# include <iostream>
# include <cmath>
# include <ctime>
# include "raylib-cpp/raylib-cpp.hpp"
# include "paddle.hpp"
# include "ball.hpp"
# include "math-helpers.hpp"
# include "connect-helpers.hpp"
# include "client.hpp"
# include "server.hpp"
/* Global variables used to instantiate structs */
const int WIDTH = 1500 ;
const int HEIGHT = 600 ;
const int RECT_H = HEIGHT / 3 ;
const int RECT_W = 30 ;
const int PADDLE_SPEED = 8 ;
const int CIRC_RAD = 10 ;
const float BASE_BOUNCE_DEG = 60 ;
const float BASE_BOUNCE_RAD = ( BASE_BOUNCE_DEG / 180.0 ) * M_PI ;
const float BASE_SPEED_COMPONENTS = 18 ;
const float BASE_SPEED = sqrt ( powf ( BASE_SPEED_COMPONENTS , 2 ) * 2 ) ;
raylib : : Vector2 changeVelocityAfterCollision ( Paddle paddle , Ball ball ) {
float paddle_mid_y = ( paddle . getRect ( ) . y + paddle . getRect ( ) . GetHeight ( ) ) / 2.0 ; /* Middle y value of rectangle */
float ball_y = ball . pos . y ; /* Y co-ordinate of ball */
float offset = paddle_mid_y - ball_y ; /* Subtracting the ball coordinate will give us a value between -paddle_mid_y (represents bottom of paddle) and +paddle_mid_y (represents top of paddle) */
offset / = ( paddle . getRect ( ) . GetHeight ( ) ) ; /* Normalize the value, by dividing it by its maximum magnitude. It is now a value between -1 and 1. */
offset * = 0.8 + ( float ) ( std : : rand ( ) ) / ( float ) ( RAND_MAX / ( 1.2 - 0.8 ) ) ; // Generate a random float from 0.8 to 1.2
float bounce_angle = offset * BASE_BOUNCE_RAD ; /* Calculate the actual bounce angle from the base bounce angle. */
/* Calculate new velocities as multiples of the original velocity. I use sine and cosine, because when the ball hits the paddle
perpendicular to it ( bounce angle is 0 ) , the y_velocity should be 0 ( i . e . It should bounce straight back ) . The sin function does
this for us . A similar reasoning was employed for the use of cosine */
float new_x_vel = abs ( BASE_SPEED * cosf ( bounce_angle ) ) * ( - 1 * signum ( ball . vel . x ) ) ; /* Reverse the sign of the x-velocity */
float new_y_vel = abs ( BASE_SPEED * sinf ( bounce_angle ) ) * signum ( ball . vel . y ) ; /* Keep the sign of the y-velocity */
return raylib : : Vector2 ( new_x_vel , new_y_vel ) ;
}
/* This function checks the command-line arguments passed to the program.
It then decides whether the game is in Server or Client mode ( or neither ) , and
instantiates the appropriate object . The ( uninitialized ) objects are passed to the
function as pointers . */
void check_server_client ( int argc , char * * argv , Server * server , Client * client ) {
std : : string connect_code ;
std : : vector < std : : string > addr_port ; /* Vector to store (IPv4) address and port */
if ( argc < 2 ) { /* Game was not started in client or server mode */
return ;
}
/* GAME STARTED IN CLIENT MODE */
if ( strcmp ( argv [ 1 ] , " -C " ) = = 0 ) {
if ( argc < 3 ) { /* No address was provided */
throw EXCEPT_TOOFEWARGS ;
}
connect_code = std : : string ( argv [ 2 ] ) ; /* The connect code is a special string, that contains the server address and port. It is given by the server. */
addr_port = code : : decode ( connect_code ) ;
client = new Client ( 4 , ' T ' , addr_port [ 0 ] . data ( ) , std : : stoi ( addr_port [ 1 ] ) ) ;
}
return ;
}
int main ( int argc , char * * argv ) {
/* Initialize window and other variables */
SetTraceLogLevel ( LOG_NONE ) ;
raylib : : Window window = raylib : : Window ( WIDTH , HEIGHT , " Pong " ) ;
window . ClearBackground ( BLACK ) ;
SetTargetFPS ( 60 ) ;
SetExitKey ( KEY_Q ) ;
std : : string points_str = std : : string ( " 0 \t \t 0 " ) ;
bool game_started = false ;
srand ( std : : time ( NULL ) ) ;
