SFML/examples/pong/Pong.cpp

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////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics.hpp>
#include <SFML/Audio.hpp>
#include <cmath>
#include <ctime>
#include <cstdlib>
////////////////////////////////////////////////////////////
/// Entry point of application
///
/// \return Application exit code
///
////////////////////////////////////////////////////////////
int main()
{
std::srand(static_cast<unsigned int>(std::time(NULL)));
// Defines PI
const float PI = 3.14159f;
// Create the window of the application
sf::RenderWindow window(sf::VideoMode(800, 600, 32), "SFML Pong");
// Load the sounds used in the game
sf::SoundBuffer ballSoundBuffer;
if (!ballSoundBuffer.LoadFromFile("resources/ball.wav"))
{
return EXIT_FAILURE;
}
sf::Sound ballSound(ballSoundBuffer);
// Load the images used in the game
sf::Image backgroundImage, leftPaddleImage, rightPaddleImage, ballImage;
if (!backgroundImage.LoadFromFile("resources/background.jpg") ||
!leftPaddleImage.LoadFromFile("resources/paddle_left.png") ||
!rightPaddleImage.LoadFromFile("resources/paddle_right.png") ||
!ballImage.LoadFromFile("resources/ball.png"))
{
return EXIT_FAILURE;
}
// Load the text font
sf::Font font;
if (!font.LoadFromFile("resources/sansation.ttf"))
return EXIT_FAILURE;
// Initialize the end text
sf::Text end;
end.SetFont(font);
end.SetCharacterSize(60);
end.Move(150.f, 200.f);
end.SetColor(sf::Color(50, 50, 250));
// Create the sprites of the background, the paddles and the ball
sf::Sprite background(backgroundImage);
sf::Sprite leftPaddle(leftPaddleImage);
sf::Sprite rightPaddle(rightPaddleImage);
sf::Sprite ball(ballImage);
leftPaddle.Move(10, (window.GetView().GetSize().y - leftPaddle.GetSize().y) / 2);
rightPaddle.Move(window.GetView().GetSize().x - rightPaddle.GetSize().x - 10, (window.GetView().GetSize().y - rightPaddle.GetSize().y) / 2);
ball.Move((window.GetView().GetSize().x - ball.GetSize().x) / 2, (window.GetView().GetSize().y - ball.GetSize().y) / 2);
// Define the paddles properties
sf::Clock AITimer;
const float AITime = 0.1f;
float leftPaddleSpeed = 400.f;
float rightPaddleSpeed = 400.f;
// Define the ball properties
float ballSpeed = 400.f;
float ballAngle;
do
{
// Make sure the ball initial angle is not too much vertical
ballAngle = std::rand() * 2 * PI / RAND_MAX;
} while (std::abs(std::cos(ballAngle)) < 0.7f);
bool isPlaying = true;
while (window.IsOpened())
{
// Handle events
sf::Event event;
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while (window.PollEvent(event))
{
// Window closed or escape key pressed : exit
if ((event.Type == sf::Event::Closed) ||
((event.Type == sf::Event::KeyPressed) && (event.Key.Code == sf::Key::Escape)))
{
window.Close();
break;
}
}
if (isPlaying)
{
// Move the player's paddle
if (window.GetInput().IsKeyDown(sf::Key::Up) && (leftPaddle.GetPosition().y > 5.f))
leftPaddle.Move(0.f, -leftPaddleSpeed * window.GetFrameTime() / 1000.f);
if (window.GetInput().IsKeyDown(sf::Key::Down) && (leftPaddle.GetPosition().y < window.GetView().GetSize().y - leftPaddle.GetSize().y - 5.f))
leftPaddle.Move(0.f, leftPaddleSpeed * window.GetFrameTime() / 1000.f);
// Move the computer's paddle
if (((rightPaddleSpeed < 0.f) && (rightPaddle.GetPosition().y > 5.f)) ||
((rightPaddleSpeed > 0.f) && (rightPaddle.GetPosition().y < window.GetView().GetSize().y - rightPaddle.GetSize().y - 5.f)))
{
rightPaddle.Move(0.f, rightPaddleSpeed * window.GetFrameTime() / 1000.f);
}
// Update the computer's paddle direction according to the ball position
if (AITimer.GetElapsedTime() > AITime)
{
AITimer.Reset();
if ((rightPaddleSpeed < 0) && (ball.GetPosition().y + ball.GetSize().y > rightPaddle.GetPosition().y + rightPaddle.GetSize().y))
rightPaddleSpeed = -rightPaddleSpeed;
if ((rightPaddleSpeed > 0) && (ball.GetPosition().y < rightPaddle.GetPosition().y))
rightPaddleSpeed = -rightPaddleSpeed;
}
// Move the ball
float factor = ballSpeed * window.GetFrameTime() / 1000.f;
ball.Move(std::cos(ballAngle) * factor, std::sin(ballAngle) * factor);
// Check collisions between the ball and the screen
if (ball.GetPosition().x < 0.f)
{
isPlaying = false;
end.SetString("You lost !\n(press escape to exit)");
}
if (ball.GetPosition().x + ball.GetSize().x > window.GetView().GetSize().x)
{
isPlaying = false;
end.SetString("You won !\n(press escape to exit)");
}
if (ball.GetPosition().y < 0.f)
{
ballSound.Play();
ballAngle = -ballAngle;
ball.SetY(0.1f);
}
if (ball.GetPosition().y + ball.GetSize().y > window.GetView().GetSize().y)
{
ballSound.Play();
ballAngle = -ballAngle;
ball.SetY(window.GetView().GetSize().y - ball.GetSize().y - 0.1f);
}
// Check the collisions between the ball and the paddles
// Left Paddle
if (ball.GetPosition().x < leftPaddle.GetPosition().x + leftPaddle.GetSize().x &&
ball.GetPosition().x > leftPaddle.GetPosition().x + (leftPaddle.GetSize().x / 2.0f) &&
ball.GetPosition().y + ball.GetSize().y >= leftPaddle.GetPosition().y &&
ball.GetPosition().y <= leftPaddle.GetPosition().y + leftPaddle.GetSize().y)
{
ballSound.Play();
ballAngle = PI - ballAngle;
ball.SetX(leftPaddle.GetPosition().x + leftPaddle.GetSize().x + 0.1f);
}
// Right Paddle
if (ball.GetPosition().x + ball.GetSize().x > rightPaddle.GetPosition().x &&
ball.GetPosition().x + ball.GetSize().x < rightPaddle.GetPosition().x + (rightPaddle.GetSize().x / 2.0f) &&
ball.GetPosition().y + ball.GetSize().y >= rightPaddle.GetPosition().y &&
ball.GetPosition().y <= rightPaddle.GetPosition().y + rightPaddle.GetSize().y)
{
ballSound.Play();
ballAngle = PI - ballAngle;
ball.SetX(rightPaddle.GetPosition().x - ball.GetSize().x - 0.1f);
}
}
// Clear the window
window.Clear();
// Draw the background, paddles and ball sprites
window.Draw(background);
window.Draw(leftPaddle);
window.Draw(rightPaddle);
window.Draw(ball);
// If the game is over, display the end message
if (!isPlaying)
window.Draw(end);
// Display things on screen
window.Display();
}
return EXIT_SUCCESS;
}