Powerups.html (17739B)
1 <h1 id="content-title">Powerups</h1> 2 <h1 id="content-url" style='display:none;'>In-Practice/2D-Game/Powerups</h1> 3 <p> 4 Breakout is close to finished, but it would be cool to add at least one more gameplay mechanic so it's not your average standard Breakout clone; what about powerups? 5 </p> 6 7 <p> 8 The idea is that whenever a brick is destroyed, the brick has a small chance of spawning a powerup block. Such a block will slowly fall downwards and if it collides with the player paddle, an interesting effect occurs based on the type of powerup. For example, one powerup makes the paddle larger, and another powerup allows the ball to pass through objects. We also include several negative powerups that affect the player in a negative way. 9 </p> 10 11 <p> 12 We can model a powerup as a <fun>GameObject</fun> with a few extra properties. That's why we define a class <fun>PowerUp</fun> that inherits from <fun>GameObject</fun>: 13 </p> 14 15 <pre><code> 16 const glm::vec2 SIZE(60.0f, 20.0f); 17 const glm::vec2 VELOCITY(0.0f, 150.0f); 18 19 class PowerUp : public GameObject 20 { 21 public: 22 // powerup state 23 std::string Type; 24 float Duration; 25 bool Activated; 26 // constructor 27 PowerUp(std::string type, glm::vec3 color, float duration, 28 glm::vec2 position, Texture2D texture) 29 : GameObject(position, SIZE, texture, color, VELOCITY), 30 Type(type), Duration(duration), Activated() 31 { } 32 }; 33 </code></pre> 34 35 <p> 36 A <fun>PowerUp</fun> is just a <fun>GameObject</fun> with extra state, so we can simply define it in a single header file which you can find <a href="/code_viewer_gh.php?code=src/7.in_practice/3.2d_game/0.full_source/power_up.h" target="_blank">here</a>. 37 </p> 38 39 <p> 40 Each powerup defines its type as a string, a duration for how long it is active, and whether it is currently activated. Within Breakout we're going to feature a total of 4 positive powerups and 2 negative powerups: 41 </p> 42 43 <img src="/img/in-practice/breakout/powerups.png" class="clean" alt="PowerUps used in OpenGL Breakoout"/> 44 45 <ul> 46 <li><strong>Speed</strong>: increases the velocity of the ball by 20%. </li> 47 <li><strong>Sticky</strong>: when the ball collides with the paddle, the ball remains stuck to the paddle unless the spacebar is pressed again. This allows the player to better position the ball before releasing it. </li> 48 <li><strong>Pass-Through</strong>: collision resolution is disabled for non-solid blocks, allowing the ball to pass through multiple blocks.</li> 49 <li><strong>Pad-Size-Increase</strong>: increases the width of the paddle by 50 pixels.</li> 50 <li><strong>Confuse</strong>: activates the confuse postprocessing effect for a short period of time, confusing the user. </li> 51 <li><strong>Chaos</strong>: activates the chaos postprocessing effect for a short period of time, heavily disorienting the user.</li> 52 </ul> 53 54 <p> 55 You can find the textures here: 56 </p> 57 58 <ul> 59 <li><strong>Textures</strong>: <a href="/img/in-practice/breakout/textures/powerup_speed.png" target="_blank">Speed</a>, <a href="/img/in-practice/breakout/textures/powerup_sticky.png" target="_blank">Sticky</a>, <a href="/img/in-practice/breakout/textures/powerup_passthrough.png" target="_blank">Pass-Through</a>, <a href="/img/in-practice/breakout/textures/powerup_increase.png" target="_blank">Pad-Size-Increase</a>, <a href="/img/in-practice/breakout/textures/powerup_confuse.png" target="_blank">Confuse</a>, <a href="/img/in-practice/breakout/textures/powerup_chaos.png" target="_blank">Chaos</a>. 60 </ul> 61 62 <p> 63 Similar to the level block textures, each of the powerup textures is completely grayscale. This makes sure the color of the powerups remain balanced whenever we multiply them with a color vector. 64 </p> 65 66 <p> 67 Because powerups have state, a duration, and certain effects associated with them, we would like to keep track of all the powerups currently active in the game; we store them in a vector: 68 </p> 69 70 <pre><code> 71 class Game { 72 public: 73 [...] 74 std::vector<PowerUp> PowerUps; 75 [...] 