SFML/samples/pong/Pong.cpp

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////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics.hpp>
#include <SFML/Audio.hpp>
#include <cmath>
////////////////////////////////////////////////////////////
/// Entry point of application
///
/// \return Application exit code
///
////////////////////////////////////////////////////////////
int main()
{
// Defines PI
const float PI = 3.14159f;
// Create the window of the application
sf::RenderWindow App(sf::VideoMode(800, 600, 32), "SFML Pong");
// Load the sounds used in the game
sf::SoundBuffer BallSoundBuffer;
if (!BallSoundBuffer.LoadFromFile("datas/pong/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("datas/pong/background.jpg") ||
!LeftPaddleImage.LoadFromFile("datas/pong/paddle_left.png") ||
!RightPaddleImage.LoadFromFile("datas/pong/paddle_right.png") ||
!BallImage.LoadFromFile("datas/pong/ball.png"))
{
return EXIT_FAILURE;
}
// Load the text font
sf::Font Cheeseburger;
if (!Cheeseburger.LoadFromFile("datas/post-fx/cheeseburger.ttf"))
return EXIT_FAILURE;
// Initialize the end text
sf::String End;
End.SetFont(Cheeseburger);
End.SetSize(60.f);
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, (App.GetView().GetSize().y - LeftPaddle.GetSize().y) / 2);
RightPaddle.Move(App.GetView().GetSize().x - RightPaddle.GetSize().x - 10, (App.GetView().GetSize().y - RightPaddle.GetSize().y) / 2);
Ball.Move((App.GetView().GetSize().x - Ball.GetSize().x) / 2, (App.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 = sf::Randomizer::Random(0.f, 2 * PI);
} while (std::abs(std::cos(BallAngle)) < 0.7f);
bool IsPlaying = true;
while (App.IsOpened())
{
// Handle events
sf::Event Event;
while (App.GetEvent(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)))
{
App.Close();
break;
}
}
if (IsPlaying)
{
// Move the player's paddle
if (App.GetInput().IsKeyDown(sf::Key::Up) && (LeftPaddle.GetPosition().y > 5.f))
LeftPaddle.Move(0.f, -LeftPaddleSpeed * App.GetFrameTime());
if (App.GetInput().IsKeyDown(sf::Key::Down) && (LeftPaddle.GetPosition().y < App.GetView().GetSize().y - LeftPaddle.GetSize().y - 5.f))
LeftPaddle.Move(0.f, LeftPaddleSpeed * App.GetFrameTime());
// Move the computer's paddle
if (((RightPaddleSpeed < 0.f) && (RightPaddle.GetPosition().y > 5.f)) ||
((RightPaddleSpeed > 0.f) && (RightPaddle.GetPosition().y < App.GetView().GetSize().y - RightPaddle.GetSize().y - 5.f)))
{
RightPaddle.Move(0.f, RightPaddleSpeed * App.GetFrameTime());
}
// 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 * App.GetFrameTime();
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.SetText("You lost !\n(press escape to exit)");
}
if (Ball.GetPosition().x + Ball.GetSize().x > App.GetView().GetSize().x)
{
IsPlaying = false;
End.SetText("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 > App.GetView().GetSize().y)
{
BallSound.Play();
BallAngle = -BallAngle;
Ball.SetY(App.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
App.Clear();
// Draw the background, paddles and ball sprites
App.Draw(Background);
App.Draw(LeftPaddle);
App.Draw(RightPaddle);
App.Draw(Ball);
// If the game is over, display the end message
if (!IsPlaying)
App.Draw(End);
// Display things on screen
App.Display();
}
return EXIT_SUCCESS;
}