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Copy patharkanoid.zo
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281 lines (234 loc) · 6.43 KB
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load core::c::*;
load provider::raylib;
val WIDTH: float = 800.0;
val HEIGHT: float = 600.0;
val FPS: int = 60;
-- The black color.
val COLOR_BLACK: int = 0xFF000000;
-- The white color.
val COLOR_WHITE: int = 0xFFFFFFFF;
-- The red color.
val COLOR_RED: int = 0xFF4D4DFF;
-- The blue color.
val COLOR_BLUE: int = 0xFFEFD966;
-- The green color.
val COLOR_GREEN: int = 0xFF3EFDCC;
-- raylib `KEY_*` codes.
val KEY_RIGHT: int = 262;
val KEY_LEFT: int = 263;
val KEY_ENTER: int = 257;
struct Vec2 {
x: float,
y: float,
}
struct Ball {
pos: Vec2,
vel: Vec2,
radius: float,
}
struct Paddle {
pos: Vec2,
w: float,
h: float,
speed: float,
}
struct Brick {
pos: Vec2,
w: float,
h: float,
active: bool,
color: int,
}
-- Clamp `value` into `[min, max]`.
fun clamp(value: float, min: float, max: float) -> float {
if value < min {
min
} else if value > max {
max
} else {
value
}
}
-- Absolute value.
fun abs(value: float) -> float {
if value < 0.0 {
-value
} else {
value
}
}
-- Circle-vs-AABB test. 0 = no hit, 1 = flip Y (top/bottom edge),
-- 2 = flip X (side edge). The smaller penetration axis is the
-- edge the ball crossed.
fun check_collision(ball: Ball, brick: Brick) -> int {
imu closest_x: float =
clamp(ball.pos.x, brick.pos.x, brick.pos.x + brick.w);
imu closest_y: float =
clamp(ball.pos.y, brick.pos.y, brick.pos.y + brick.h);
imu distance_x: float = ball.pos.x - closest_x;
imu distance_y: float = ball.pos.y - closest_y;
imu dist_sq: float = distance_x * distance_x + distance_y * distance_y;
if dist_sq < ball.radius * ball.radius {
imu overlap_x: float = ball.radius - abs(distance_x);
imu overlap_y: float = ball.radius - abs(distance_y);
if overlap_x < overlap_y {
2
} else {
1
}
} else {
0
}
}
-- A fresh 5×10 brick grid, rows alternating red and blue.
fun spawn_bricks() -> Vec<Brick> {
mut bricks: Vec<Brick> = Vec::new();
for r := 0..5 {
imu even_row: bool = r % 2 == 0;
imu row_color: int = when even_row ? COLOR_RED : COLOR_BLUE;
for c := 0..10 {
bricks.push(Brick {
pos = Vec2 {
x = 45.0 + (c as float) * 72.0,
y = 50.0 + (r as float) * 25.0,
},
w = 70.0,
h = 20.0,
active = true,
color = row_color,
});
}
}
bricks
}
-- The ball's starting state: centered, drifting up-left.
fun new_ball() -> Ball {
Ball {
pos = Vec2 { x = 400.0, y = 300.0 },
vel = Vec2 { x = 3.0, y = -4.0 },
radius = 8.0,
}
}
fun main() {
raylib::init_window(WIDTH as int, HEIGHT as int, CStr::new("zo arkanoid"));
raylib::set_target_fps(FPS);
mut paddle: Paddle = Paddle {
pos = Vec2 { x = 360.0, y = 550.0 },
w = 80.0,
h = 15.0,
speed = 360.0,
};
mut ball: Ball = new_ball();
mut bricks: Vec<Brick> = spawn_bricks();
mut game_over: bool = false;
loop {
if raylib::window_should_close() { break }
imu dt: float = raylib::get_frame_time();
if !game_over {
-- move the paddle, clamped inside the screen.
if raylib::is_key_down(KEY_LEFT) { paddle.pos.x -= paddle.speed * dt }
if raylib::is_key_down(KEY_RIGHT) { paddle.pos.x += paddle.speed * dt }
paddle.pos.x = clamp(paddle.pos.x, 0.0, WIDTH - paddle.w);
-- advance the ball, bounce off the walls, die at the floor.
ball.pos.x += ball.vel.x;
ball.pos.y += ball.vel.y;
if ball.pos.x - ball.radius < 0.0 || ball.pos.x + ball.radius > WIDTH {
ball.vel.x = -ball.vel.x;
}
if ball.pos.y - ball.radius < 0.0 {
ball.vel.y = -ball.vel.y;
}
if ball.pos.y + ball.radius > HEIGHT {
game_over = true;
}
-- ball vs paddle: bounce up, steer by where it landed.
imu paddle_box: Brick = Brick {
pos = paddle.pos,
w = paddle.w,
h = paddle.h,
active = true,
color = 0,
};
if check_collision(ball, paddle_box) > 0 {
imu paddle_center: float = paddle.pos.x + paddle.w / 2.0;
ball.vel.y = -abs(ball.vel.y);
ball.vel.x += (ball.pos.x - paddle_center) * 0.15;
}
-- ball vs bricks: break the first one hit, bounce off it.
mut brick_index: int = 0;
while brick_index < bricks.len() {
mut hit: bool = false;
match bricks.get(brick_index) {
Option::Some(brick) => {
if brick.active {
imu hit_type: int = check_collision(ball, brick);
if hit_type > 0 {
imu broken: Brick = Brick {
pos = brick.pos,
w = brick.w,
h = brick.h,
active = false,
color = brick.color,
};
bricks.set(brick_index, broken);
if hit_type == 1 { ball.vel.y = -ball.vel.y; }
if hit_type == 2 { ball.vel.x = -ball.vel.x; }
hit = true;
}
}
}
Option::None => {}
}
if hit { break } else { brick_index += 1; }
}
} else if raylib::is_key_pressed(KEY_ENTER) {
-- restart: recenter the ball, respawn the grid.
game_over = false;
ball = new_ball();
bricks.free();
bricks = spawn_bricks();
}
raylib::begin_drawing();
raylib::clear_background(COLOR_BLACK);
-- bricks: the active ones in their row color.
for draw_index := 0..bricks.len() {
match bricks.get(draw_index) {
Option::Some(brick) => {
if brick.active {
raylib::draw_rectangle(
brick.pos.x as int,
brick.pos.y as int,
brick.w as int,
brick.h as int,
brick.color,
);
}
}
Option::None => {}
}
}
-- paddle: a green bar.
raylib::draw_rectangle(
paddle.pos.x as int,
paddle.pos.y as int,
paddle.w as int,
paddle.h as int,
COLOR_GREEN,
);
-- ball: a white dot.
raylib::draw_circle(
ball.pos.x as int,
ball.pos.y as int,
ball.radius,
COLOR_WHITE,
);
if game_over {
raylib::draw_text(CStr::new("GAME OVER"), 300, 260, 40, COLOR_RED);
raylib::draw_text(CStr::new("PRESS ENTER"), 312, 312, 20, COLOR_WHITE);
}
raylib::draw_fps(10, 10);
raylib::end_drawing();
}
bricks.free();
raylib::close_window();
}