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156 lines
5.4 KiB
C++
156 lines
5.4 KiB
C++
#include <iostream>
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#include <cmath>
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#include <ctime>
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#include <raylib-cpp.hpp>
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#include "includes/paddle.hpp"
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#include "includes/ball.hpp"
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#include "includes/math-helpers.hpp"
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#include "includes/client.hpp"
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/* Global variables used to instantiate structs */
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const int WIDTH = 1500;
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const int HEIGHT = 600;
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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 PADDLE_SPEED = 8;
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const int CIRC_RAD = 10;
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const float BASE_BOUNCE_DEG = 60;
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const float BASE_BOUNCE_RAD = (BASE_BOUNCE_DEG / 180.0) * M_PI;
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const float BASE_SPEED_COMPONENTS = 18;
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const float BASE_SPEED = sqrt(powf(BASE_SPEED_COMPONENTS, 2) * 2);
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raylib::Vector2 changeVelocityAfterCollision(Paddle paddle, Ball ball) {
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float paddle_mid_y = (paddle.getRect().y + paddle.getRect().GetHeight()) / 2.0; /* Middle y value of rectangle */
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float ball_y = ball.pos.y; /* Y co-ordinate of ball */
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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) */
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offset /= (paddle.getRect().GetHeight()); /* Normalize the value, by dividing it by its maximum magnitude. It is now a value between -1 and 1. */
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offset *= 0.8 + (float)(std::rand()) / (float) (RAND_MAX / ( 1.2 - 0.8)); // Generate a random float from 0.8 to 1.2
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float bounce_angle = offset * BASE_BOUNCE_RAD; /* Calculate the actual bounce angle from the base bounce angle. */
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/* Calculate new velocities as multiples of the original velocity. I use sine and cosine, because when the ball hits the paddle
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perpendicular to it (bounce angle is 0), the y_velocity should be 0 (i.e. It should bounce straight back). The sin function does
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this for us. A similar reasoning was employed for the use of cosine */
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float new_x_vel = abs(BASE_SPEED * cosf(bounce_angle)) * (-1 * signum(ball.vel.x)); /* Reverse the sign of the x-velocity */
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float new_y_vel = abs(BASE_SPEED * sinf(bounce_angle)) * signum(ball.vel.y); /* Keep the sign of the y-velocity */
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return raylib::Vector2(new_x_vel, new_y_vel);
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}
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int main() {
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/* Initialize window and other variables */
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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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std::string points_str = std::string("0\t\t0");
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bool game_started = false;
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srand(std::time(NULL));
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Client client = Client(4,'T',"127.0.0.1",6500);
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/* Instantiate Paddle and Ball objects */
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Paddle pad1 = Paddle(10, (HEIGHT / 2) - (RECT_H / 2), RECT_W, RECT_H);
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Paddle pad2 = Paddle(window.GetWidth() - RECT_W - 10, (HEIGHT / 2) - (RECT_H / 2), RECT_W, RECT_H);
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Ball ball = Ball(window.GetWidth()/2, window.GetHeight()/2, CIRC_RAD, BASE_SPEED, 0);
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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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window.EndDrawing();
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/* Main loop */
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while (!window.ShouldClose()) {
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if (!game_started) {
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if (IsKeyDown(KEY_SPACE)) {
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game_started = true;
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}
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}
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if (game_started) {
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/* Update paddle velocity */
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if (IsKeyPressed(KEY_S)) {
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pad1.velocity.y = PADDLE_SPEED; /* 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 = (-1) * PADDLE_SPEED; /* 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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client.sendAll(std::string("U"));
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pad2.velocity.y = (-1) * PADDLE_SPEED;
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}
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if (IsKeyPressed(KEY_DOWN)) {
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client.sendAll(std::string("D"));
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pad2.velocity.y = PADDLE_SPEED;
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}
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if (IsKeyReleased(KEY_UP) || IsKeyReleased(KEY_DOWN)) {
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client.sendAll(std::string("S"));
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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)) { /* Collision with paddle 1 */
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ball.pos.x = pad1.getRect().x + pad1.getRect().GetWidth() + ball.radius + 1; /* Ensuring that the ball doesn't get stuck inside the paddle */
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ball.vel = changeVelocityAfterCollision(pad1, ball);
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}
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if (pad2.getRect().CheckCollision(ball.pos, ball.radius)) { /* Collision with paddle 2 */
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ball.pos.x = pad2.getRect().x - ball.radius - 1;
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ball.vel = changeVelocityAfterCollision(pad2, ball);
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}
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if (ball.pos.x + ball.radius >= window.GetWidth()) { /* Collision with right wall */
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pad1.incrementPoints();
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game_started = false;
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ball.reset();
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pad1.reset();
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pad2.reset();
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}
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if (ball.pos.x - ball.radius <= 0) { /* Collision with left wall */
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pad2.incrementPoints();
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game_started = false;
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ball.reset();
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pad1.reset();
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pad2.reset();
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}
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if (ball.pos.y - ball.radius <= 0) { /* Collision with top wall */
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ball.pos.y = ball.radius + 1;
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ball.vel.y = ball.vel.y * -1;
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}
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if (ball.pos.y + ball.radius >= window.GetHeight()) { /* Collision with bottom wall */
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ball.pos.y = HEIGHT - ball.radius - 1;
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ball.vel.y = ball.vel.y * -1;
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}
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/* Update positions based on velocities */
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pad1.updatePosition();
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pad2.updatePosition();
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ball.updatePosition();
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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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points_str = std::to_string(pad1.getPoints()) + "\t\t" + std::to_string(pad2.getPoints());
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raylib::Text::Draw( points_str, (WIDTH / 2) - 30, HEIGHT / 10, 30, raylib::Color::White() );
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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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