul
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* @date: 14/08/2022
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* @revision:
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*
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*****************************************************************/
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#include<keys.h>
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#include<graphics.h>
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#include<orca.h>
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#define M_PI 3.14159265358979323846
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#define NUM_BLOCKS_PER_ROW 7
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#define NUM_BLOCKS 42 // 7 * 6
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#define BLOCKS_WIDTH 810.0f
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#define BLOCK_HEIGHT 30.0f
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#define BLOCKS_PADDING 15.0f
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#define BLOCKS_BOTTOM 300.0f
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const f32 BLOCK_WIDTH = (BLOCKS_WIDTH - ((NUM_BLOCKS_PER_ROW + 1) * BLOCKS_PADDING)) / NUM_BLOCKS_PER_ROW;
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const mg_color paddleColor = {1, 0, 0, 1};
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mp_rect paddle = {200, 40, 200, 40};
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mp_rect paddle = {BLOCKS_WIDTH/2 - 100, 40, 200, 40};
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const mg_color ballColor = {1, 1, 0, 1};
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mp_rect ball = {200, 200, 60, 60};
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mp_rect ball = {200, 200, 20, 20};
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vec2 velocity = {10, 10};
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vec2 velocity = {5, 5};
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int blockHealth[NUM_BLOCKS];
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vec2 frameSize = {100, 100};
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bool leftDown = false;
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bool rightDown = false;
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mg_canvas canvas;
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mg_surface surface;
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mg_canvas canvas;
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mg_image waterImage;
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mg_image ballImage;
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mg_image paddleImage;
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mg_font pongFont;
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// TODO(ben): Why is this here? Why isn't it forward-declared by some header?
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mg_surface mg_surface_main(void);
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mp_rect blockRect(int i);
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int checkCollision(mp_rect block);
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str8 loadFile(mem_arena* arena, str8 filename) {
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file_handle file = file_open(filename, FILE_ACCESS_READ, 0);
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if(file_last_error(file) != IO_OK)
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{
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log_error("Couldn't open file %s\n", str8_to_cstring(mem_scratch(), filename));
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}
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u64 size = file_size(file);
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char* buffer = mem_arena_alloc(arena, size);
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file_read(file, size, buffer);
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file_close(file);
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return str8_from_buffer(size, buffer);
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}
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ORCA_EXPORT void OnInit(void)
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{
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//TODO create surface for main window
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surface = mg_surface_main();
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canvas = mg_canvas_create();
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surface = mg_surface_main();
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canvas = mg_canvas_create();
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log_info("try allocating\n");
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waterImage = mg_image_create_from_data(surface, loadFile(mem_scratch(), STR8("/underwater.jpg")), false);
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ballImage = mg_image_create_from_data(surface, loadFile(mem_scratch(), STR8("/ball.png")), false);
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paddleImage = mg_image_create_from_data(surface, loadFile(mem_scratch(), STR8("/wall.png")), false);
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char* foo = malloc(1024);
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free(foo);
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str8 fontStr = loadFile(mem_scratch(), STR8("/Literata-SemiBoldItalic.ttf"));
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unicode_range ranges[5] = {UNICODE_RANGE_BASIC_LATIN,
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UNICODE_RANGE_C1_CONTROLS_AND_LATIN_1_SUPPLEMENT,
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UNICODE_RANGE_LATIN_EXTENDED_A,
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UNICODE_RANGE_LATIN_EXTENDED_B,
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UNICODE_RANGE_SPECIALS};
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// NOTE(ben): Weird that images are "create from data" but fonts are "create from memory"
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// TODO: Decide whether we're using strings or explicit pointer + length
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pongFont = mg_font_create_from_memory(fontStr.len, (byte*)fontStr.ptr, 5, ranges);
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log_info("allocated and freed 1024 bytes\n");
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for (int i = 0; i < NUM_BLOCKS; i++) {
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blockHealth[i] = 2;
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}
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//NOTE: load ball texture
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{
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file_handle file = file_open(STR8("/ball.png"), FILE_ACCESS_READ, 0);
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if(file_last_error(file) != IO_OK)
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{
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log_error("Couldn't open file ball.png\n");
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}
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u64 size = file_size(file);
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char* buffer = mem_arena_alloc(mem_scratch(), size);
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file_read(file, size, buffer);
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file_close(file);
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ballImage = mg_image_create_from_data(surface, str8_from_buffer(size, buffer), false);
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}
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//NOTE: load paddle texture
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{
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file_handle file = file_open(STR8("/wall.png"), FILE_ACCESS_READ, 0);
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if(file_last_error(file) != IO_OK)
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{
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log_error("Couldn't open file wall.png\n");
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}
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u64 size = file_size(file);
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char* buffer = mem_arena_alloc(mem_scratch(), size);
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file_read(file, size, buffer);
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file_close(file);
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paddleImage = mg_image_create_from_data(surface, str8_from_buffer(size, buffer), false);
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}
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//NOTE: load paddle texture
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{
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file_handle file = file_open(STR8("/Literata-SemiBoldItalic.ttf"), FILE_ACCESS_READ, 0);
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if(file_last_error(file) != IO_OK)
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{
