Pong/src/Game.cpp

141 lines
4.5 KiB
C++

#include "Game.h"
Game::Game(SDL_Point screenSize) : SdlWrapper("Pong", screenSize, 60),
leftPaddle(new PlayerPaddle(&this->screenSize, Side::LEFT)),
rightPaddle(new PlayerPaddle(&this->screenSize, Side::RIGHT)),
score(new Score(&this->screenSize, 5)),
ball(new Ball(&this->screenSize, leftPaddle, rightPaddle, score)),
startScreen(
new ScrollOptionScreen(
"Welcome to Pong!\nUse arrowkeys to adjust max score.\nFinish with enter.",
&this->screenSize, 4, score->maxScore())), endScreen(nullptr),
gameState(GameState::START_SCREEN) {
}
Game::~Game() {
delete ball;
delete leftPaddle;
delete rightPaddle;
delete score;
}
void Game::draw(SDL_Renderer *const renderer) {
// Background
SDL_SetRenderDrawColor(renderer, 128, 0, 128, 0);
SDL_RenderClear(renderer);
switch (gameState) {
case GameState::START_SCREEN:
startScreen->draw(renderer);
break;
case GameState::GAME:
ball->draw(renderer);
score->draw(renderer);
leftPaddle->draw(renderer);
rightPaddle->draw(renderer);
break;
case GameState::END_SCREEN:
endScreen->draw(renderer);
break;
}
SDL_RenderPresent(renderer);
}
void Game::update() {
switch (gameState) {
case GameState::START_SCREEN:
startScreen->update();
if (startScreen->isDone()) {
gameState = GameState::GAME;
delete startScreen; // We will never get back to this state
}
break;
case GameState::GAME:
ball->update();
leftPaddle->update();
rightPaddle->update();
score->update();
if (score->sideWon().has_value()) {
const char *player = score->sideWon().value() == Side::LEFT ? "left" : "right";
std::stringstream ss;
ss << "The " << player << " player won with " << std::to_string(score->leftScore) << " - "
<< std::to_string(score->rightScore) << "\nWould you like to play again?"
<< "\nIf so, press any button...";
score->resetScore();
endScreen = new OptionScreen(ss.str(), &screenSize, 4);
gameState = GameState::END_SCREEN;
}
break;
case GameState::END_SCREEN:
endScreen->update();
if (endScreen->isDone()) {
gameState = GameState::GAME;
delete endScreen; // The text will not be the same if we get back here. We might as well free it.
}
break;
}
}
bool Game::handleEvents() {
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT)
return false;
switch (gameState) {
case GameState::START_SCREEN:
startScreen->handleEvent(event);
break;
case GameState::GAME:
handleGameEvent(event);
break;
case GameState::END_SCREEN:
if (event.type == SDL_KEYDOWN && !endScreen->hasStartedCounting())
endScreen->startCountDown();
break;
}
}
return true;
}
void Game::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;
}
}
}