SFML/DSFML/samples/dsfml/pong/pong.d
Trass3r 64b4bd8472 fixed some bugs in SoundStream
property style functions for SoundStream and SoundSource
fixed pong and soundstream samples: thx AndrejM!

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1552 4e206d99-4929-0410-ac5d-dfc041789085
2010-08-25 20:37:00 +00:00

202 lines
5.6 KiB
D

module pong;
import dsfml.system.all;
import dsfml.audio.all;
import dsfml.window.all;
import dsfml.graphics.all;
version (Tango)
{
import tango.io.Stdout;
import tango.math.Math;
}
else
{
import std.math;
import std.perf;
import std.random;
}
void main()
{
// Defines PI
const float PI = 3.14159f;
// Create the window of the application
RenderWindow app = new RenderWindow(VideoMode(800, 600, 32), "SFML Pong");
app.useVerticalSync(false);
Input i = app.input;
// Load the sounds used in the game
Sound BallSound = new Sound(new SoundBuffer("Data/ball.wav"));
// Load the images used in the game
Image PaddleImage = new Image("Data/paddle.tga");
Image BallImage = new Image("Data/ball.tga");
// Initialize the end text
Text End = new Text(""c);
Font font = new Font("Data/cheeseburger.ttf");
End.font = font;
End.characterSize = 60;
End.move(150.f, 200.f);
End.color = Color(50, 50, 250);
Text fps = new Text(""c, font, 30);
fps.move(50.f, 50.f);
fps.color = Color.BLACK;
// Create the sprites of the background, the paddles and the ball
Sprite LeftPaddle = new Sprite(PaddleImage);
Sprite RightPaddle = new Sprite(PaddleImage);
Sprite Ball = new Sprite(BallImage);
LeftPaddle.move(10, (app.view.getHeight() - LeftPaddle.size.y) / 2);
RightPaddle.move(app.view.getWidth() - RightPaddle.size.x - 10, (app.view.getHeight() - RightPaddle.size.y) / 2);
Ball.move((app.view.getWidth() - Ball.size.x) / 2, (app.view.getHeight() - Ball.size.y) / 2);
// Define the paddles properties
auto AITimer = new PerformanceCounter();
const long AITime = 100; // 100 ms
float LeftPaddleSpeed = 400.f;
float RightPaddleSpeed = 400.f;
// Define the ball properties
float BallSpeed = 400.f;
float BallAngle = 0.f;
do
{
// Make sure the ball initial angle is not too much vertical
BallAngle = uniform(0.f, 2 * PI);
} while (abs(cos(BallAngle)) < 0.7f);
bool IsPlaying = true;
Event evt;
uint iFps = 0;
auto fpsClock = new PerformanceCounter();
while (app.isOpened())
{
app.clear(Color(255, 255, 255, 255));
// Handle events
while (app.getEvent(evt))
{
// Window closed or escape key pressed : exit
if ((evt.Type == EventType.Closed) ||
((evt.Type == EventType.KeyPressed) && (evt.Key.Code == KeyCode.Escape)))
{
app.close();
break;
}
}
if (IsPlaying)
{
// Move the player's paddle
if (i.isKeyDown(KeyCode.Up) && (LeftPaddle.position.y > 5.f))
LeftPaddle.move(0.f, -LeftPaddleSpeed * app.frameTime);
if (i.isKeyDown(KeyCode.Down) && (LeftPaddle.position.y < app.view.getHeight() - LeftPaddle.size.y - 5.f))
LeftPaddle.move(0.f, LeftPaddleSpeed * app.frameTime);
// Move the computer's paddle
if (((RightPaddleSpeed < 0.f) && (RightPaddle.position.y > 5.f)) ||
((RightPaddleSpeed > 0.f) && (RightPaddle.position.y < app.view.getHeight() - RightPaddle.size.y - 5.f)))
{
RightPaddle.move(0.f, RightPaddleSpeed * app.frameTime);
}
// Update the computer's paddle direction according to the ball position
AITimer.stop();
if (AITimer.milliseconds > AITime)
{
AITimer.start();
if ((RightPaddleSpeed < 0) && (Ball.position.y + Ball.size.y > RightPaddle.position.y + RightPaddle.size.y))
RightPaddleSpeed = -RightPaddleSpeed;
if ((RightPaddleSpeed > 0) && (Ball.position.y < RightPaddle.position.y))
RightPaddleSpeed = -RightPaddleSpeed;
}
// Move the ball
float Factor = BallSpeed * app.frameTime;
Ball.move(cos(BallAngle) * Factor, sin(BallAngle) * Factor);
// Check collisions between the ball and the screen
if (Ball.position.x < 0.f)
{
IsPlaying = false;
End.text("You lost !\n(press escape to exit)"c);
}
if (Ball.position.x + Ball.size.x > app.view.getWidth())
{
IsPlaying = false;
End.text("You won !\n(press escape to exit)"c);
}
if (Ball.position.y < 0.f)
{
BallSound.play();
BallAngle = -BallAngle;
Ball.y = 0.1f;
}
if (Ball.position.y + Ball.size.y > app.view.getHeight())
{
BallSound.play();
BallAngle = -BallAngle;
Ball.y = app.view.getHeight() - Ball.size.y - 0.1f;
}
// Check the collisions between the ball and the paddles
// Left Paddle
if (Ball.position.x < LeftPaddle.position.x + LeftPaddle.size.x &&
Ball.position.x > LeftPaddle.position.x + (LeftPaddle.size.x / 2.0f) &&
Ball.position.y + Ball.size.y >= LeftPaddle.position.y &&
Ball.position.y <= LeftPaddle.position.y + LeftPaddle.size.y)
{
BallSound.play();
BallAngle = PI - BallAngle;
Ball.x = LeftPaddle.position.x + LeftPaddle.size.x + 0.1f;
}
// Right Paddle
if (Ball.position.x + Ball.size.x > RightPaddle.position.x &&
Ball.position.x + Ball.size.x < RightPaddle.position.x + (RightPaddle.size.x / 2.0f) &&
Ball.position.y + Ball.size.y >= RightPaddle.position.y &&
Ball.position.y <= RightPaddle.position.y + RightPaddle.size.y)
{
BallSound.play();
BallAngle = PI - BallAngle;
Ball.x = RightPaddle.position.x - Ball.size.x - 0.1f;
}
}
// Draw the background, paddles and ball sprites
app.draw(LeftPaddle);
app.draw(RightPaddle);
app.draw(Ball);
fpsClock.stop();
if(fpsClock.seconds >= 1)
{
fps.text = std.string.format("%d fps", iFps);
iFps = 0;
fpsClock.start();
}
++iFps;
app.draw(fps);
// If the game is over, display the end message
if (!IsPlaying)
app.draw(End);
// Display things on screen
app.display();
}
}