Pong/src/Game.h

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