mirror of
https://github.com/SFML/SFML.git
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241 lines
9.1 KiB
C++
241 lines
9.1 KiB
C++
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Graphics.hpp>
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#include <SFML/Audio.hpp>
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#include <cmath>
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#include <ctime>
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#include <cstdlib>
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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::srand(static_cast<unsigned int>(std::time(NULL)));
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// Define some constants
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const float pi = 3.14159f;
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const int gameWidth = 800;
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const int 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(gameWidth, gameHeight, 32), "SFML Pong");
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window.EnableVerticalSync(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("resources/ball.wav"))
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return EXIT_FAILURE;
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sf::Sound ballSound(ballSoundBuffer);
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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(3);
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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, ballRadius / 2);
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// Load the text font
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sf::Font font;
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if (!font.LoadFromFile("resources/sansation.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, 150.f);
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pauseMessage.SetColor(sf::Color::White);
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pauseMessage.SetString("Welcome to SFML pong!\nPress space to start the game");
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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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float ballAngle = 0.f; // 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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sf::Event event;
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while (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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{
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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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// Reset the position of the paddles and ball
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leftPaddle.SetPosition(10 + paddleSize.x / 2, gameHeight / 2);
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rightPaddle.SetPosition(gameWidth - 10 - paddleSize.x / 2, gameHeight / 2);
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ball.SetPosition(gameWidth / 2, gameHeight / 2);
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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 = (std::rand() % 360) * 2 * pi / 360;
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}
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while (std::abs(std::cos(ballAngle)) < 0.7f);
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}
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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) &&
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(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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// 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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float factor = ballSpeed * deltaTime;
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ball.Move(std::cos(ballAngle) * factor, std::sin(ballAngle) * factor);
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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 !\nPress space to restart or\nescape to exit");
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}
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if (ball.GetPosition().x + ballRadius > 800)
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{
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isPlaying = false;
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pauseMessage.SetString("You won !\nPress space to restart or\nescape to exit");
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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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// 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 = pi - ballAngle + (std::rand() % 20) * pi / 180;
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else
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ballAngle = pi - ballAngle - (std::rand() % 20) * pi / 180;
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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 = pi - ballAngle + (std::rand() % 20) * pi / 180;
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else
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ballAngle = pi - ballAngle - (std::rand() % 20) * pi / 180;
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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, 200, 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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}
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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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