#include #include #include #include "paddle.hpp" #include "ball.hpp" #include "math-helpers.hpp" /* 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); window.ClearBackground(BLACK); SetTargetFPS(60); SetExitKey(KEY_Q); /* 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, 5, 5); window.BeginDrawing(); pad1.draw(); pad2.draw(); ball.draw(); /* Main loop */ while (!window.ShouldClose()) { /* 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)) { pad2.velocity.y = (-1) * PADDLE_SPEED; } if (IsKeyPressed(KEY_DOWN)) { pad2.velocity.y = PADDLE_SPEED; } if (IsKeyReleased(KEY_UP) || IsKeyReleased(KEY_DOWN)) { 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(); ball.pos = raylib::Vector2(window.GetWidth() / 2, window.GetHeight() / 2); } if (ball.pos.x - ball.radius <= 0) { /* Collision with left wall */ pad2.incrementPoints(); ball.pos = raylib::Vector2(window.GetWidth() / 2, window.GetHeight() / 2); } if (ball.pos.y - ball.radius <= 0 || ball.pos.y + ball.radius >= window.GetHeight()) { /* Collision with top and bottom wals */ ball.vel.y = ball.vel.y * -1; } /* Draw objects */ window.BeginDrawing(); window.ClearBackground(BLACK); pad1.draw(); pad2.draw(); ball.draw(); window.EndDrawing(); } window.Close(); return 0; }