//////////////////////////////////////////////////////////// // Headers //////////////////////////////////////////////////////////// #include #include #include //////////////////////////////////////////////////////////// /// 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 window(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 font; if (!font.LoadFromFile("datas/pong/cheeseburger.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 = sf::Randomizer::Random(0.f, 2 * PI); } while (std::abs(std::cos(ballAngle)) < 0.7f); bool isPlaying = true; while (window.IsOpened()) { // Handle events sf::Event event; while (window.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))) { 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()); 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()); // 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()); } // 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(); 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; }