make code a bit cleaner and easier to follow :D

This commit is contained in:
Sylvain PILLOT 2023-06-05 20:24:13 +02:00
parent e71b75fb24
commit 708f6c5402
6 changed files with 123 additions and 117 deletions

1
.gitignore vendored
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@ -13,3 +13,4 @@ __pycache__/
*.sublime-project
*.sublime-workspace
.vscode

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@ -6,17 +6,25 @@ Add background pictures
Add targets and enable bonus
[WIP] Add return locker to avoir the ball to enter back to the launch chanel
[DONE] Add multiple flippers all around the tables/boards
Add the possibilty to have connected tables using a kind on tunnel
Add ball launcher with user control initial velocity
[WIP] Add ball launcher with user control initial velocity
Add "Board Importation" system with "scanf" feature
[DONE] Create a "Pinball" font
Create text effect like :
Create text effects like :
- rolling texts
- scrolling effects
- appearance/disappearance effects
Check why 1 single ball make the game crash
Ultimately create a Table Designer to ease the creation of new tables.
Add the possibility to import new tables with adhoc interface

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@ -65,13 +65,7 @@ libnum::num32 cScale;
libnum::num32 simWidth;
libnum::num32 simHeight;
/* return the scaled x component of a vector */
uint16_t CX(Vector2D pos) { return (int)(pos.x * cScale) + 25; }
/* return the scaled y component of a vector */
uint16_t CY(Vector2D pos) {
return (int)(libnum::num32(azrp_height) - pos.y * cScale);
}
/* create the pinball board */
void SetupScene(int which_table) {
@ -170,87 +164,30 @@ static void update(float dt) {
static void render(void) {
/* Clear Screen */
azrp_clear(RGB565_BLACK);
if (MyPinball.sideimage != nullptr)
azrp_image_p8(azrp_width - MyPinball.sideimage->width - 25, 5,
MyPinball.sideimage, DIMAGE_NONE);
int mod = MyPinball.borders.size();
for (int i = 0; i < mod; i++)
azrp_line(CX(MyPinball.borders[i]), CY(MyPinball.borders[i]),
CX(MyPinball.borders[(i + 1) % mod]),
CY(MyPinball.borders[(i + 1) % mod]), C_WHITE);
CollectionRender( MyPinball.borders, RGB565_WHITE );
if (MyPinball.has_locker) {
int modZ = MyPinball.locker.size();
for (int i = 0; i < modZ; i++)
azrp_line(CX(MyPinball.locker[i]), CY(MyPinball.locker[i]),
CX(MyPinball.locker[(i + 1) % modZ]),
CY(MyPinball.locker[(i + 1) % modZ]),
MyPinball.locker_is_enabled ? C_WHITE : RGB565_BLOODYRED);
// azrp_circle( CX(MyPinball.Locker_enabler[0].pos),
// CY(MyPinball.Locker_enabler[0].pos),
// (int)(MyPinball.Locker_enabler[0].radius * cScale),
// MyPinball.Locker_enabler[0].color);
}
if (MyPinball.has_locker)
CollectionRender( MyPinball.locker, MyPinball.locker_is_enabled ? RGB565_WHITE : RGB565_BLOODYRED);
