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Collision.cpp
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Collision.cpp
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#include "Collision.h"
#include<string>
#include <cmath>
// checks collision of objects //
void Collision::check_collision()
{
//pad sound
std::string paddle_sound = "C:/Users/Eugen/Desktop/ProjeXt/Breakout/x64/Debug/mouth-sound-ping-pong.wav";
//stops the board from moving thorugh the l& r walls
// board & left wall collision checkk
if (board->get_board().x == wall->get_left_w().x + wall->get_left_w().w && board->get_board().x + board->get_board().w >= wall->get_left_w().x)
{
board->board_stop();
if ((board->board_is_stopped()) && SDL_GetKeyboardState(NULL)[SDL_SCANCODE_RIGHT])
board->board_resume();
}
// baord & right wall
if (board->get_board().x + board->get_board().w >= wall->get_right_w().x)
{
board->board_stop();
if ((board->board_is_stopped()) && SDL_GetKeyboardState(NULL)[SDL_SCANCODE_LEFT])
board->board_resume();
}
// ball & board
bool isBallAboveBoard = ball->get_geometry().y + ball->get_geometry().h > board->get_board().y;
bool isBallTooRight = ball->get_geometry().x > board->get_board().x + board->get_board().w;
bool isBallTooLeft = ball->get_geometry().x + ball->get_geometry().w < board->get_board().x;
bool isBallTooUp = ball->get_geometry().y + ball->get_geometry().h < board->get_board().y;
bool isBallTooBelow = ball->get_geometry().y > board->get_board().y + board->get_board().h;
if (isBallAboveBoard && !isBallTooRight && !isBallTooLeft && !isBallTooUp && !isBallTooBelow)
{
ball->angle = -ball->angle;
audio.play_sound(paddle_sound);
return;
}
}
int Collision::check_bricks_collision(Bricks* field[], SDL_Renderer * renderer, TTF_Font* font, int score)
{
std::string string = "C:/Users/Eugen/Desktop/ProjeXt/Breakout/x64/Debug/zap-fx_120bpm_F_minor.wav";
// CHECK WHEN BALL HITS THE SIDE OF THE BOARD
// ball & bricks
for (int i = 0; i < BLOCKS_NUM; ++i)
{
if (field[i])
{
//if (brick->field[i]->ball_brick_collided(ball->get_geometry(), brick->get_geometry()))
if(brick->ball_brick_collided(ball->get_geometry(), field[i]->get_geometry()))
{
// Play sound, display score
// PlaySFX();
if (!(i % 3 == 0))
{
delete field[i];
field[i] = nullptr;
score += 1;
audio.play_sound(string);
}
ball->angle = -ball->angle;
}
}
}
// "Game over" box display
if (ball->get_geometry().y > 780)
{
renderGameOverText(renderer,font);
board->board_stop();
}
return score;
}
void Collision:: renderGameOverText(SDL_Renderer* renderer, TTF_Font* font)
{
SDL_Color textColor = { 238, 75, 43 }; // Red color
// Render text surface
SDL_Surface* textSurface = TTF_RenderText_Solid(font, "Game Over", textColor);
if (textSurface == nullptr)
return;
SDL_Texture* textTexture = SDL_CreateTextureFromSurface(renderer, textSurface);
SDL_FreeSurface(textSurface);
if (textTexture == nullptr)
return;
//text width & height
int textWidth, textHeight;
SDL_QueryTexture(textTexture, nullptr, nullptr, &textWidth, &textHeight);
int posX = ( 800 - textWidth) / 2;
int posY = 500;
// Now render
SDL_Rect text_destination = { posX, 500, textWidth, textHeight };
SDL_RenderCopy(renderer, textTexture, nullptr, &text_destination);
SDL_DestroyTexture(textTexture);
}
void Collision::renderScoreText(SDL_Renderer* renderer, TTF_Font* font, int score)
{
// Convert score to string
std::string scoreText = "Score " + std::to_string(score);
SDL_Color textColor = { 255, 255, 255 }; // Red color
SDL_Surface* score_surface = TTF_RenderText_Solid(font, scoreText.c_str(), textColor);
if (score_surface == nullptr)
return;
SDL_Texture* textTexture = SDL_CreateTextureFromSurface(renderer, score_surface);
SDL_FreeSurface(score_surface);
if (textTexture == nullptr)
return;
// Get text width & height
int width, height;
SDL_QueryTexture(textTexture, nullptr, nullptr, &width, &height);
int posX = 50;
int posY = 50;
// Render text
SDL_Rect textDestination = { posX, posY, width, height };
SDL_RenderCopy(renderer, textTexture, nullptr, &textDestination);
SDL_DestroyTexture(textTexture);
}