76 void SpawnPowerUps(GameObject &block); 77 void UpdatePowerUps(float dt); 78 }; 79 </code></pre> 80 81 <p> 82 We've also defined two functions for managing powerups. <fun>SpawnPowerUps</fun> spawns a powerups at the location of a given block and <fun>UpdatePowerUps</fun> manages all powerups currently active within the game. 83 </p> 84 85 <h3>Spawning PowerUps</h3> 86 <p> 87 Each time a block is destroyed we would like to, given a small chance, spawn a powerup. This functionality is found inside the game's <fun>SpawnPowerUps</fun> function: 88 </p> 89 90 <pre><code> 91 bool ShouldSpawn(unsigned int chance) 92 { 93 unsigned int random = rand() % chance; 94 return random == 0; 95 } 96 void Game::SpawnPowerUps(GameObject &block) 97 { 98 if (ShouldSpawn(75)) // 1 in 75 chance 99 this->PowerUps.push_back( 100 PowerUp("speed", glm::vec3(0.5f, 0.5f, 1.0f), 0.0f, block.Position, tex_speed 101 )); 102 if (ShouldSpawn(75)) 103 this->PowerUps.push_back( 104 PowerUp("sticky", glm::vec3(1.0f, 0.5f, 1.0f), 20.0f, block.Position, tex_sticky 105 ); 106 if (ShouldSpawn(75)) 107 this->PowerUps.push_back( 108 PowerUp("pass-through", glm::vec3(0.5f, 1.0f, 0.5f), 10.0f, block.Position, tex_pass 109 )); 110 if (ShouldSpawn(75)) 111 this->PowerUps.push_back( 112 PowerUp("pad-size-increase", glm::vec3(1.0f, 0.6f, 0.4), 0.0f, block.Position, tex_size 113 )); 114 if (ShouldSpawn(15)) // negative powerups should spawn more often 115 this->PowerUps.push_back( 116 PowerUp("confuse", glm::vec3(1.0f, 0.3f, 0.3f), 15.0f, block.Position, tex_confuse 117 )); 118 if (ShouldSpawn(15)) 119 this->PowerUps.push_back( 120 PowerUp("chaos", glm::vec3(0.9f, 0.25f, 0.25f), 15.0f, block.Position, tex_chaos 121 )); 122 } 123 </code></pre> 124 125 <p> 126 The <fun>SpawnPowerUps</fun> function creates a new <fun>PowerUp</fun> object based on a given chance (1 in 75 for normal powerups and 1 in 15 for negative powerups) and sets their properties. Each powerup is given a specific color to make them more recognizable for the user and a duration in seconds based on its type; here a duration of <code>0.0f</code> means its duration is infinite. Additionally, each powerup is given the position of the destroyed block and one of the textures from the beginning of this chapter. 127 </p> 128 129 <h3>Activating PowerUps</h3> 130 <p> 131 We then have to update the game's <fun>DoCollisions</fun> function to not only check for brick and paddle collisions, but also collisions between the paddle and each non-destroyed PowerUp. Note that we call <fun>SpawnPowerUps</fun> directly after a block is destroyed. 132 </p> 133 134 <pre><code> 135 void Game::DoCollisions() 136 { 137 for (GameObject &box : this->Levels[this->Level].Bricks) 138 { 139 if (!box.Destroyed) 140 { 141 Collision collision = CheckCollision(*Ball, box); 142 if (std::get<0>(collision)) // if collision is true 143 { 144 // destroy block if not solid 145 if (!box.IsSolid) 146 { 147 box.Destroyed = true; 148 this->SpawnPowerUps(box); 149 } 150 [...] 151 } 152 } 153 } 154 [...] 155 for (PowerUp &powerUp : this->PowerUps) 156 { 157 if (!powerUp.Destroyed) 158 { 159 if (powerUp.Position.y >= this->Height) 160 powerUp.Destroyed = true; 161 if (CheckCollision(*Player, powerUp)) 162 { // collided with player, now activate powerup 163 ActivatePowerUp(powerUp); 164 powerUp.Destroyed = true; 165 powerUp.Activated = true; 166 } 167 } 168 } 169 } 170 </code></pre> 171 172 <p> 173 For all powerups not yet destroyed, we check if the powerup either reached the bottom edge of the screen or collided with the paddle. In both cases the powerup is destroyed, but when collided with the paddle, it is also activated. 174 </p> 175 176 <p> 177 Activating a powerup is accomplished by settings its <var>Activated</var> property to <code>true</code> and enabling the powerup's effect by giving it to the <fun>ActivatePowerUp</fun> function: 178 </p> 179 180 <pre><code> 181 void ActivatePowerUp(PowerUp &powerUp) 182 { 183 if (powerUp.Type == "speed") 184 { 185 Ball->Velocity *= 1.2; 186 } 187 else if (powerUp.Type == "sticky") 188 { 189 Ball->Sticky = true; 190 Player->Color = glm::vec3(1.0f, 0.5f, 1.0f); 191 } 192 else if (powerUp.Type == "pass-through") 193 { 194 Ball->PassThrough = true; 195 Ball->Color = glm::vec3(1.0f, 0.5f, 0.5f); 196 } 197 else if (powerUp.Type == "pad-size-increase") 198 { 199 Player->Size.x += 50; 200 } 201 else if (powerUp.Type == "confuse") 