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log_error("Couldn't open file Literata-SemiBoldItalic.ttf\n");
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}
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u64 size = file_size(file);
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char* buffer = mem_arena_alloc(mem_scratch(), size);
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file_read(file, size, buffer);
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file_close(file);
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unicode_range ranges[5] = {UNICODE_RANGE_BASIC_LATIN,
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UNICODE_RANGE_C1_CONTROLS_AND_LATIN_1_SUPPLEMENT,
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UNICODE_RANGE_LATIN_EXTENDED_A,
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UNICODE_RANGE_LATIN_EXTENDED_B,
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UNICODE_RANGE_SPECIALS};
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// NOTE(ben): Weird that images are "create from data" but fonts are "create from memory"
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// TODO: Decide whether we're using strings or explicit pointer + length
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pongFont = mg_font_create_from_memory(size, (byte*)buffer, 5, ranges);
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}
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mem_arena_clear(mem_scratch());
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mem_arena_clear(mem_scratch());
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}
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ORCA_EXPORT void OnFrameResize(u32 width, u32 height)
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{
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log_info("frame resize %u, %u", width, height);
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frameSize.x = width;
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frameSize.y = height;
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log_info("frame resize %u, %u", width, height);
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frameSize.x = width;
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frameSize.y = height;
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}
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ORCA_EXPORT void OnMouseDown(int button)
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{
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log_info("mouse down!");
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log_info("mouse down!");
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}
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ORCA_EXPORT void OnKeyDown(int key)
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{
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if(key == KEY_SPACE)
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{
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log_error("(this is just for testing errors)");
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return;
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}
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if(key == KEY_ENTER)
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{
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log_warning("(this is just for testing warning)");
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return;
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}
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if(key == KEY_SPACE)
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{
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log_error("(this is just for testing errors)");
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return;
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}
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if(key == KEY_ENTER)
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{
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log_warning("(this is just for testing warning)");
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return;
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}
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log_info("key down: %i", key);
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if(key == KEY_LEFT)
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{
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leftDown = true;
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}
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if(key == KEY_RIGHT)
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{
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rightDown = true;
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}
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log_info("key down: %i", key);
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if(key == KEY_LEFT)
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{
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leftDown = true;
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}
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if(key == KEY_RIGHT)
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{
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rightDown = true;
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}
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}
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ORCA_EXPORT void OnKeyUp(int key)
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{
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if(key == KEY_ENTER || key == KEY_SPACE)
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{
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return;
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}
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if(key == KEY_ENTER || key == KEY_SPACE)
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{
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return;
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}
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log_info("key up: %i", key);
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if(key == KEY_LEFT)
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{
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leftDown = false;
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}
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if(key == KEY_RIGHT)
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{
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rightDown = false;
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}
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log_info("key up: %i", key);
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if(key == KEY_LEFT)
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{
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leftDown = false;
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}
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if(key == KEY_RIGHT)
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{
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rightDown = false;
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}
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}
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ORCA_EXPORT void OnFrameRefresh(void)
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{
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f32 aspect = frameSize.x/frameSize.y;
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f32 aspect = frameSize.x/frameSize.y;
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if(leftDown)
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{
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paddle.x -= 10;
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paddle.x -= 10;
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}
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else if(rightDown)
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{
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paddle.x += 10;
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paddle.x += 10;
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}
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paddle.x = Clamp(paddle.x, 0, frameSize.x - paddle.w);
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@ -175,15 +154,15 @@ ORCA_EXPORT void OnFrameRefresh(void)
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if(ball.x + ball.w >= frameSize.x)
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{
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velocity.x = -10;
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velocity.x = -velocity.x;
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}
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if(ball.x <= 0)
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{
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velocity.x = +10;
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velocity.x = -velocity.x;
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}
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if(ball.y + ball.h >= frameSize.y)
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{
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velocity.y = -10;
