physics input works

This commit is contained in:
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2024-01-19 15:06:48 +01:00
commit 30235c5fc8
11 changed files with 497 additions and 0 deletions

83
VisibleObjects/Ball.h Normal file
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//
// Created by love on 2024-01-18.
//
#pragma once
#include "../utils.h"
#include "../Vec2d/Vec2d.h"
#include "PlayerPaddle.h"
#include <SDL2/SDL2_gfxPrimitives.h>
#include <iostream>
#include "optional"
class Ball {
private:
static const uint8_t RADIUS = 15;
const SDL_Point *screen;
Sint16 x, y;
Vec2d *vec2d;
static const uint32_t color = 0xCD5C5CFF;
const PlayerPaddle *leftPaddle, *rightPaddle;
public:
explicit Ball(const SDL_Point *screen, const PlayerPaddle *leftPaddle, const PlayerPaddle *rightPaddle) {
this->screen = screen;
this->x = screen->x / 2;
this->y = screen->y / 2;
this->vec2d = new Vec2d(2.5);
this->leftPaddle = leftPaddle;
this->rightPaddle = rightPaddle;
}
void draw(SDL_Renderer *renderer) const {
filledCircleColor(renderer, x, y, RADIUS, color);
}
void update() {
std::cout << "Ball x: " << x << ", y: " << y << std::endl;
std::optional<Side> paddleSide = collidedPaddle();
bool screenEdgeVertical = collidedScreenEdgeVertical();
if (screenEdgeVertical && paddleSide.has_value()) {
vec2d->bump(BumpType::BOTH, PaddleDirection::NONE);
} else if (screenEdgeVertical) {
vec2d->bump(BumpType::WALL, PaddleDirection::NONE);
} else if (collidedScreenEdgeHorizontal()) {
std::cout << "Player won" << std::endl;
exit(1);
}
if (paddleSide.has_value()) {
const PlayerPaddle *paddle = paddleSide.value() == Side::LEFT ? leftPaddle : rightPaddle;
vec2d->bump(BumpType::PADDLE, paddle->getPaddleDirection());
}
vec2d->applyVector(&x, &y);
}
private:
bool collidedScreenEdgeVertical() {
return y - RADIUS <= 0 || y + RADIUS >= screen->y;
}
bool collidedScreenEdgeHorizontal() {
return x + RADIUS >= screen->x || x - RADIUS <= 0;
}
std::optional<Side> collidedPaddle() {
// Check collision with right paddle
if (x + RADIUS >= rightPaddle->x &&
y >= rightPaddle->y &&
y <= rightPaddle->y + rightPaddle->h) {
return Side::RIGHT;
}
// Check collision with left paddle
else if (x - RADIUS <= leftPaddle->x + leftPaddle->w &&
y >= leftPaddle->y &&
y <= leftPaddle->y + leftPaddle->h) {
return Side::LEFT;
}
return std::nullopt;
}
};

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//
// Created by love on 2024-01-19.
//
#pragma once
#include "Side.h"
#include "../Vec2d/Bump.h"
class PlayerPaddle : public SDL_Rect {
private:
static const int MOVE_PER_TICK = 5;
const SDL_Point *screen;
bool movingUp, movingDown;
uint8_t color[4]{};
public:
PlayerPaddle(const SDL_Point *screen, const Side side) : SDL_Rect() {
w = 20;
h = 80;
x = side == Side::LEFT ? 0 : screen->x - w;
y = (screen->y - h) / 2;
movingUp = false;
movingDown = false;
this->screen = screen;
color[0] = 255;
color[1] = 234;
color[2] = 0;
color[3] = 255;
}
PaddleDirection getPaddleDirection() const {
if (movingUp != movingDown)
return PaddleDirection::NOT_MOVING;
else if (movingUp)
return PaddleDirection::MOVING_UP;
return PaddleDirection::MOVING_DOWN;
}
void draw(SDL_Renderer *renderer) {
SDL_SetRenderDrawColor(renderer, color[0], color[1], color[2], color[3]);
SDL_RenderFillRect(renderer, this);
}
void startMoving(bool up) {
if (up)
movingUp = true;
else movingDown = true;
}
void stopMoving(bool up) {
if (up)
movingUp = false;
else movingDown = false;
}
void update() {
// We cannot move up and down
if (movingUp == movingDown)
return;
if (movingUp && canMoveUp())
y -= MOVE_PER_TICK;
else if (movingDown && canMoveDown())
y += MOVE_PER_TICK;
}
private:
bool canMoveDown() {
return y + h < screen->y;
}
bool canMoveUp() {
return y > 0;
}
};

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VisibleObjects/Side.h Normal file
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//
// Created by love on 2024-01-19.
//
#pragma once
enum class Side {
LEFT, RIGHT
};