for (int i = 0; i < MyPinball.obstacles.size(); i++)
azrp_filledcircle(CX(MyPinball.obstacles[i].pos),
CY(MyPinball.obstacles[i].pos),
(int)(MyPinball.obstacles[i].radius * cScale),
MyPinball.obstacles[i].color);
for (int i = 0; i < MyPinball.islands.size(); i++) {
int temp = MyPinball.islands[i].size();
for (int j = 0; j < temp; j++)
azrp_line(CX(MyPinball.islands[i][j]), CY(MyPinball.islands[i][j]),
CX(MyPinball.islands[i][(j + 1) % temp]),
CY(MyPinball.islands[i][(j + 1) % temp]), C_WHITE);
}
for (int i = 0; i < MyPinball.obstacles.size(); i++) MyPinball.obstacles[i].Render();
for (int i = 0; i < MyPinball.balls.size(); i++)
azrp_filledcircle(CX(MyPinball.balls[i].pos), CY(MyPinball.balls[i].pos),
(int)(MyPinball.balls[i].radius * cScale),
MyPinball.balls[i].color);
for (int i = 0; i < MyPinball.flippers.size(); i++) {
Vector2D start = MyPinball.flippers[i].pos;
Vector2D end = MyPinball.flippers[i].getTip();
for (int i = 0; i < MyPinball.islands.size(); i++)
CollectionRender( MyPinball.islands[i] , RGB565_WHITE);
Vector2D SE;
SE.Set(end - start);
Vector2D Norm;
Norm.Set(SE.PerpCW());
Norm.Normalise();
for (int i = 0; i < MyPinball.balls.size(); i++) MyPinball.balls[i].Render();
Vector2D A = start.Clone();
A.Add(Norm, MyPinball.flippers[i].radius);
Vector2D B = end.Clone();
B.Add(Norm, MyPinball.flippers[i].radius);
Vector2D C = end.Clone();
C.Add(Norm, -MyPinball.flippers[i].radius);
Vector2D D = start.Clone();
D.Add(Norm, -MyPinball.flippers[i].radius);
int Xpoly[4] = {CX(A), CX(B), CX(C), CX(D)};
int Ypoly[4] = {CY(A), CY(B), CY(C), CY(D)};
azrp_filledpoly(Xpoly, Ypoly, 4, MyPinball.flippers[i].color);
azrp_filledcircle(CX(start), CY(start),
(int)(MyPinball.flippers[i].radius * cScale),
MyPinball.flippers[i].color);
azrp_filledcircle(CX(end), CY(end),
(int)(MyPinball.flippers[i].radius * cScale),
MyPinball.flippers[i].color);
azrp_line(CX(start), CY(start), CX(end), CY(end),
MyPinball.flippers[i].color);
}
for (int i = 0; i < MyPinball.flippers.size(); i++) MyPinball.flippers[i].Render();
// azrp_draw_text(150, 0, "FPS = %.0f - Mem Free = %d - Time = %.2 f" ,
// (float)(1.0f / elapsedTime),
@ -258,16 +195,6 @@ static void render(void) {
azrp_draw_pinball(250, 200, RGB565_DEEPPURPLE, "Score:%d", MyPinball.score);
/*
azrp_draw_text(150, 40, "Ball1 : " );
azrp_draw_text(200, 40, "X = : %.2f", (float) MyPinball.balls[0].pos.x );
azrp_draw_text(200, 50, "Y = : %.2f", (float) MyPinball.balls[0].pos.y );
azrp_draw_text(150, 70, "Ball2 : " );
azrp_draw_text(200, 70, "X = : %.2f", (float) MyPinball.balls[1].pos.x );
azrp_draw_text(200, 80, "Y = : %.2f", (float) MyPinball.balls[1].pos.y );
*/
}
static void get_inputs(float dt) {