202 { 203 if (!Effects->Chaos) 204 Effects->Confuse = true; // only activate if chaos wasn't already active 205 } 206 else if (powerUp.Type == "chaos") 207 { 208 if (!Effects->Confuse) 209 Effects->Chaos = true; 210 } 211 } 212 </code></pre> 213 214 <p> 215 The purpose of <fun>ActivatePowerUp</fun> is exactly as it sounds: it activates the effect of a powerup as we've described at the start of this chapter. We check the type of the powerup and change the game state accordingly. For the <code>"sticky"</code> and <code>"pass-through"</code> effect, we also change the color of the paddle and the ball respectively to give the user some feedback as to which effect is currently active. 216 </p> 217 218 <p> 219 Because the sticky and pass-through effects somewhat change the game logic we store their effect as a property of the ball object; this way we can change the game logic based on whatever effect on the ball is currently active. The only thing we've changed in the <fun>BallObject</fun> header is the addition of these two properties, but for completeness' sake its updated code is listed below: 220 </p> 221 222 <ul> 223 <li><strong>BallObject</strong>: <a href="/code_viewer_gh.php?code=src/7.in_practice/3.2d_game/0.full_source/ball_object.h" target="_blank">header</a>, <a href="/code_viewer_gh.php?code=src/7.in_practice/3.2d_game/0.full_source/ball_object.cpp" target="_blank">code</a>.</li> 224 </ul> 225 226 <p> 227 We can then easily implement the sticky effect by slightly updating the <fun>DoCollisions</fun> function at the collision code between the ball and the paddle: 228 </p> 229 230 <pre><code> 231 if (!Ball->Stuck && std::get<0>(result)) 232 { 233 [...] 234 Ball->Stuck = Ball->Sticky; 235 } 236 </code></pre> 237 238 <p> 239 Here we set the ball's <var>Stuck</var> property equal to the ball's <var>Sticky</var> property. If the sticky effect is activated, the ball will end up stuck to the player paddle whenever it collides; the user then has to press the spacebar again to release the ball. 240 </p> 241 242 <p> 243 A similar small change is made for the pass-through effect within the same <fun>DoCollisions</fun> function. When the ball's <var>PassThrough</var> property is set to <code>true</code> we do not perform any collision resolution on the non-solid bricks. 244 </p> 245 246 <pre><code> 247 Direction dir = std::get<1>(collision); 248 glm::vec2 diff_vector = std::get<2>(collision); 249 if (!(Ball->PassThrough && !box.IsSolid)) 250 { 251 if (dir == LEFT || dir == RIGHT) // horizontal collision 252 { 253 [...] 254 } 255 else 256 { 257 [...] 258 } 259 } 260 </code></pre> 261 262 <p> 263 The other effects are activated by simply modifying the game's state like the ball's velocity, the paddle's size, or an effect of the <fun>PostProcesser</fun> object. 264 </p> 265 266 <h3>Updating PowerUps</h3> 267 <p> 268 Now all that is left to do is make sure that powerups are able to move once they've spawned and that they're deactivated as soon as their duration runs out; otherwise powerups will stay active forever. 269 </p> 270 271 <p> 272 Within the game's <fun>UpdatePowerUps</fun> function we move the powerups based on their velocity and decrease the active powerups their duration. Whenever a powerup's duration is decreased to <code>0.0f</code>, its effect is deactivated and the relevant variables are reset to their original state: 273 </p> 274 275 <pre><code> 276 void Game::UpdatePowerUps(float dt) 277 { 278 for (PowerUp &powerUp : this->PowerUps) 279 { 280 powerUp.Position += powerUp.Velocity * dt; 281 if (powerUp.Activated) 282 { 283 powerUp.Duration -= dt; 284 285 if (powerUp.Duration <= 0.0f) 286 { 287 // remove powerup from list (will later be removed) 288 powerUp.Activated = false; 289 // deactivate effects 290 if (powerUp.Type == "sticky") 291 { 292 if (!isOtherPowerUpActive(this->PowerUps, "sticky")) 293 { // only reset if no other PowerUp of type sticky is active 294 Ball->Sticky = false; 295 Player->Color = glm::vec3(1.0f); 296 } 297 } 298 else if (powerUp.Type == "pass-through") 299 { 300 if (!isOtherPowerUpActive(this->PowerUps, "pass-through")) 301 { // only reset if no other PowerUp of type pass-through is active 302 Ball->PassThrough = false; 303 Ball->Color = glm::vec3(1.0f); 304 } 305 } 306 else if (powerUp.Type == "confuse") 307 { 308 if (!isOtherPowerUpActive(this->PowerUps, "confuse")) 309 { // only reset if no other PowerUp of type confuse is active 310 Effects->Confuse = false; 311 } 312 } 313 else if (powerUp.Type == "chaos") 314 { 315 if (!isOtherPowerUpActive(this->PowerUps, "chaos")) 316 { // only reset if no other PowerUp of type chaos is active 317 Effects->Chaos = false; 318 } 319 } 320 } 321 } 322 } 323 this->PowerUps.erase(std::remove_if(this->PowerUps.begin(), this->PowerUps.end(), 324 [](const PowerUp &powerUp) { return powerUp.Destroyed && !powerUp.Activated; } 325 ), this->PowerUps.end()); 326 } 327 </code></pre> 328 329 <p> 330 You can see that for each effect we disable it by resetting the relevant items to their original state. We also set the powerup's <var>Activated</var> property to <code>false</code>. At the end of <fun>UpdatePowerUps</fun> we then loop through the <var>PowerUps</var> vector and erase each powerup if they are destroyed <strong>and</strong> deactivated. We use the <fun>remove_if</fun> function from the <fun>algorithm</fun> header to erase these items given a lambda predicate. 331 </p> 332 333 <note> 334 The <fun>remove_if</fun> function moves all elements for which the lambda predicate is true to the end of the container object and returns an iterator to the start of this <em>removed elements</em> range. The container's <fun>erase</fun> function then takes this iterator and the vector's end iterator to remove all the elements between these two iterators. 335 </note> 336 337 <p> 338 It may happen that while one of the powerup effects is active, another powerup of the same type collides with the player paddle. In that case we have more than 1 powerup of that type currently active within the game's <var>PowerUps</var> vector. Whenever one of these powerups gets deactivated, we don't want to disable its effects yet since another powerup of the same type may still be active. For this reason we use the <fun>IsOtherPowerUpActive</fun> function to check if there is still another powerup active of the same type. Only if this function returns <code>false</code> we deactivate the powerup. This way, the powerup's duration of a given type is extended to the duration of its last activated powerup: 339 </p> 340 341 <pre><code> 342 bool IsOtherPowerUpActive(std::vector<PowerUp> &powerUps, std::string type) 343 { 344 for (const PowerUp &powerUp : powerUps) 345 { 346 if (powerUp.Activated) 347 if (powerUp.Type == type) 348 return true; 349 } 350 return false; 351 } 352 </code></pre> 353 354 <p> 355 The function checks for all activated powerups if there is still a powerup active of the same type and if so, returns <code>true</code>. 356 </p> 357 358 <p> 359 The last thing left to do is render the powerups: 360 </p> 361 362 <pre><code> 363 void Game::Render() 364 { 365 if (this->State == GAME_ACTIVE) 366 { 367 [...] 368 for (PowerUp &powerUp : this->PowerUps) 369 if (!powerUp.Destroyed) 370 powerUp.Draw(*Renderer); 371 [...] 372 } 373 } 374 </code></pre> 375 376 <p> 377 Combine all this functionality and we have a working powerup system that not only makes the game more fun, but also a lot more challenging. It'll look a bit like this: 378 </p> 379 380 <div class="video paused" onclick="ClickVideo(this)"> 381 <video width="600" height="450" loop> 382 <source src="/video/in-practice/breakout/powerups.mp4" type="video/mp4" /> 383 <img src="/img/in-practice/breakout/powerups_video.png" class="clean"/> 384 </video> 385 </div> 386 387 <p> 388 You can find the updated game code here (there we also reset all powerup effects whenever the level is reset): 389 </p> 390 391 <ul> 392 <li><strong>Game</strong>: <a href="/code_viewer_gh.php?code=src/7.in_practice/3.2d_game/0.full_source/progress/8.game.h" target="_blank">header</a>, <a href="/code_viewer_gh.php?code=src/7.in_practice/3.2d_game/0.full_source/progress/8.game.cpp" target="_blank">code</a>.</li> 393 </ul> 394 395 396 </div> 397 398 <div id="hover"> 399 HI 400 </div> 401 <!-- 728x90/320x50 sticky footer --> 402 <div id="waldo-tag-6196"></div> 403 404 <div id="disqus_thread"></div> 405 406 407 408 409 </div> <!-- container div --> 410 411 412 </div> <!-- super container div --> 413 </body> 414 </html>