Enemy with collision detection, spawns randomly

This commit is contained in:
Yannick Reiß 2024-08-25 08:16:35 +02:00
parent 594bd80581
commit d5f6569ff5
No known key found for this signature in database
GPG Key ID: 5A3AF456F0A0338C
4 changed files with 157 additions and 22 deletions

BIN
img/UFO.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 22 KiB

View File

@ -16,15 +16,20 @@ use Sf.Window;
use Sf.System;
use Sf;
with Ada.Text_IO; use Ada.Text_IO;
with Ada.Text_IO; use Ada.Text_IO;
with Ada.Numerics.Elementary_Functions; use Ada.Numerics.Elementary_Functions;
with Ada.Numerics.Float_Random; use Ada.Numerics.Float_Random;
with Ada.Numerics.Discrete_Random;
with Random_Functions; use Random_Functions;
procedure Ballon_Bounce is
-- Window structure
Width : sfUint32 := 1_000;
Height : sfUint32 := 750;
Width_Float : Float := 1_000.0;
Height_Float : Float := 750.0;
Width : constant sfUint32 := 1_000;
Height : constant sfUint32 := 750;
Width_Float : constant Float := 1_000.0;
Height_Float : constant Float := 750.0;
Main_Window : sfRenderWindow_Ptr :=
RenderWindow.create ((Width, Height, 32), "Balloon Bouncer!");
Event_Hook : Event.sfEvent;
@ -35,42 +40,79 @@ procedure Ballon_Bounce is
Background : sfSprite_Ptr := Sprite.create;
-- Set platform
Platform_Texture : sfTexture_Ptr :=
Platform_Texture : sfTexture_Ptr :=
Texture.createFromFile ("img/pipe.png");
Platform : sfSprite_Ptr := Sprite.create;
Platform_Width : Float := 250.0;
Platform_Height : Float := 50.0;
Platform : sfSprite_Ptr := Sprite.create;
Platform_Width : constant Float := 250.0;
Platform_Height : constant Float := 50.0;
-- Set Ball
type Vector2 is record
X : Float;
Y : Float;
end record;
Ball_Texture : sfTexture_Ptr := Texture.createFromFile ("img/ball.png");
Ball : sfSprite_Ptr := Sprite.create;
Ball_Size : Float := 93.0;
Ball_Texture : sfTexture_Ptr := Texture.createFromFile ("img/ball.png");
Ball : sfSprite_Ptr := Sprite.create;
Ball_Size : constant Float := 93.0;
-- Set easy enemies
Enemy_1_Texture : sfTexture_Ptr := Texture.createFromFile ("img/UFO.png");
Enemy_1 : sfSprite_Ptr := Sprite.create;
Enemy_1_Width : constant Float := 186.0;
Enemy_1_Height : constant Float := 77.0;
Enemy_1_Position : Vector2 := (-100.0, -100.0);
-- Game Coordinates
-- subtype Platform_X_Position is
-- Float range 0.0 .. (Width_Float - Platform_Width);
Platform_X : Float := 0.0;
Platform_X : Float := (Width_Float / 2.0) - (Platform_Width / 2.0);
Platform_Y : Float := Height_Float - Platform_Height;
Platform_Speed : Float := 8.0;
Ball_X : Float := Width_Float / 2.0;
Ball_Y : Float := Height_Float / 2.0;
Ball_Direction : Vector2 := (1.0, -1.0);
Ball_X : Float := (Width_Float / 2.0) - (Ball_Size / 2.0);
Ball_Y : Float := (Height_Float / 2.0) - (Ball_Size / 2.0);
Ball_Direction : Vector2 := (0.0, 1.0);
Ball_Speed : Float := 5.0;
Player_Score : Natural := 0;
-- Random number generator
function Rotate_Vector
(Crossing_Place : Float; Direction : Vector2) return Vector2
is
Result : Vector2;
Angle : constant Float := Crossing_Place / 75.0;
Length : Float;
begin
Result.X := Angle;
Result.Y := Direction.Y;
Length := Sqrt ((Result.X * Result.X) + (Result.Y * Result.Y));
-- Norming the vector to prevent speed changes
while (Length > 1.2) or (Length < 0.8) loop
Result.X := Result.X / Length;
Result.Y := Result.Y / Length;
Length := Sqrt ((Result.X * Result.X) + (Result.Y * Result.Y));
end loop;
-- Prevent glitching down
if Result.Y >= -1.0 then
Result.Y := Result.Y - 1.0;
end if;
return Result;
end Rotate_Vector;
begin
RenderWindow.setFramerateLimit (Main_Window, 30);
-- Background initialization
-- Background and position initialization
Sprite.setTexture (Background, Background_Texture);
Sprite.setPosition (Background, (Float (0), Float (0)));
-- Platform and Ball texture binding
-- Interactive element texture binding
Sprite.setTexture (Platform, Platform_Texture);
Sprite.setTexture (Ball, Ball_Texture);
Sprite.setTexture (Enemy_1, Enemy_1_Texture);
while RenderWindow.isOpen (Main_Window) = sfTrue loop
while RenderWindow.PollEvent (Main_Window, event => Event_Hook) =
@ -101,6 +143,7 @@ begin
end loop;
-- BEGIN: Computing area
-- BEGIN: Ball collision detection
Ball_X := Ball_X + (Ball_Direction.X * Ball_Speed);
Ball_Y := Ball_Y + (Ball_Direction.Y * Ball_Speed);
@ -114,26 +157,70 @@ begin
-- Ball below platform! Possibly Lost!
if ((Ball_Y + Ball_Size) >= Platform_Y) then
Put_Line ("INFO: The Ball was catched at Y = " & Ball_Y'Image);
-- Check if platform was hit, or game is lost
if ((Ball_X + (Ball_Size / 2.0)) >= Platform_X) and
((Ball_X + (Ball_Size / 2.0)) <= (Platform_X + Platform_Width))
then
Ball_Direction.Y := Ball_Direction.Y * (-1.0);
-- Change direction
Ball_Direction :=
Rotate_Vector
((Ball_X + (Ball_Size / 2.0)) -
(Platform_X + (Platform_Width / 2.0)),
Ball_Direction);
-- The Ball seems to rebounce randomly, so we move it away quicker
Ball_Y := Ball_Y - (Ball_Speed * 1.5);
-- Speed up the ball
Ball_Speed := Ball_Speed + 0.1;
-- Check if no enemy is present, if so, maybe spawn one
if Enemy_1_Position.X = -100.0 then
if Spawn_Enemy then
Enemy_1_Position.X :=
Generate_Coordinates (Width_Float - Enemy_1_Width);
Enemy_1_Position.Y :=
Generate_Coordinates
((Height_Float * 0.8) - Enemy_1_Height);
end if;
end if;
else
-- Game is Lost, reset for now
Ball_X := Width_Float / 2.0;
Ball_Y := Height_Float / 2.0;
Ball_Direction := (1.0, 1.0);
Ball_Direction := (0.0, 1.0);
end if;
end if;
-- END: Ball collision detection
-- BEGIN: Enemy collision detection
-- Check vertical collision
if ((Ball_Y + Ball_Size) >= Enemy_1_Position.Y) and
(Ball_Y <= (Enemy_1_Position.Y + Enemy_1_Height))
then
-- Check horizontal collision
if ((Ball_X + Ball_Size) >= Enemy_1_Position.X) and
(Ball_X <= (Enemy_1_Position.X + Enemy_1_Width))
then
-- Detected collision
Player_Score := Player_Score + 5;
Enemy_1_Position.X := -100.0;
Enemy_1_Position.Y := -100.0;
Put_Line (Player_Score'Image);
end if;
end if;
-- END: Enemy collision detection
-- END: Computing area
-- BEGIN: Update states
Sprite.setPosition (Platform, (Platform_X, Platform_Y));
Sprite.setPosition (Ball, (Ball_X, Ball_y));
Sprite.setPosition (Enemy_1, (Enemy_1_Position.X, Enemy_1_Position.Y));
-- END: Update states
@ -142,6 +229,9 @@ begin
-- BEGIN: Draw area
RenderWindow.drawSprite (Main_Window, Background);
RenderWindow.drawSprite (Main_Window, Platform);
RenderWindow.drawSprite (Main_Window, Enemy_1);
-- Always on Top
RenderWindow.drawSprite (Main_Window, Ball);
-- END: Draw area

