mirror of
https://github.com/lov3b/Pong.git
synced 2025-04-11 12:40:10 +02:00
141 lines
4.5 KiB
C++
141 lines
4.5 KiB
C++
#include "Game.h"
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Game::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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score(new Score(&this->screenSize, 5)),
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ball(new Ball(&this->screenSize, leftPaddle, rightPaddle, score)),
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startScreen(
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new ScrollOptionScreen(
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"Welcome to Pong!\nUse arrowkeys to adjust max score.\nFinish with enter.",
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&this->screenSize, 4, score->maxScore())), endScreen(nullptr),
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gameState(GameState::START_SCREEN) {
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}
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Game::~Game() {
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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 Game::draw(SDL_Renderer *const renderer) {
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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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endScreen->draw(renderer);
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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 Game::update() {
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switch (gameState) {
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case GameState::START_SCREEN:
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startScreen->update();
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if (startScreen->isDone()) {
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gameState = GameState::GAME;
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delete startScreen; // We will never get back to this state
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}
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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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if (score->sideWon().has_value()) {
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const char *player = score->sideWon().value() == Side::LEFT ? "left" : "right";
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std::stringstream ss;
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ss << "The " << player << " player won with " << std::to_string(score->leftScore) << " - "
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<< std::to_string(score->rightScore) << "\nWould you like to play again?"
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<< "\nIf so, press any button...";
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score->resetScore();
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endScreen = new OptionScreen(ss.str(), &screenSize, 4);
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gameState = GameState::END_SCREEN;
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}
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break;
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case GameState::END_SCREEN:
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endScreen->update();
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if (endScreen->isDone()) {
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gameState = GameState::GAME;
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delete endScreen; // The text will not be the same if we get back here. We might as well free it.
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}
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break;
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}
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}
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bool Game::handleEvents() {
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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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startScreen->handleEvent(event);
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break;
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case GameState::GAME:
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handleGameEvent(event);
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break;
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case GameState::END_SCREEN:
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if (event.type == SDL_KEYDOWN && !endScreen->hasStartedCounting())
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endScreen->startCountDown();
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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 Game::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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} |