Corning Community College
CSCS2330 Discrete Structures
With a functioning breakout game, implement using bitwise logic some sort of featureset (power-ups, attributes) that can impact the game during gameplay (at least 8 unique features)
Include features that are mutually exclusive (ie incompatible to be simultaneously enabled), and implement checks to prevent invalid feature conditions from occurring.
You will want to go here to edit and fill in the various sections of the document:
Bitwise AND uses the “&” symbol. It checks if the two inputs are numbers and if so then it gives back a 1.
For example if we have an int set to 12 and an int set to 6 if we preform a bitwise & operation on them the result would be a 0100. 12 in binary is 1100 and 6 in binary is 0110.
12 | 6 | 6&12 |
---|---|---|
1 | 0 | 0 |
1 | 1 | 1 |
0 | 1 | 0 |
0 | 0 | 0 |
In this example of bitwise & gives us the result as 4. You can test this out yourself in code.
int num1 = 12; // Binary: 1100 int num2 = 6; // Binary: 0110 int result = num1 & num2; // Perform bitwise AND operation printf("num1: %d\n", num1); printf("num2: %d\n", num2); printf("result: %d\n", result);
it prints out the result as follows:
num1: 12 num2: 6 result: 4
Bitwise OR uses the “|” symbol. It checks if the either of the two inputs are not zero and gives a 1.
12 | 6 | 6 or 12 |
---|---|---|
1 | 0 | 1 |
1 | 1 | 1 |
0 | 1 | 1 |
0 | 0 | 0 |
In this example the result of 12 or 6 is 14.
Bitwise XOR uses the “^” symbol. Returns 1 only if the 2 bits are different.
12 | 6 | 6 or 12 |
---|---|---|
1 | 0 | 1 |
1 | 1 | 0 |
0 | 1 | 1 |
0 | 0 | 0 |
Bitwise NOT uses the “~” symbol. It inverts all the bits in a single number.
12 | ~12 |
---|---|
1 | 0 |
1 | 0 |
0 | 1 |
0 | 1 |
To make a larger paddle, all you'd have to so is extend your paddle collision to double the length of your paddle and draw a second paddle where the first one ends, or alternatively use a different paddle sprite
You can use the same select region to draw both paddles, like so
select_region( Paddle ); draw_region_at( PaddleX, PaddleY) draw_region_at( PaddleX + [paddle length], PaddleY)
Where [paddle length] is the length of the paddle
To code in multiple hit points for bricks, your brick struct should include an integer member for HP and visibility.
Within your calculations for ball-brick collision, make a check to see if the current brick is visible (if not, do not process collision detection). If collision is detected, decrement the brick's HP. If HP is 0 after it is decremented, then toggle the brick's visibility.
To be successful in this project, the following criteria (or their equivalent) must be met:
Let's say you have completed work on the project, and are ready to submit, you would do the following:
lab46:~/src/SEMESTER/DESIG/PROJECT$ submit DESIG PROJECT file1 file2 file3 ... fileN
You should get some sort of confirmation indicating successful submission if all went according to plan. If not, check for typos and or locational mismatches.
I'll be evaluating the project based on the following criteria:
39:ttb1:final tally of results (39/39) *:ttb1:functional breakout game [13/13] *:ttb1:bitwise logic transacted featureset [13/13] *:ttb1:features integrated into game [13/13]