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main.cpp
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292 lines (206 loc) · 6.42 KB
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#include<iostream>
#include <SDL.h>
#include "window.h"
#include "main.h"
// Global varibles
SDL_Surface* spriteSheetSurface;
SDL_Texture* spriteSheetTexture;
const int version = 2022011614; // yyyymmddhh 24 hour time format
bool programRunning = true; //false if trying to exit
int currentMenu = Screen::MainMenu;
int ballDirX = 1, ballDirY = 0;
int ballSpeed = 4;
SDL_Rect pixelRect, paddle1, paddle2, ball, spriteSheetSprite, sprite;
int player1Score = 0, player2Score = 0;
void updatePaddles() {
//move paddles y to the mouse cursor
paddle1.y = mouse.y / pixelSizeY - paddle1.h / 2;
paddle2.y = ball.y + ball.h / 2 - paddle2.h / 2;
//keep paddles within the window
if (paddle1.y > gameArrayY - paddle1.h) paddle1.y = gameArrayY - paddle1.h;
else if (paddle1.y < 0) paddle1.y = 0;
if (paddle2.y > gameArrayY - paddle2.h) paddle2.y = gameArrayY - paddle2.h;
else if (paddle2.y < 0) paddle2.y = 0;
}
void scoreReset() {
player1Score = 0;
player2Score = 0;
}
void gameReset() {
// sprite in the sprite sheet
sprite.x = 100;
sprite.y = 100;
sprite.w = 8 * pixelSizeX;
sprite.h = 8 * pixelSizeY;
spriteSheetSprite.x = 0;
spriteSheetSprite.y = 0;
spriteSheetSprite.w = 8;
spriteSheetSprite.h = 8;
//game pixels
pixelRect.x = 0;
pixelRect.y = 0;
pixelRect.w = pixelSizeX;
pixelRect.h = pixelSizeY;
//left paddle
paddle1.y = 0;
paddle1.w = 8;
paddle1.h = 64;
paddle1.x = paddle1.w;
//right paddle
paddle2.y = 0;
paddle2.w = 8;
paddle2.h = 64;
paddle2.x = gameArrayX - 2 * paddle2.w;
//ball
ball.x = gameArrayX / 2;
ball.y = gameArrayY / 2;
ball.w = 8;
ball.h = 8;
updatePaddles();
}
// Game code
void gameLogic() {
updatePaddles();
// if ball hits a paddle then bounce
if (
ball.x + ball.w >= paddle2.x
&& ball.y < paddle2.y + paddle2.h
&& ball.y > paddle2.y
&& ball.x + ball.w < gameArrayX
&& ballDirX > 0
|| ball.x <= paddle1.w + paddle1.x
&& ball.y < paddle1.y + paddle1.h
&& ball.y > paddle1.y
&& ball.x > 0
&& ballDirX < 0
) {
ballDirX = ballDirX * -1;
ballDirY = (int)(std::sin(std::rand() + mouse.y) * 6);
}
// if ball hits top or bottom of screen then bounce
if (
ball.y > gameArrayY - ball.h
&& ballDirY > 0
|| ball.y < 0
&& ballDirY < 0
) ballDirY = ballDirY * -1;
// move ball
ball.x = ball.x + ballDirX * ballSpeed;
ball.y = ball.y + ballDirY;
// reset if ball hits left or right edge of screen
if (ball.x < 0) {
gameReset();
player2Score++;
}else if (ball.x > gameArrayX) {
gameReset();
player1Score++;
std::cout << player1Score << '\n';
}
}
void textToScreen(std::string text, int textPosX, int textPosY, int size, int spacing) {
sprite.x = textPosX;
sprite.y = textPosY;
sprite.w = size * pixelSizeX;
sprite.h = size * pixelSizeY;
for (int i = 0; i <= text.length(); i++) {
spriteSheetSprite.x = 8 * (text[i] - 32);
spriteSheetSprite.y = 0;
while (spriteSheetSprite.x > 256) {
spriteSheetSprite.x = spriteSheetSprite.x - 256;
spriteSheetSprite.y = spriteSheetSprite.y + 8;
}
SDL_RenderCopy(rendererMain, spriteSheetTexture, &spriteSheetSprite, &sprite);
sprite.x = sprite.x + sprite.w + spacing * pixelSizeX;
}
}
void mainMenuTick() {
SDL_Rect startButton, settingsButton;
startButton.w = 130;
startButton.h = 40;
startButton.x = (windowWidth / 2) - startButton.w / 2;
startButton.y = windowHeight / 2;
settingsButton.w = 178;
settingsButton.h = 34;
settingsButton.x = startButton.x;
settingsButton.y = startButton.y + startButton.h * 2;
SDL_SetRenderDrawColor(rendererMain, 21, 21, 23, NULL);
SDL_RenderClear(rendererMain);
if (mouse.x >= startButton.x
&& mouse.x <= startButton.x + startButton.w
&& mouse.y >= startButton.y
&& mouse.y < startButton.y + startButton.h
) {
SDL_SetRenderDrawColor(rendererMain, 89, 89, 94, NULL);
if (mouseButtons & SDL_BUTTON_LEFT) {
currentMenu = Screen::Game;
}
}
else {
SDL_SetRenderDrawColor(rendererMain, 49, 49, 44, NULL);
}
SDL_RenderFillRect(rendererMain, &startButton);
/*
if (mouse.x >= settingsButton.x
&& mouse.x <= settingsButton.x + settingsButton.w
&& mouse.y >= settingsButton.y
&& mouse.y < settingsButton.y + settingsButton.h
) {
SDL_SetRenderDrawColor(rendererMain, 89, 89, 94, NULL);
if (mouseButtons & SDL_BUTTON_LEFT) {
currentMenu = Screen::SettingsMenu;
}
}
else {
SDL_SetRenderDrawColor(rendererMain, 49, 49, 44, NULL);
}
SDL_RenderFillRect(rendererMain, &settingsButton);
*/
textToScreen("PONG", 200, 200, 32, 0);
textToScreen("Start", startButton.x + 10, startButton.y + 6);
//textToScreen("SETINGS", settingsButton.x + 5, settingsButton.y + 5);
SDL_RenderPresent(rendererMain);
}
void gameTick() {
gameLogic();
gameDraw();
}
void settingsMenuTick() {
}
// main function game start
int main(int argc, char* argv[]) {
int targetFPSDelay = (int)((1 / targetFPS) * 1000);
initSDL();
spriteSheetSurface = SDL_LoadBMP("assects/spriteSheet.bmp"); // load sprite sheet to ram
if (!spriteSheetSurface) {
SDL_Log("Faild to load spriteSheet.bmp: %s", SDL_GetError());
statusCode = 2;
}
spriteSheetTexture = SDL_CreateTextureFromSurface(rendererMain, spriteSheetSurface); // move sprite sheet from ram to vram
if (!spriteSheetTexture) {
SDL_Log("Faild to create texture: %s", SDL_GetError());
statusCode = 2;
}
SDL_FreeSurface(spriteSheetSurface); // free ram of sprite sheet
gameReset();
if (statusCode != 0) programRunning = false;
while (programRunning) {
checkInputs();
switch (currentMenu){
case Game:
gameTick();
break;
case MainMenu:
mainMenuTick();
break;
case SettingsMenu:
settingsMenuTick();
break;
}
SDL_Delay(targetFPSDelay);
}
cleanUp();
if (statusCode != 0) {
std::cin.get();
}
return statusCode;
}