2024-01-19 15:06:48 +01:00
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//
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// Created by love on 2024-01-18.
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//
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#pragma
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#include "SdlWrapper.h"
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#include "SDL.h"
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#include "VisibleObjects/Ball.h"
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#include "VisibleObjects/PlayerPaddle.h"
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2024-01-19 18:41:26 +01:00
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#include "VisibleObjects/Score.h"
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#include "TextScreen.h"
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2024-01-19 15:06:48 +01:00
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2024-01-28 21:07:18 +01:00
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enum class GameState {
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START_SCREEN, GAME, END_SCREEN
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};
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2024-01-19 15:06:48 +01:00
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class Game : public SdlWrapper {
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private:
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Ball *ball;
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Score *score;
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PlayerPaddle *leftPaddle, *rightPaddle;
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TextScreen *startScreen, *endScreen;
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protected:
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GameState gameState;
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public:
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explicit Game(SDL_Point screenSize) : SdlWrapper("Pong", screenSize, 60) {
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leftPaddle = new PlayerPaddle(&this->screenSize, Side::LEFT);
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rightPaddle = new PlayerPaddle(&this->screenSize, Side::RIGHT);
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auto func = [this](Side side) {
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const char *player = side == Side::LEFT ? "one" : "two";
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std::cout << "Player " << player << " won" << std::endl;
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this->running = false;
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};
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score = new Score(5, &this->screenSize, func);
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ball = new Ball(&this->screenSize, leftPaddle, rightPaddle, score);
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startScreen = new TextScreen("Welcome to Pong!\nPress any key to get started...", &this->screenSize);
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endScreen = new TextScreen("", &this->screenSize);
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gameState = GameState::START_SCREEN;
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}
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~Game() override {
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delete ball;
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delete leftPaddle;
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delete rightPaddle;
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delete score;
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}
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void draw(SDL_Renderer *renderer) override {
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// Background
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SDL_SetRenderDrawColor(renderer, 128, 0, 128, 0);
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SDL_RenderClear(renderer);
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switch (gameState) {
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case GameState::START_SCREEN:
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startScreen->draw(renderer);
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break;
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case GameState::GAME:
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ball->draw(renderer);
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score->draw(renderer);
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leftPaddle->draw(renderer);
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rightPaddle->draw(renderer);
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break;
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case GameState::END_SCREEN:
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break;
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}
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SDL_RenderPresent(renderer);
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}
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void update() override {
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switch (gameState) {
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case GameState::START_SCREEN:
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startScreen->update();
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break;
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case GameState::GAME:
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ball->update();
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leftPaddle->update();
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rightPaddle->update();
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score->update();
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break;
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case GameState::END_SCREEN:
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break;
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}
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}
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bool handleEvents() override {
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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if (event.type == SDL_QUIT)
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return false;
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switch (gameState) {
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case GameState::START_SCREEN:
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if (event.type == SDL_KEYDOWN)
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gameState = GameState::GAME;
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return true;
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case GameState::GAME:
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handleGameEvent(event);
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return true;
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case GameState::END_SCREEN:
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break;
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}
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}
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return true;
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}
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void handleGameEvent(SDL_Event &event) {
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if (event.type == SDL_KEYDOWN) {
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switch (event.key.keysym.sym) {
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case SDLK_w:
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leftPaddle->startMoving(true);
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break;
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case SDLK_s:
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leftPaddle->startMoving(false);
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break;
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case SDLK_UP:
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rightPaddle->startMoving(true);
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break;
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case SDLK_DOWN:
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rightPaddle->startMoving(false);
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break;
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}
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} else if (event.type == SDL_KEYUP) {
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switch (event.key.keysym.sym) {
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case SDLK_w:
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leftPaddle->stopMoving(true);
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break;
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case SDLK_s:
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leftPaddle->stopMoving(false);
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break;
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case SDLK_UP:
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rightPaddle->stopMoving(true);
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break;
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case SDLK_DOWN:
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rightPaddle->stopMoving(false);
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break;
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}
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}
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}
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};
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