//////////////////////////////////////////////////////////// // Headers //////////////////////////////////////////////////////////// #include #include #include #include #include #include #include #ifdef SFML_SYSTEM_IOS #include #endif namespace { std::filesystem::path resourcesDir() { #ifdef SFML_SYSTEM_IOS return ""; #else return "resources"; #endif } } // namespace //////////////////////////////////////////////////////////// /// Entry point of application /// /// \return Application exit code /// //////////////////////////////////////////////////////////// int main() { std::random_device rd; std::mt19937 rng(rd()); // Define some constants const float gameWidth = 800; const float gameHeight = 600; const sf::Vector2f paddleSize(25, 100); const float ballRadius = 10.f; // Create the window of the application sf::RenderWindow window(sf::VideoMode({static_cast(gameWidth), static_cast(gameHeight)}, 32), "SFML Tennis", sf::Style::Titlebar | sf::Style::Close); window.setVerticalSyncEnabled(true); // Load the sounds used in the game const sf::SoundBuffer ballSoundBuffer(resourcesDir() / "ball.wav"); sf::Sound ballSound(ballSoundBuffer); // Create the SFML logo texture: const sf::Texture sfmlLogoTexture(resourcesDir() / "sfml_logo.png"); sf::Sprite sfmlLogo(sfmlLogoTexture); sfmlLogo.setPosition({170.f, 50.f}); // Create the left paddle sf::RectangleShape leftPaddle; leftPaddle.setSize(paddleSize - sf::Vector2f(3, 3)); leftPaddle.setOutlineThickness(3); leftPaddle.setOutlineColor(sf::Color::Black); leftPaddle.setFillColor(sf::Color(100, 100, 200)); leftPaddle.setOrigin(paddleSize / 2.f); // Create the right paddle sf::RectangleShape rightPaddle; rightPaddle.setSize(paddleSize - sf::Vector2f(3, 3)); rightPaddle.setOutlineThickness(3); rightPaddle.setOutlineColor(sf::Color::Black); rightPaddle.setFillColor(sf::Color(200, 100, 100)); rightPaddle.setOrigin(paddleSize / 2.f); // Create the ball sf::CircleShape ball; ball.setRadius(ballRadius - 3); ball.setOutlineThickness(2); ball.setOutlineColor(sf::Color::Black); ball.setFillColor(sf::Color::White); ball.setOrigin({ballRadius / 2.f, ballRadius / 2.f}); // Open the text font const sf::Font font(resourcesDir() / "tuffy.ttf"); // Initialize the pause message sf::Text pauseMessage(font); pauseMessage.setCharacterSize(40); pauseMessage.setPosition({170.f, 200.f}); pauseMessage.setFillColor(sf::Color::White); #ifdef SFML_SYSTEM_IOS pauseMessage.setString("Welcome to SFML Tennis!\nTouch the screen to start the game."); #else pauseMessage.setString("Welcome to SFML Tennis!\n\nPress space to start the game."); #endif // Define the paddles properties sf::Clock aiTimer; const sf::Time aiTime = sf::seconds(0.1f); const float paddleSpeed = 400.f; float rightPaddleSpeed = 0.f; const float ballSpeed = 400.f; sf::Angle ballAngle = sf::degrees(0); // to be changed later sf::Clock clock; bool isPlaying = false; while (window.isOpen()) { // Handle events while (const std::optional event = window.pollEvent()) { // Window closed or escape key pressed: exit if (event->is() || (event->is() && event->getIf()->code == sf::Keyboard::Key::Escape)) { window.close(); break; } // Space key pressed: play if ((event->is() && event->getIf()->code == sf::Keyboard::Key::Space) || event->is()) { if (!isPlaying) { // (re)start the game isPlaying = true; clock.restart(); // Reset the position of the paddles and ball leftPaddle.setPosition({10.f + paddleSize.x / 2.f, gameHeight / 2.f}); rightPaddle.setPosition({gameWidth - 10.f - paddleSize.x / 2.f, gameHeight / 2.f}); ball.setPosition({gameWidth / 2.f, gameHeight / 2.f}); // Reset the ball angle do { // Make sure the ball initial angle is not too much vertical ballAngle = sf::degrees(std::uniform_real_distribution(0, 360)(rng)); } while (std::abs(std::cos(ballAngle.asRadians())) < 0.7f); } } // Window size changed, adjust view appropriately if (event->is()) { sf::View view; view.setSize({gameWidth, gameHeight}); view.setCenter({gameWidth / 2.f, gameHeight / 2.f}); window.setView(view); } } if (isPlaying) { const float deltaTime = clock.restart().asSeconds(); // Move the player's paddle if (sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Up) && (leftPaddle.getPosition().y - paddleSize.y / 2 > 5.f)) { leftPaddle.move({0.f, -paddleSpeed * deltaTime}); } if (sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Down) && (leftPaddle.getPosition().y + paddleSize.y / 2 < gameHeight - 5.f)) { leftPaddle.move({0.f, paddleSpeed * deltaTime}); } if (sf::Touch::isDown(0)) { const sf::Vector2i pos = sf::Touch::getPosition(0); const sf::Vector2f mappedPos = window.mapPixelToCoords(pos); leftPaddle.setPosition({leftPaddle.getPosition().x, mappedPos.y}); } // Move the computer's paddle if (((rightPaddleSpeed < 0.f) && (rightPaddle.getPosition().y - paddleSize.y / 2 > 5.f)) || ((rightPaddleSpeed > 0.f) && (rightPaddle.getPosition().y + paddleSize.y / 2 < gameHeight - 5.f))) { rightPaddle.move({0.f, rightPaddleSpeed * deltaTime}); } // Update the computer's paddle direction according to the ball position if (aiTimer.getElapsedTime() > aiTime) { aiTimer.restart(); if (ball.getPosition().y + ballRadius > rightPaddle.getPosition().y + paddleSize.y / 2) rightPaddleSpeed = paddleSpeed; else if (ball.getPosition().y - ballRadius < rightPaddle.getPosition().y - paddleSize.y / 2) rightPaddleSpeed = -paddleSpeed; else rightPaddleSpeed = 0.f; } // Move the ball ball.move({ballSpeed * deltaTime, ballAngle}); #ifdef SFML_SYSTEM_IOS const std::string inputString = "Touch the screen to restart."; #else const std::string inputString = "Press space to restart or\nescape to exit."; #endif // Check collisions between the ball and the screen if (ball.getPosition().x - ballRadius < 0.f) { isPlaying = false; pauseMessage.setString("You Lost!\n\n" + inputString); } if (ball.getPosition().x + ballRadius > gameWidth) { isPlaying = false; pauseMessage.setString("You Won!\n\n" + inputString); } if (ball.getPosition().y - ballRadius < 0.f) { ballSound.play(); ballAngle = -ballAngle; ball.setPosition({ball.getPosition().x, ballRadius + 0.1f}); } if (ball.getPosition().y + ballRadius > gameHeight) { ballSound.play(); ballAngle = -ballAngle; ball.setPosition({ball.getPosition().x, gameHeight - ballRadius - 0.1f}); } std::uniform_real_distribution dist(0, 20); // Check the collisions between the ball and the paddles // Left Paddle if (ball.getPosition().x - ballRadius < leftPaddle.getPosition().x + paddleSize.x / 2 && ball.getPosition().x - ballRadius > leftPaddle.getPosition().x && ball.getPosition().y + ballRadius >= leftPaddle.getPosition().y - paddleSize.y / 2 && ball.getPosition().y - ballRadius <= leftPaddle.getPosition().y + paddleSize.y / 2) { if (ball.getPosition().y > leftPaddle.getPosition().y) ballAngle = sf::degrees(180) - ballAngle + sf::degrees(dist(rng)); else ballAngle = sf::degrees(180) - ballAngle - sf::degrees(dist(rng)); ballSound.play(); ball.setPosition({leftPaddle.getPosition().x + ballRadius + paddleSize.x / 2 + 0.1f, ball.getPosition().y}); } // Right Paddle if (ball.getPosition().x + ballRadius > rightPaddle.getPosition().x - paddleSize.x / 2 && ball.getPosition().x + ballRadius < rightPaddle.getPosition().x && ball.getPosition().y + ballRadius >= rightPaddle.getPosition().y - paddleSize.y / 2 && ball.getPosition().y - ballRadius <= rightPaddle.getPosition().y + paddleSize.y / 2) { if (ball.getPosition().y > rightPaddle.getPosition().y) ballAngle = sf::degrees(180) - ballAngle + sf::degrees(dist(rng)); else ballAngle = sf::degrees(180) - ballAngle - sf::degrees(dist(rng)); ballSound.play(); ball.setPosition({rightPaddle.getPosition().x - ballRadius - paddleSize.x / 2 - 0.1f, ball.getPosition().y}); } } // Clear the window window.clear(sf::Color(50, 50, 50)); if (isPlaying) { // Draw the paddles and the ball window.draw(leftPaddle); window.draw(rightPaddle); window.draw(ball); } else { // Draw the pause message window.draw(pauseMessage); window.draw(sfmlLogo); } // Display things on screen window.display(); } return EXIT_SUCCESS; }