Hi, Im doing this small breakout clone for school, I've looked at heaps of people's takes on Breakout and tried to combine bits and pieces that I liked. Only problem that I'm having is getting the game to end when the ball hits the bottom window edge + sounds.. You should be able to copy/paste the code into a project, only issues being with the sound and text. Thanks a lot
#include
#include
#include
#include
using namespace std;
using namespace sf;
int x = 5;
constexpr int windowWidth ( 800 ), windowHeight( 600 );
constexpr float ballRadius( 10.f ), ballVelocity( 6.f );
constexpr float paddleWidth( 100.f ), paddleHeight( 20.f ), paddleVelocity( 8.f );
constexpr float blockWidth( 60.f ), blockHeight( 20.f );
constexpr int countBlocksX( 11 ), countBlocksY( 6 );
constexpr int countBlocks2X(11), countBlocks2Y(3);
bool isPlaying = true;
struct Ball
{
CircleShape shape;
Vector2f velocity{ -ballVelocity, -ballVelocity };
Ball(float mX, float mY)
{
shape.setPosition(mX, mY);
shape.setRadius(ballRadius);
shape.setFillColor(Color::Yellow);
shape.setOrigin(ballRadius, ballRadius);
}
void update()
{
//Need to make the ball bounce of the window edges
shape.move(velocity);
//If it's leaving on the left edge, we set a positive horizontal value.
if (left() < 0)
velocity.x = ballVelocity;
//Same for the right
else if (right() > windowWidth)
velocity.x = -ballVelocity;
//Top
if (top() < 0)
velocity.y = ballVelocity;
//And bottom
else if (bottom() > windowHeight)
velocity.y = -ballVelocity;
}
float x() { return shape.getPosition().x; }
float y() { return shape.getPosition().y; }
float left() { return x() - shape.getRadius(); }
float right() { return x() + shape.getRadius(); }
float top() { return y() - shape.getRadius(); }
float bottom() { return y() + shape.getRadius(); }
};
//Create the Rectangle shape class for the brick
struct Rectangle
{
RectangleShape shape;
float x() { return shape.getPosition().x; }
float y() { return shape.getPosition().y; }
float left() { return x() - shape.getSize().x / 2.f; }
float right() { return x() + shape.getSize().x / 2.f; }
float top() { return y() - shape.getSize().y /