physics input works

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

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.gitignore vendored Normal file
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.idea
cmake-build-debug

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CMakeLists.txt Normal file
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cmake_minimum_required(VERSION 3.27)
project(Pong)
set(CMAKE_CXX_STANDARD 17)
# Base SDL2
find_package(SDL2 REQUIRED)
include_directories(${SDL2_INCLUDE_DIRS})
# SDL2 Gfx
find_library(SDL2_GFX_LIBRARY NAMES SDL2_gfx SDL2_gfxd)
if (NOT SDL2_GFX_LIBRARY)
message(FATAL_ERROR "SDL2_gfx not found")
endif ()
# Define the executable target before linking libraries
add_executable(Pong main.cpp
SdlWrapper.h
Game.h
VisibleObjects/Ball.h
utils.h
Vec2d/Vec2d.h
Vec2d/Bump.h
VisibleObjects/PlayerPaddle.h
VisibleObjects/Side.h)
# Now link the libraries to the target
target_link_libraries(Pong ${SDL2_LIBRARIES} ${SDL2_GFX_LIBRARY})

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Game.h Normal file
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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"
class Game : public SdlWrapper {
private:
Ball *ball;
PlayerPaddle *leftPaddle, *rightPaddle;
public:
explicit Game(SDL_Point screenSize) : SdlWrapper("Pong", screenSize, 60) {
leftPaddle = new PlayerPaddle(&this->screenSize, Side::LEFT);
rightPaddle = new PlayerPaddle(&this->screenSize, Side::RIGHT);
ball = new Ball(&this->screenSize, leftPaddle, rightPaddle);
}
~Game() override {
delete ball;
delete leftPaddle;
delete rightPaddle;
}
void draw(SDL_Renderer *renderer) override {
// Background
SDL_SetRenderDrawColor(renderer, 128, 0, 128, 0);
SDL_RenderClear(renderer);
ball->draw(renderer);
leftPaddle->draw(renderer);
rightPaddle->draw(renderer);
SDL_RenderPresent(renderer);
}
bool update() override {
ball->update();
leftPaddle->update();
rightPaddle->update();
return true;
}
bool handleEvents() override {
SDL_Event event;
while (SDL_PollEvent(&event) != 0) {
if (event.type == SDL_QUIT)
return false;
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;
}
}
}
return true;
}
};

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SdlWrapper.h Normal file
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//
// Created by love on 2024-01-18.
//
#pragma
#include <string>
#include "SDL.h"
class SdlWrapper {
private:
const uint8_t fps = 60;
SDL_Window *window;
SDL_Renderer *renderer;
protected:
SDL_Point screenSize;
public:
explicit SdlWrapper(const char *title, const SDL_Point screenSize, const uint8_t fps) : fps(fps) {
this->screenSize = screenSize;
SDL_Init(SDL_INIT_VIDEO);
window = SDL_CreateWindow(
title,
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
screenSize.x,
screenSize.y,
0
);
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_SOFTWARE);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
SDL_RenderClear(renderer);
SDL_RenderPresent(renderer);
}
virtual ~SdlWrapper() {
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
}
virtual void draw(SDL_Renderer *renderer) = 0;
virtual bool update() = 0;
virtual bool handleEvents() = 0;
int loop() {
while (true) {
if (!handleEvents() || !update())
break;
draw(renderer);
SDL_Delay(1000 / fps);
}
return 1;
}
};

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Vec2d/Bump.h Normal file
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//
// Created by love on 2024-01-19.
//
#pragma once
enum class BumpType {
WALL, PADDLE, BOTH
};
enum class PaddleDirection {
MOVING_UP, NOT_MOVING, MOVING_DOWN, NONE
};

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Vec2d/Vec2d.h Normal file
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//
// Created by love on 2024-01-19.
//
#pragma once
#include "random"
#include "ctime"
#include "cmath"
#include "SDL_rect.h"
#include "Bump.h"
inline double_t toRadians(double_t degrees) {
return degrees * M_PI / 100;
}
class Vec2d {
private:
std::default_random_engine random;
const float_t hypotenuse;
double_t x, y;
public:
Vec2d(float_t hypotenuse) : hypotenuse(hypotenuse) {
std::random_device rd;
random = std::default_random_engine(rd());
int sign = random() % 2 == 0 ? -1 : 1;
//double_t angle = toRadians(random() % 6000 / 100 - 30);
double_t angle = 15;
x = cos(angle) * sign * hypotenuse;
y = sin(angle) * sign * hypotenuse;
}
void applyVector(Sint16 *ox, Sint16 *oy) const {
*ox += static_cast<int>(std::round(x));
*oy += static_cast<int>(std::round(y));
}
void bump(BumpType bumpType, PaddleDirection paddleDirection) {
switch (bumpType) {
case BumpType::BOTH:
x = -x;
y = -y;
break;
case BumpType::WALL:
y = -y;
break;
case BumpType::PADDLE:
x = -x;
double angle = 0;
if (paddleDirection != PaddleDirection::NOT_MOVING) {
double_t degrees = rand() % 500 / 100 + 15;
degrees *= paddleDirection == PaddleDirection::MOVING_UP ? -1 : 1;
angle = toRadians(degrees);
// Adjusting y direction based on the angle
y = sin(angle) * hypotenuse;
}
}
}
};

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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
};

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main.cpp Normal file
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#include "Game.h"
int main() {
Game game(SDL_Point{1000, 600});
return game.loop();
}

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utils.h Normal file
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//
// Created by love on 2024-01-18.
//
#pragma once
#include "SDL.h"
int roundUpToMultipleOfEight(int v) {
return (v + (8 - 1)) & -8;
}
// https://stackoverflow.com/questions/38334081/how-to-draw-circles-arcs-and-vector-graphics-in-sdl
void DrawCircle(SDL_Renderer *renderer, SDL_Point &center, int radius) {
// 35 / 49 is a slightly biased approximation of 1/sqrt(2)
const int arrSize = roundUpToMultipleOfEight(radius * 8 * 35 / 49);
SDL_Point points[arrSize];
int drawCount = 0;
const int32_t diameter = (radius * 2);
int32_t x = (radius - 1);
int32_t y = 0;
int32_t tx = 1;
int32_t ty = 1;
int32_t error = (tx - diameter);
while (x >= y) {
// Each of the following renders an octant of the circle
points[drawCount + 0] = {center.x + x, center.y - y};
points[drawCount + 1] = {center.x + x, center.y + y};
points[drawCount + 2] = {center.x - x, center.y - y};
points[drawCount + 3] = {center.x - x, center.y + y};
points[drawCount + 4] = {center.x + y, center.y - x};
points[drawCount + 5] = {center.x + y, center.y + x};
points[drawCount + 6] = {center.x - y, center.y - x};
points[drawCount + 7] = {center.x - y, center.y + x};
drawCount += 8;
if (error <= 0) {
++y;
error += ty;
ty += 2;
}
if (error > 0) {
--x;
tx += 2;
error += (tx - diameter);
}
}
SDL_RenderDrawPoints(renderer, points, drawCount);
}