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velocity.y = -velocity.y;
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}
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if(ball.y <= paddle.y + paddle.h
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@ -191,55 +170,230 @@ ORCA_EXPORT void OnFrameRefresh(void)
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&& ball.x <= paddle.x + paddle.w
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&& velocity.y < 0)
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{
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velocity.y *= -1;
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ball.y = paddle.y + paddle.h;
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velocity.y *= -1;
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ball.y = paddle.y + paddle.h;
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log_info("PONG!");
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log_info("PONG!");
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}
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if(ball.y <= 0)
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{
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ball.x = frameSize.x/2. - ball.w;
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ball.y = frameSize.y/2. - ball.h;
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}
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ball.x = frameSize.x/2. - ball.w;
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ball.y = frameSize.y/2. - ball.h;
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}
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mg_canvas_set_current(canvas);
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for (int i = 0; i < NUM_BLOCKS; i++) {
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if (blockHealth[i] <= 0) {
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continue;
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}
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mg_set_color_rgba(0, 1, 1, 1);
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mg_clear();
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mp_rect r = blockRect(i);
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int result = checkCollision(r);
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if (result) {
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log_info("Collision! direction=%d", result);
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blockHealth[i] -= 1;
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mg_mat2x3 transform = {1, 0, 0,
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0, -1, frameSize.y};
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f32 vx = velocity.x;
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f32 vy = velocity.y;
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mg_matrix_push(transform);
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switch (result) {
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case 1:
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case 5:
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velocity.y = -vy;
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break;
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case 3:
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case 7:
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velocity.x = -vx;
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break;
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case 2:
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case 6:
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velocity.x = -vy;
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velocity.y = -vx;
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break;
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case 4:
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case 8:
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velocity.x = vy;
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velocity.y = vx;
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break;
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}
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}
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mg_image_draw(paddleImage, paddle);
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/*
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mg_set_color(paddleColor);
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mg_rectangle_fill(paddle.x, paddle.y, paddle.w, paddle.h);
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*/
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}
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mg_image_draw(ballImage, ball);
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/*
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mg_set_color(ballColor);
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mg_circle_fill(ball.x+ball.w/2, ball.y + ball.w/2, ball.w/2.);
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*/
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mg_canvas_set_current(canvas);
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mg_set_color_rgba(10.0f/255.0f, 31.0f/255.0f, 72.0f/255.0f, 1);
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mg_clear();
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mg_mat2x3 transform = {1, 0, 0,
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0, -1, frameSize.y};
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mg_matrix_push(transform);
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{
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mg_set_color_rgba(0.9, 0.9, 0.9, 1);
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for (int i = 0; i < NUM_BLOCKS; i++) {
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if (blockHealth[i] <= 0) {
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continue;
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}
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mp_rect r = blockRect(i);
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mg_rectangle_fill(r.x, r.y, r.w, r.h);
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}
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mg_image_draw(paddleImage, paddle);
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mg_image_draw(ballImage, ball);
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}
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mg_matrix_pop();
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mg_set_color_rgba(0, 0, 0, 1);
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mg_set_font(pongFont);
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mg_set_font_size(14);
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mg_move_to(10, 20);
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mg_set_color_rgba(0, 0, 0, 1);
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mg_set_font(pongFont);
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mg_set_font_size(14);
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mg_move_to(10, 20);
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str8 text = str8_pushf(mem_scratch(),
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"wahoo I'm did a text. ball is at x = %f, y = %f",
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ball.x, ball.y
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);
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mg_text_outlines(text);
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mg_fill();
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str8 text = str8_pushf(mem_scratch(),
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"wahoo I'm did a text. ball is at x = %f, y = %f",
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ball.x, ball.y
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);
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mg_text_outlines(text);
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mg_fill();
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mg_surface_prepare(surface);
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mg_render(surface, canvas);
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mg_surface_present(surface);
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}
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mp_rect blockRect(int i) {
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int row = i / NUM_BLOCKS_PER_ROW;
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int col = i % NUM_BLOCKS_PER_ROW;
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return (mp_rect){
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BLOCKS_PADDING + (BLOCKS_PADDING + BLOCK_WIDTH) * col,
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BLOCKS_BOTTOM + (BLOCKS_PADDING + BLOCK_HEIGHT) * row,
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BLOCK_WIDTH,
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BLOCK_HEIGHT
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};
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}
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// Returns a cardinal direction 1-8 for the collision with the block, or zero
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// if no collision. 1 is straight up and directions proceed clockwise.
