@ -1,16 +1,43 @@
# include <iostream>
# include <cmath>
# include <raylib-cpp.hpp>
# include "paddle.hpp"
# include "ball.hpp"
# include "math-helpers.hpp"
int main ( ) {
/* Initialize variables used to instantiate structs*/
const int WIDTH = 600 ;
const int HEIGHT = 480 ;
const int RECT_H = HEIGHT / 3 ;
const int RECT_W = 30 ;
const int CIRC_RAD = 10 ;
/* Global variables used to instantiate structs */
const int WIDTH = 1000 ;
const int HEIGHT = 480 ;
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 = 30 ;
const float BASE_BOUNCE_RAD = ( BASE_BOUNCE_DEG / 180.0 ) * M_PI ;
const float BASE_SPEED_COMPONENTS = 7 ;
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 ( ) / 2.0 ) ; /* Normalize the value, by dividing it by its magnitude. It is now a value between -1 and 1. */
// offset *= -1; /* Reverse the sign of the offset, so that -1 represents the top, and 1 represents the bottom */
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 ) ;
}
int main ( ) {
/* Initialize window */
raylib : : Window window = raylib : : Window ( WIDTH , HEIGHT , " Pong " ) ;
SetTraceLogLevel ( LOG_INFO ) ;
@ -21,7 +48,7 @@ int main() {
/* Instantiate Paddle and Ball objects */
Paddle pad1 = Paddle ( 10 , 10 , RECT_W , RECT_H ) ;
Paddle pad2 = Paddle ( window . GetWidth ( ) - RECT_W - 10 , 10 , RECT_W , RECT_H ) ;
Ball ball = Ball ( window . GetWidth ( ) / 2 , window . GetHeight ( ) / 2 , CIRC_RAD , 3, 3 ) ;
Ball ball = Ball ( window . GetWidth ( ) / 2 , window . GetHeight ( ) / 2 , CIRC_RAD , 5, 5 ) ;
window . BeginDrawing ( ) ;
pad1 . draw ( ) ;
@ -32,10 +59,10 @@ int main() {
while ( ! window . ShouldClose ( ) ) {
/* Update paddle velocity */
if ( IsKeyPressed ( KEY_S ) ) {
pad1 . velocity . y = 5 ; /* Set positive (downward) velocity, since (0,0) is top-left */
pad1 . velocity . y = PADDLE_SPEED ; /* Set positive (downward) velocity, since (0,0) is top-left */
}
if ( IsKeyPressed ( KEY_W ) ) {
pad1 . velocity . y = - 5 ; /* Set negative (upward) velocity */
pad1 . velocity . y = ( - 1 ) * PADDLE_SPEED ; /* Set negative (upward) velocity */
}
if ( IsKeyReleased ( KEY_S ) | | IsKeyReleased ( KEY_W ) ) {
@ -43,10 +70,10 @@ int main() {
}
if ( IsKeyPressed ( KEY_UP ) ) {
pad2 . velocity . y = - 5 ;
pad2 . velocity . y = ( - 1 ) * PADDLE_SPEED ;
}
if ( IsKeyPressed ( KEY_DOWN ) ) {
pad2 . velocity . y = 5 ;
pad2 . velocity . y = PADDLE_SPEED ;
}
if ( IsKeyReleased ( KEY_UP ) | | IsKeyReleased ( KEY_DOWN ) ) {
pad2 . velocity . y = 0 ;
@ -54,12 +81,13 @@ int main() {
/* Update ball velocity based on collision detection */
if ( pad1 . getRect ( ) . CheckCollision ( ball . pos , ball . radius ) ) { /* Collision with paddle 1 */
ball . vel . x = ball . vel . x * ( - 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 . vel . x = ball . vel . x * ( - 1 ) ;
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 */