blocks disapear when hit by the ball

This commit is contained in:
Seth Samuel 2024-10-11 22:17:27 +13:00
parent 0405287481
commit 31dd86a53c
4 changed files with 38 additions and 16 deletions

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@ -7,7 +7,7 @@
<unistd.h>
<stdbool.h>
1728183838 source:/home/fluffy/codeBlocks/blockBreaker/main.c
1728637902 source:/home/fluffy/codeBlocks/blockBreaker/main.c
<stdio.h>
<stdlib.h>
<stdint.h>

44
main.c
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@ -13,6 +13,7 @@
#define SLEEP_TIME_MS 100 * 1000
#define PADDLE_HEIGHT SCREEN_HEIGHT-4
#define Y_BLOCK_LAYERS 4
#define X_BLOCK_LAYERS SCREEN_WIDTH
uint8_t screen[SCREEN_WIDTH][SCREEN_HEIGHT];
@ -37,7 +38,6 @@ struct ballStruct {
uint8_t yPOS;
int8_t xVEL;
int8_t yVEL;
} ball= {.xPOS=0,.yPOS=0,.xVEL=0,.yVEL=0};
struct Paddle {
@ -55,11 +55,15 @@ int main() {
//struct ballStruct ball;
time_t UNIXTIME = time(NULL);
srand(UNIXTIME); //seed random number with time at run time
int noXBlocks = SCREEN_WIDTH;
Block_t blockArr[noXBlocks][Y_BLOCK_LAYERS];
for (int x=0;x< noXBlocks;x++) {
Block_t blockArr[X_BLOCK_LAYERS][Y_BLOCK_LAYERS];
bool blockFlushHit = false; //used to show if the ball has hit a block vertically or horizontally
//init blockArr array
for (int x=0; x< X_BLOCK_LAYERS; x++) {
for (int y=0; y<Y_BLOCK_LAYERS; y++) {
blockArr[x][y]=(Block_t) {.xLocation =x,.yLocation=y,.visable=true};
blockArr[x][y]=(Block_t) {
.xLocation =x,.yLocation=y,.visable=true
};
}
}
@ -71,9 +75,10 @@ int main() {
// std::this_thread::sleep_for(std::chrono::milliseconds(SLEEP_TIME_MS));
usleep(SLEEP_TIME_MS);
clearScreen();
blockFlushHit = false;
//draw blocks
for (int x = 0;x<noXBlocks;x++){
for (int x = 0; x<X_BLOCK_LAYERS; x++) {
for (int y =0; y<Y_BLOCK_LAYERS; y++) {
if(blockArr[x][y].visable==true) {
screen[x][y]=PIXEL_BLOCK;
@ -122,16 +127,33 @@ int main() {
if (ball.yPOS==0||ball.yPOS==(SCREEN_HEIGHT-1)) {
ball.yVEL=ball.yVEL*-1;
}
//detect when ball hits a block or paddle
if(screen[ball.xPOS+ball.xVEL][ball.yPOS]==PIXEL_BLOCK||screen[ball.xPOS+ball.xVEL][ball.yPOS]==PIXEL_PADDLE) {
//detect when ball hits a block
if (screen[ball.xPOS+ball.xVEL][ball.yPOS]==PIXEL_BLOCK) {
blockArr[ball.xPOS+ball.xVEL][ball.yPOS].visable=false;
ball.xVEL = ball.xVEL *-1;
blockFlushHit=true;
}
if (screen[ball.xPOS][ball.yPOS+ball.yVEL]==PIXEL_BLOCK||screen[ball.xPOS][ball.yPOS+ball.yVEL]== PIXEL_PADDLE) { //hit detection y direction
if (screen[ball.xPOS][ball.yPOS+ball.yVEL]==PIXEL_BLOCK) {
blockArr[ball.xPOS][ball.yPOS+ball.yVEL].visable=false;
ball.yVEL = ball.yVEL *-1;
blockFlushHit=true;
}
if (screen[ball.xPOS+ball.xVEL][ball.yPOS+ball.yVEL]==PIXEL_BLOCK&&blockFlushHit==false) {
blockArr[ball.xPOS+ball.xVEL][ball.yPOS+ball.yVEL].visable=false;
ball.xVEL = ball.xVEL *-1;
ball.yVEL=ball.yVEL *-1;
}
if (screen[ball.xPOS+ball.xVEL][ball.yPOS+ball.yVEL]==PIXEL_BLOCK||screen[ball.xPOS+ball.xVEL][ball.yPOS+ball.yVEL]==PIXEL_PADDLE) { //diagonal hit detection
//detect when ball hits paddle
if(screen[ball.xPOS+ball.xVEL][ball.yPOS]==PIXEL_PADDLE) {
ball.xVEL = ball.xVEL *-1;
ball.xVEL=ball.yVEL *-1;
}
if (screen[ball.xPOS][ball.yPOS+ball.yVEL]== PIXEL_PADDLE) { //hit detection y direction
ball.yVEL= ball.yVEL*-1;
}
if (screen[ball.xPOS+ball.xVEL][ball.yPOS+ball.yVEL]==PIXEL_PADDLE) { //diagonal hit detection
ball.xVEL = ball.xVEL *-1;
ball.yVEL=ball.yVEL *-1;
}
//update ball position
ball.xPOS=ball.xPOS+ball.xVEL;

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