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@ -10,9 +10,10 @@
#include <vector>
#include <azur/azur.h>
#include <azur/gint/render.h>
enum
{
enum {
LEFT = 0,
RIGHT = 1,
};
@ -31,6 +32,11 @@ public:
~Ball() {}
void Render() {
azrp_filledcircle(CX(this->pos), CY(this->pos), CR(this->radius),
this->color);
}
void Simulate(libnum::num32 dt, Vector2D gravity) {
this->vel.Add(gravity, dt);
this->pos.Add(this->vel, dt);
@ -41,10 +47,10 @@ public:
uint16_t color;
};
class Obstacle {
public:
Obstacle(libnum::num32 radius, Vector2D pos, libnum::num32 pushVel, uint16_t color, uint16_t points) {
Obstacle(libnum::num32 radius, Vector2D pos, libnum::num32 pushVel,
uint16_t color, uint16_t points) {
this->radius = radius;
this->pos = pos.Clone();
this->pushVel = pushVel;
@ -54,13 +60,17 @@ public:
~Obstacle() {}
Obstacle() {}
void Render() {
azrp_filledcircle(CX(this->pos), CY(this->pos), CR(this->radius),
this->color);
}
libnum::num32 radius, pushVel;
Vector2D pos;
uint16_t color;
uint16_t points;
};
class Target {
public:
Target(libnum::num32 radius, Vector2D pos, uint16_t color, uint16_t points) {
@ -72,18 +82,22 @@ public:
~Target() {}
void Render() {
azrp_circle(CX(this->pos), CY(this->pos), CR(this->radius), this->color);
}
libnum::num32 radius;
Vector2D pos;
uint16_t color;
uint16_t points;
};
class Flipper {
public:
Flipper(libnum::num32 radius, Vector2D pos, libnum::num32 length,
libnum::num32 restAngle, libnum::num32 maxRotation,
libnum::num32 angularVelocity, libnum::num32 restitution, uint8_t side, uint16_t color ) {
libnum::num32 angularVelocity, libnum::num32 restitution,
uint8_t side, uint16_t color) {
this->radius = radius;
this->pos = pos.Clone();
this->length = length;
@ -94,30 +108,63 @@ public:
this->rotation = libnum::num32(0);
this->currentAngularVelocity = libnum::num32(0);
this->touchIdentifier = libnum::num32(-1);
this->side=side;
this->color=color;
this->side = side;
this->color = color;
}
void Simulate(libnum::num32 dt) {
libnum::num32 prevRotation = this->rotation;
bool pressed = this->touchIdentifier >= 0;
if (pressed)
this->rotation = MIN(this->rotation + dt * this->angularVelocity, this->maxRotation);
this->rotation =
MIN(this->rotation + dt * this->angularVelocity, this->maxRotation);
else
this->rotation = MAX(this->rotation - dt * this->angularVelocity, libnum::num(0.0) );
this->currentAngularVelocity = this->sign * (this->rotation - prevRotation) / dt;
this->rotation =
MAX(this->rotation - dt * this->angularVelocity, libnum::num(0.0));
this->currentAngularVelocity =
this->sign * (this->rotation - prevRotation) / dt;
}
Vector2D getTip()
{
Vector2D getTip() {
libnum::num32 angle = this->restAngle + this->sign * this->rotation;
Vector2D D( COS(angle) , SIN(angle) );
Vector2D D(COS(angle), SIN(angle));
Vector2D tip = this->pos.Clone();
tip.Add(D, this->length);
return tip;
}
void Render() {
Vector2D start = this->pos;
Vector2D end = this->getTip();
Vector2D SE;
SE.Set(end - start);
Vector2D Norm;
Norm.Set(SE.PerpCW());
Norm.Normalise();
Vector2D A = start.Clone();
A.Add(Norm, this->radius);
Vector2D B = end.Clone();
B.Add(Norm, this->radius);
Vector2D C = end.Clone();
C.Add(Norm, -this->radius);
Vector2D D = start.Clone();
D.Add(Norm, -this->radius);
int Xpoly[4] = {CX(A), CX(B), CX(C), CX(D)};
int Ypoly[4] = {CY(A), CY(B), CY(C), CY(D)};
azrp_filledpoly(Xpoly, Ypoly, 4, this->color);
azrp_filledcircle(CX(start), CY(start), CR(this->radius), this->color);
azrp_filledcircle(CX(end), CY(end), CR(this->radius), this->color);
azrp_line(CX(start), CY(start), CX(end), CY(end), this->color);
}
libnum::num32 radius;
Vector2D pos;
libnum::num32 length;
@ -132,26 +179,34 @@ public:
uint16_t color;
};
struct Scene {
Vector2D gravity;
libnum::num32 dt;
uint32_t score;
bool pause;
std::vector<Vector2D> borders;
std::vector<Ball> balls;
std::vector<Obstacle> obstacles;
std::vector<std::vector<Vector2D>> islands;
std::vector<Flipper> flippers;
bopti_image_t *sideimage;
struct Scene
{
Vector2D gravity;
libnum::num32 dt;
uint32_t score;
bool pause;
std::vector<Vector2D> borders;
std::vector<Ball> balls;
std::vector<Obstacle> obstacles;
std::vector< std::vector< Vector2D> > islands;
std::vector<Flipper> flippers;
bopti_image_t *sideimage;
bool has_locker;
std::vector< Vector2D > locker;
bool locker_is_enabled;
std::vector< Target > Locker_enabler;
bool has_locker;
std::vector<Vector2D> locker;
bool locker_is_enabled;
std::vector<Target> Locker_enabler;
};
void CollectionRender( std::vector <Vector2D> collection, uint16_t color )
{
int mod = collection.size();
for (int i = 0; i < mod; i++)
azrp_line(CX(collection[i]), CY(collection[i]),
CX(collection[(i + 1) % mod]),
CY(collection[(i + 1) % mod]), color );
}
#endif

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@ -66,8 +66,23 @@ libnum::num32 SIN( libnum::num32 angle )
}
extern libnum::num32 flipperHeight;
extern libnum::num32 cScale;
extern libnum::num32 simWidth;
extern libnum::num32 simHeight;
/* return the scaled x component of a vector */
uint16_t CX(Vector2D pos) { return (int)(pos.x * cScale) + 25; }
/* return the scaled y component of a vector */
uint16_t CY(Vector2D pos) {
return (int)(libnum::num32(azrp_height) - pos.y * cScale);
}
/* return the scaled disctance given in argument (typically for circles radii) */
uint16_t CR(libnum::num distance ) {
return (int)(distance * cScale);
}
#define MIN(a,b) ( ((a)>=(b)) ? (b) : (a) )
#define MAX(a,b) ( ((a)<=(b)) ? (b) : (a) )