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84
main.cpp
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84
main.cpp
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#include <iostream>
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#include <raylib-cpp.hpp>
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#include "paddle.hpp"
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#include "ball.hpp"
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int main() {
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/* Initialize variables used to instantiate structs*/
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const int WIDTH = 600;
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const int HEIGHT = 480;
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const int RECT_H = HEIGHT / 3;
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const int RECT_W = 30;
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const int CIRC_RAD = 10;
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/* Initialize window */
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raylib::Window window = raylib::Window(WIDTH, HEIGHT, "Pong");
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SetTraceLogLevel(LOG_INFO);
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window.ClearBackground(BLACK);
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SetTargetFPS(60);
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SetExitKey(KEY_Q);
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/* Instantiate Paddle and Ball objects */
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Paddle pad1 = Paddle(10, 10, RECT_W, RECT_H);
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Paddle pad2 = Paddle(window.GetWidth() - RECT_W - 10, 10, RECT_W, RECT_H);
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Ball ball = Ball(window.GetWidth()/2, window.GetHeight()/2, CIRC_RAD, 3, 3);
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window.BeginDrawing();
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pad1.draw();
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pad2.draw();
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ball.draw();
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/* Main loop */
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while (!window.ShouldClose()) {
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/* Update paddle velocity */
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if (IsKeyPressed(KEY_S)) {
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pad1.velocity.y = 5; /* Set positive (downward) velocity, since (0,0) is top-left */
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}
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if (IsKeyPressed(KEY_W)) {
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pad1.velocity.y = -5; /* Set negative (upward) velocity */
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}
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if (IsKeyReleased(KEY_S) || IsKeyReleased(KEY_W)) {
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pad1.velocity.y = 0;
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}
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if (IsKeyPressed(KEY_UP)) {
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pad2.velocity.y = -5;
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}
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if (IsKeyPressed(KEY_DOWN)) {
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pad2.velocity.y = 5;
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}
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if (IsKeyReleased(KEY_UP) || IsKeyReleased(KEY_DOWN)) {
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pad2.velocity.y = 0;
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}
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/* Update ball velocity based on collision detection*/
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if (pad1.getRect().CheckCollision(ball.pos, ball.radius) || pad2.getRect().CheckCollision(ball.pos, ball.radius)) {
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ball.vel.x = ball.vel.x * (-1);
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}
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if (ball.pos.x + ball.radius >= window.GetWidth()) {
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pad1.incrementPoints();
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ball.pos = raylib::Vector2(window.GetWidth() / 2, window.GetHeight() / 2);
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}
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if (ball.pos.x - ball.radius <= 0) {
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pad2.incrementPoints();
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ball.pos = raylib::Vector2(window.GetWidth() / 2, window.GetHeight() / 2);
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}
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if (ball.pos.y - ball.radius <= 0 || ball.pos.y + ball.radius >= window.GetHeight()) {
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ball.vel.y = ball.vel.y * -1;
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}
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/* Draw objects */
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window.BeginDrawing();
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window.ClearBackground(BLACK);
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pad1.draw();
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pad2.draw();
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ball.draw();
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window.EndDrawing();
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}
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window.Close();
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return 0;
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}
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