38
src/random_functions.adb Normal file
View File

@ -0,0 +1,38 @@
package body Random_Functions is
function Spawn_Enemy return Boolean is
subtype Die is Natural range 1 .. 6;
subtype Dice is Natural range 2 * Die'First .. 2 * Die'Last;
package Random_Die is new Ada.Numerics.Discrete_Random (Die);
use Random_Die;
G : Generator;
D : Dice;
Random_Number : Natural;
begin
Reset (G);
Random_Number := Random (G);
if Random_Number = 2 then
return True;
else
return False;
end if;
end Spawn_Enemy;
function Generate_Coordinates (Limit : Float) return Float is
subtype Coordinate is Integer range 1 .. Integer (Limit);
subtype Coordinates is
Integer range 2 * Coordinate'First .. 2 * Coordinate'Last;
package Random_Coordinate is new Ada.Numerics.Discrete_Random
(Coordinate);
use Random_Coordinate;
G : Generator;
D : Coordinates;
Random_Number : Float;
begin
Reset (G);
Random_Number := Float (Random (G));
if Random_Number < 0.0 then
Random_Number := Random_Number * (-1.0);
end if;
return Random_Number;
end Generate_Coordinates;
end Random_Functions;

7
src/random_functions.ads Normal file
View File

@ -0,0 +1,7 @@
with Ada.Numerics.Discrete_Random;
with Ada.Numerics.Float_Random;
package Random_Functions is
function Spawn_Enemy return Boolean;
function Generate_Coordinates (Limit : Float) return Float;
end Random_Functions;