bool in_server_mode = false ;
Server server ;
Client client ;
try {
check_server_client ( argc , argv , & server , & client ) ;
} catch ( int e ) {
if ( e = = EXCEPT_TOOFEWARGS ) {
std : : cout < < " Started in client mode, but no address was specified. " < < std : : endl ;
return - 1 ;
}
}
/* Instantiate Paddle and Ball objects */
Paddle pad1 = Paddle ( 10 , ( HEIGHT / 2 ) - ( RECT_H / 2 ) , RECT_W , RECT_H ) ;
Paddle pad2 = Paddle ( window . GetWidth ( ) - RECT_W - 10 , ( HEIGHT / 2 ) - ( RECT_H / 2 ) , RECT_W , RECT_H ) ;
Ball ball = Ball ( window . GetWidth ( ) / 2 , window . GetHeight ( ) / 2 , CIRC_RAD , BASE_SPEED , 0 ) ;
window . BeginDrawing ( ) ;
pad1 . draw ( ) ;
pad2 . draw ( ) ;
ball . draw ( ) ;
window . EndDrawing ( ) ;
/* Main loop */
while ( ! window . ShouldClose ( ) ) {
if ( ! game_started ) {
if ( IsKeyDown ( KEY_SPACE ) ) {
game_started = true ;
}
}
if ( game_started ) {
/* Update paddle velocity */
if ( IsKeyPressed ( KEY_S ) ) {
pad1 . velocity . y = PADDLE_SPEED ; /* Set positive (downward) velocity, since (0,0) is top-left */
}
if ( IsKeyPressed ( KEY_W ) ) {
pad1 . velocity . y = ( - 1 ) * PADDLE_SPEED ; /* Set negative (upward) velocity */
}
if ( IsKeyReleased ( KEY_S ) | | IsKeyReleased ( KEY_W ) ) {
pad1 . velocity . y = 0 ;
}
if ( IsKeyPressed ( KEY_UP ) ) {
if ( in_server_mode ) {
client . sendAll ( std : : string ( " U " ) ) ;
}
pad2 . velocity . y = ( - 1 ) * PADDLE_SPEED ;
}
if ( IsKeyPressed ( KEY_DOWN ) ) {
if ( in_server_mode ) {
client . sendAll ( std : : string ( " D " ) ) ;
}
pad2 . velocity . y = PADDLE_SPEED ;
}
if ( IsKeyReleased ( KEY_UP ) | | IsKeyReleased ( KEY_DOWN ) ) {
if ( in_server_mode ) {
client . sendAll ( std : : string ( " S " ) ) ;
}
pad2 . velocity . y = 0 ;
}
/* Update ball velocity based on collision detection */
if ( pad1 . getRect ( ) . CheckCollision ( ball . pos , ball . radius ) ) { /* Collision with paddle 1 */
ball . pos . x = pad1 . getRect ( ) . x + pad1 . getRect ( ) . GetWidth ( ) + ball . radius + 1 ; /* Ensuring that the ball doesn't get stuck inside the paddle */
ball . vel = changeVelocityAfterCollision ( pad1 , ball ) ;
}
if ( pad2 . getRect ( ) . CheckCollision ( ball . pos , ball . radius ) ) { /* Collision with paddle 2 */
ball . pos . x = pad2 . getRect ( ) . x - ball . radius - 1 ;
ball . vel = changeVelocityAfterCollision ( pad2 , ball ) ;
}
if ( ball . pos . x + ball . radius > = window . GetWidth ( ) ) { /* Collision with right wall */
pad1 . incrementPoints ( ) ;
game_started = false ;
ball . reset ( ) ;
pad1 . reset ( ) ;
pad2 . reset ( ) ;
}
if ( ball . pos . x - ball . radius < = 0 ) { /* Collision with left wall */
pad2 . incrementPoints ( ) ;
game_started = false ;
ball . reset ( ) ;
pad1 . reset ( ) ;
pad2 . reset ( ) ;
}
if ( ball . pos . y - ball . radius < = 0 ) { /* Collision with top wall */
ball . pos . y = ball . radius + 1 ;
ball . vel . y = ball . vel . y * - 1 ;
}
if ( ball . pos . y + ball . radius > = window . GetHeight ( ) ) { /* Collision with bottom wall */
ball . pos . y = HEIGHT - ball . radius - 1 ;
ball . vel . y = ball . vel . y * - 1 ;
}
/* Update positions based on velocities */
pad1 . updatePosition ( ) ;
pad2 . updatePosition ( ) ;
ball . updatePosition ( ) ;
}
/* Draw objects */
window . BeginDrawing ( ) ;
window . ClearBackground ( BLACK ) ;
points_str = std : : to_string ( pad1 . getPoints ( ) ) + " \t \t " + std : : to_string ( pad2 . getPoints ( ) ) ;
raylib : : Text : : Draw ( points_str , ( WIDTH / 2 ) - 30 , HEIGHT / 10 , 30 , raylib : : Color : : White ( ) ) ;
pad1 . draw ( ) ;
pad2 . draw ( ) ;
ball . draw ( ) ;
window . EndDrawing ( ) ;
}
window . Close ( ) ;
return 0 ;
}