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