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int checkCollision(mp_rect block) {
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// Note that all the logic for this game has the origin in the bottom left.
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f32 ballx2 = ball.x + ball.w;
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f32 bally2 = ball.y + ball.h;
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f32 blockx2 = block.x + block.w;
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f32 blocky2 = block.y + block.h;
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if (
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ballx2 < block.x
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|| blockx2 < ball.x
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|| bally2 < block.y
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|| blocky2 < ball.y
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) {
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// Ball is fully outside block
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return 0;
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}
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// if (
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// (block.x <= ball.x && ballx2 <= blockx2)
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// && (block.y <= ball.y && bally2 <= blocky2)
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// ) {
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// // Ball is fully inside block; do not consider as a collision
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// return 0;
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// }
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// If moving right, the ball can bounce off its top right corner, right
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// side, or bottom right corner. Corner bounces occur if the block's bottom
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// left corner is in the ball's top right quadrant, or if the block's top
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// left corner is in the ball's bottom left quadrant. Otherwise, an edge
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// bounce occurs if the block's left edge falls in either of the ball's
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// right quadrants.
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//
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// This logic generalizes to other directions.
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//
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// We assume significant tunneling can't happen.
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vec2 ballCenter = (vec2){ball.x + ball.w/2, ball.y + ball.h/2};
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vec2 blockCenter = (vec2){block.x + block.w/2, block.y + block.h/2};
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// Moving right
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if (velocity.x > 0) {
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// Ball's top right corner
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if (
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ballCenter.x <= block.x && block.x <= ballx2
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&& ballCenter.y <= block.y && block.y <= bally2
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) { return 2; }
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// Ball's bottom right corner
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if (
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ballCenter.x <= block.x && block.x <= ballx2
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&& ball.y <= blocky2 && blocky2 <= ballCenter.y
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) { return 4; }
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// Ball's right edge
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if (
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ballCenter.x <= block.x && block.x <= ballx2
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) { return 3; }
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}
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// Moving up
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if (velocity.y > 0) {
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// Ball's top left corner
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if (
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ball.x <= blockx2 && blockx2 <= ballCenter.x
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&& ballCenter.y <= block.y && block.y <= bally2
|
||||
) { return 8; }
|
||||
|
||||
// Ball's top right corner
|
||||
if (
|
||||
ballCenter.x <= block.x && block.x <= ballx2
|
||||
&& ballCenter.y <= block.y && block.y <= bally2
|
||||
) { return 2; }
|
||||
|
||||
// Ball's top edge
|
||||
if (
|
||||
ballCenter.y <= block.y && block.y <= bally2
|
||||
) { return 1; }
|
||||
}
|
||||
|
||||
// Moving left
|
||||
if (velocity.x < 0) {
|
||||
// Ball's bottom left corner
|
||||
if (
|
||||
ball.x <= blockx2 && blockx2 <= ballCenter.x
|
||||
&& ball.y <= blocky2 && blocky2 <= ballCenter.y
|
||||
) { return 6; }
|
||||
|
||||
// Ball's top left corner
|
||||
if (
|
||||
ball.x <= blockx2 && blockx2 <= ballCenter.x
|
||||
&& ballCenter.y <= block.y && block.y <= bally2
|
||||
) { return 8; }
|
||||
|
||||
// Ball's left edge
|
||||
if (
|
||||
ball.x <= blockx2 && blockx2 <= ballCenter.x
|
||||
) { return 7; }
|
||||
}
|
||||
|
||||
// Moving down
|
||||
if (velocity.y < 0) {
|
||||
// Ball's bottom right corner
|
||||
if (
|
||||
ballCenter.x <= block.x && block.x <= ballx2
|
||||
&& ball.y <= blocky2 && blocky2 <= ballCenter.y
|
||||
) { return 4; }
|
||||
|
||||
// Ball's bottom left corner
|
||||
if (
|
||||
ball.x <= blockx2 && blockx2 <= ballCenter.x
|
||||
&& ball.y <= blocky2 && blocky2 <= ballCenter.y
|
||||
) { return 6; }
|
||||
|
||||
// Ball's bottom edge
|
||||
if (
|
||||
ball.y <= blocky2 && blocky2 <= ballCenter.y
|
||||
) { return 5; }
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue