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Userland+Base: Remove Breakout and Pong games

These games were not very playable and definitely not fun.
This commit is contained in:
Andreas Kling 2022-06-14 14:17:47 +02:00
parent 4e4a930b13
commit 45de16f195
19 changed files with 0 additions and 1168 deletions

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serenity_component(
Breakout
RECOMMENDED
TARGETS Breakout
)
set(SOURCES
main.cpp
Game.cpp
LevelSelectDialog.cpp
)
serenity_app(Breakout ICON app-breakout)
target_link_libraries(Breakout LibGUI LibMain LibDesktop)

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/*
* Copyright (c) 2020, Andreas Kling <kling@serenityos.org>
* Copyright (c) 2022, the SerenityOS developers.
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include "Game.h"
#include "LevelSelectDialog.h"
#include <AK/Random.h>
#include <LibGUI/Application.h>
#include <LibGUI/MessageBox.h>
#include <LibGUI/Painter.h>
#include <LibGfx/AntiAliasingPainter.h>
#include <LibGfx/StandardCursor.h>
#include <unistd.h>
namespace Breakout {
Game::Game()
{
set_override_cursor(Gfx::StandardCursor::Hidden);
auto level_dialog = LevelSelectDialog::show(m_board, window());
if (level_dialog != GUI::Dialog::ExecResult::OK)
m_board = -1;
set_paused(false);
start_timer(16);
reset();
}
void Game::reset_paddle()
{
update(enclosing_int_rect(m_paddle.rect));
m_paddle.moving_left = false;
m_paddle.moving_right = false;
m_paddle.rect = { game_width / 2 - 40, game_height - 20, 80, 16 };
update(enclosing_int_rect(m_paddle.rect));
}
void Game::reset()
{
update(lives_left_rect());
m_lives = 3;
update(lives_left_rect());
m_pause_count = 0;
m_cheater = false;
reset_ball();
reset_paddle();
generate_bricks();
}
void Game::generate_bricks()
{
m_bricks = {};
Gfx::Color colors[] = {
Gfx::Color::Red,
Gfx::Color::Green,
Gfx::Color::Blue,
Gfx::Color::Yellow,
Gfx::Color::Magenta,
Gfx::Color::Cyan,
Gfx::Color::LightGray,
};
Vector<Brick> boards[] = {
// :^)
Vector({
Brick(0, 0, colors[3], 40, 12, 100),
Brick(0, 4, colors[3], 40, 12, 100),
Brick(1, 2, colors[3], 40, 12, 100),
Brick(1, 5, colors[3], 40, 12, 100),
Brick(2, 1, colors[3], 40, 12, 100),
Brick(2, 3, colors[3], 40, 12, 100),
Brick(2, 6, colors[3], 40, 12, 100),
Brick(3, 6, colors[3], 40, 12, 100),
Brick(4, 0, colors[3], 40, 12, 100),
Brick(4, 6, colors[3], 40, 12, 100),
Brick(5, 6, colors[3], 40, 12, 100),
Brick(6, 5, colors[3], 40, 12, 100),
Brick(7, 4, colors[3], 40, 12, 100),
})
};
if (m_board != -1) {
m_bricks = boards[m_board];
for (auto& brick : m_bricks)
update(enclosing_int_rect(brick.rect));
} else {
// Rainbow
for (int row = 0; row < 7; ++row) {
for (int column = 0; column < 10; ++column) {
Brick brick(row, column, colors[row]);
m_bricks.append(brick);
update(enclosing_int_rect(brick.rect));
}
}
}
}
void Game::set_paused(bool paused)
{
m_paused = paused;
if (m_paused) {
set_override_cursor(Gfx::StandardCursor::None);
m_pause_count++;
} else {
set_override_cursor(Gfx::StandardCursor::Hidden);
}
update(pause_rect());
}
void Game::timer_event(Core::TimerEvent&)
{
if (m_paused)
return;
tick();
}
void Game::paint_event(GUI::PaintEvent& event)
{
GUI::Painter painter(*this);
painter.add_clip_rect(event.rect());
Gfx::AntiAliasingPainter aa_painter { painter };
painter.fill_rect(rect(), Color::Black);
aa_painter.fill_ellipse(enclosing_int_rect(m_ball.rect()), Color::Red);
painter.fill_rect(enclosing_int_rect(m_paddle.rect), Color::White);
for (auto& brick : m_bricks) {
if (!brick.dead)
painter.fill_rect(enclosing_int_rect(brick.rect), brick.color);
}
painter.draw_text(lives_left_rect(), String::formatted("Lives: {}", m_lives), Gfx::TextAlignment::Center, Color::White);
if (m_paused) {
char const* msg = m_cheater ? "C H E A T E R" : "P A U S E D";
painter.draw_text(pause_rect(), msg, Gfx::TextAlignment::Center, Color::White);
}
}
void Game::keyup_event(GUI::KeyEvent& event)
{
if (m_paused)
return;
switch (event.key()) {
case Key_A:
[[fallthrough]];
case Key_Left:
m_paddle.moving_left = false;
break;
case Key_D:
[[fallthrough]];
case Key_Right:
m_paddle.moving_right = false;
break;
default:
break;
}
}
void Game::keydown_event(GUI::KeyEvent& event)
{
if (m_paused)
return;
switch (event.key()) {
case Key_Escape:
GUI::Application::the()->quit();
break;
case Key_A:
[[fallthrough]];
case Key_Left:
m_paddle.moving_left = true;
break;
case Key_D:
[[fallthrough]];
case Key_Right:
m_paddle.moving_right = true;
break;
default:
break;
}
}
void Game::mousemove_event(GUI::MouseEvent& event)
{
if (m_paused)
return;
update(enclosing_int_rect(m_paddle.rect));
float new_paddle_x = event.x() - m_paddle.rect.width() / 2;
new_paddle_x = max(0.0f, new_paddle_x);
new_paddle_x = min(game_width - m_paddle.rect.width(), new_paddle_x);
m_paddle.rect.set_x(new_paddle_x);
update(enclosing_int_rect(m_paddle.rect));
}
void Game::reset_ball()
{
int position_x_min = (game_width / 2) - 50;
int position_x_max = (game_width / 2) + 50;
int position_x = get_random<u32>() % (position_x_max - position_x_min + 1) + position_x_min;
int position_y = 200;
int velocity_x = get_random<u32>() % 3 + 1;
int velocity_y = 3 + (3 - velocity_x);
if (get_random<u32>() % 2)
velocity_x = velocity_x * -1;
update(enclosing_int_rect(m_ball.rect()));
m_ball = {};
m_ball.position = { position_x, position_y };
m_ball.velocity = { velocity_x, velocity_y };
update(enclosing_int_rect(m_ball.rect()));
}
void Game::hurt()
{
stop_timer();
update(lives_left_rect());
m_lives--;
update(lives_left_rect());
if (m_lives <= 0) {
GUI::MessageBox::show(window(), "You lose!", "Breakout", GUI::MessageBox::Type::Information, GUI::MessageBox::InputType::OK);
reset();
}
sleep(1);
reset_ball();
reset_paddle();
start_timer(16);
}
void Game::win()
{
stop_timer();
update();
if (m_cheater) {
GUI::MessageBox::show(window(), "You cheated not only the game, but yourself.", "Breakout", GUI::MessageBox::Type::Information, GUI::MessageBox::InputType::OK);
} else {
GUI::MessageBox::show(window(), "You win!", "Breakout", GUI::MessageBox::Type::Information, GUI::MessageBox::InputType::OK);
}
reset();
start_timer(16);
}
void Game::tick()
{
auto new_ball = m_ball;
new_ball.position += new_ball.velocity;
update(enclosing_int_rect(m_ball.rect()));
if (new_ball.x() < new_ball.radius || new_ball.x() > game_width - new_ball.radius) {
new_ball.position.set_x(m_ball.x());
new_ball.velocity.set_x(new_ball.velocity.x() * -1);
}
if (new_ball.y() < new_ball.radius) {
new_ball.position.set_y(m_ball.y());
new_ball.velocity.set_y(new_ball.velocity.y() * -1);
}
if (new_ball.y() > game_height - new_ball.radius) {
hurt();
return;
}
update(enclosing_int_rect(new_ball.rect()));
if (new_ball.rect().intersects(m_paddle.rect)) {
if (m_ball.y() < new_ball.y()) {
new_ball.position.set_y(m_ball.y());
}
new_ball.velocity.set_y(fabs(new_ball.velocity.y()) * -1);
float distance_to_middle_of_paddle = new_ball.x() - m_paddle.rect.center().x();
float relative_impact_point = distance_to_middle_of_paddle / m_paddle.rect.width();
new_ball.velocity.set_x(relative_impact_point * 7);
}
for (auto& brick : m_bricks) {
if (brick.dead)
continue;
if (new_ball.rect().intersects(brick.rect)) {
brick.dead = true;
auto overlap = new_ball.rect().intersected(brick.rect);
if (overlap.width() < overlap.height()) {
new_ball.position.set_x(m_ball.x());
new_ball.velocity.set_x(new_ball.velocity.x() * -1);
} else {
new_ball.position.set_y(m_ball.y());
new_ball.velocity.set_y(new_ball.velocity.y() * -1);
}
update(enclosing_int_rect(brick.rect));
break;
}
}
bool has_live_bricks = false;
for (auto& brick : m_bricks) {
if (!brick.dead) {
has_live_bricks = true;
break;
}
}
if (!has_live_bricks) {
win();
return;
}
if (m_paddle.moving_left) {
update(enclosing_int_rect(m_paddle.rect));
m_paddle.rect.set_x(max(0.0f, m_paddle.rect.x() - m_paddle.speed));
update(enclosing_int_rect(m_paddle.rect));
}
if (m_paddle.moving_right) {
update(enclosing_int_rect(m_paddle.rect));
m_paddle.rect.set_x(min(game_width - m_paddle.rect.width(), m_paddle.rect.x() + m_paddle.speed));
update(enclosing_int_rect(m_paddle.rect));
}
m_ball = new_ball;
if (m_pause_count > 50)
m_cheater = true;
}
}

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/*
* Copyright (c) 2020, Andreas Kling <kling@serenityos.org>
* Copyright (c) 2022, the SerenityOS developers.
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <LibGUI/Widget.h>
#include <LibGfx/Font/Font.h>
namespace Breakout {
class Game final : public GUI::Widget {
C_OBJECT(Game);
public:
static constexpr int game_width = 480;
static constexpr int game_height = 500;
virtual ~Game() override = default;
void set_paused(bool paused);
private:
Game();
virtual void paint_event(GUI::PaintEvent&) override;
virtual void keyup_event(GUI::KeyEvent&) override;
virtual void keydown_event(GUI::KeyEvent&) override;
virtual void mousemove_event(GUI::MouseEvent&) override;
virtual void timer_event(Core::TimerEvent&) override;
void reset();
void reset_ball();
void reset_paddle();
void generate_bricks();
void tick();
void hurt();
void win();
struct Ball {
Gfx::FloatPoint position;
Gfx::FloatPoint velocity;
float radius { 8 };
float x() const { return position.x(); }
float y() const { return position.y(); }
Gfx::FloatRect rect() const
{
return { x() - radius, y() - radius, radius * 2, radius * 2 };
}
};
struct Paddle {
Gfx::FloatRect rect;
float speed { 5 };
bool moving_left { false };
bool moving_right { false };
};
struct Brick {
Gfx::FloatRect rect;
Gfx::Color color;
bool dead { false };
Brick(int row, int column, Gfx::Color c, int brick_width = 40, int brick_height = 12, int field_left_offset = 30, int field_top_offset = 30, int brick_spacing = 3)
{
rect = {
field_left_offset + (column * brick_width) + (column * brick_spacing),
field_top_offset + (row * brick_height) + (row * brick_spacing),
brick_width,
brick_height
};
color = c;
}
};
Gfx::IntRect lives_left_rect() const
{
int msg_width = font().width(String::formatted("Lives: {}", m_lives));
return { (game_width - msg_width - 2), 2, msg_width, font().glyph_height() };
}
Gfx::IntRect pause_rect() const
{
char const* msg = m_cheater ? "C H E A T E R" : "P A U S E D";
int msg_width = font().width(msg);
int msg_height = font().glyph_height();
return { (game_width / 2) - (msg_width / 2), (game_height / 2) - (msg_height / 2), msg_width, msg_height };
}
bool m_paused;
int m_lives;
int m_board;
long m_pause_count;
bool m_cheater;
Ball m_ball;
Paddle m_paddle;
Vector<Brick> m_bricks;
};
}

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/*
* Copyright (c) 2020-2022, the SerenityOS developers.
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include "LevelSelectDialog.h"
#include <LibGUI/BoxLayout.h>
#include <LibGUI/Button.h>
#include <LibGUI/Label.h>
#include <LibGUI/ListView.h>
namespace Breakout {
LevelSelectDialog::LevelSelectDialog(Window* parent_window)
: Dialog(parent_window)
{
set_rect(0, 0, 300, 250);
set_title("Level Select");
build();
}
GUI::Dialog::ExecResult LevelSelectDialog::show(int& board_number, Window* parent_window)
{
auto box = LevelSelectDialog::construct(parent_window);
box->set_resizable(false);
if (parent_window)
box->set_icon(parent_window->icon());
auto result = box->exec();
board_number = box->level();
return result;
}
void LevelSelectDialog::build()
{
auto& main_widget = set_main_widget<GUI::Widget>();
main_widget.set_fill_with_background_color(true);
auto& layout = main_widget.set_layout<GUI::VerticalBoxLayout>();
layout.set_margins(4);
main_widget.add<GUI::Label>("Choose a level").set_text_alignment(Gfx::TextAlignment::Center);
auto& level_list = main_widget.add<GUI::Widget>();
auto& scroll_layout = level_list.set_layout<GUI::VerticalBoxLayout>();
scroll_layout.set_spacing(4);
level_list.add<GUI::Button>("Rainbow").on_click = [this](auto) {
m_level = -1;
done(ExecResult::OK);
};
level_list.add<GUI::Button>(":^)").on_click = [this](auto) {
m_level = 0;
done(ExecResult::OK);
};
}
}

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/*
* Copyright (c) 2020-2022, the SerenityOS developers.
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <LibGUI/Dialog.h>
namespace Breakout {
class LevelSelectDialog : public GUI::Dialog {
C_OBJECT(LevelSelectDialog)
public:
virtual ~LevelSelectDialog() override = default;
static ExecResult show(int& board_number, Window* parent_window);
int level() const { return m_level; }
private:
explicit LevelSelectDialog(Window* parent_window);
void build();
int m_level;
};
}

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/*
* Copyright (c) 2020, Andreas Kling <kling@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include "Game.h"
#include <AK/URL.h>
#include <LibCore/System.h>
#include <LibDesktop/Launcher.h>
#include <LibGUI/Application.h>
#include <LibGUI/Icon.h>
#include <LibGUI/Menu.h>
#include <LibGUI/Menubar.h>
#include <LibGUI/Window.h>
#include <LibGfx/Bitmap.h>
#include <LibMain/Main.h>
ErrorOr<int> serenity_main(Main::Arguments arguments)
{
TRY(Core::System::pledge("stdio recvfd sendfd rpath unix"));
auto app = TRY(GUI::Application::try_create(arguments));
TRY(Desktop::Launcher::add_allowed_handler_with_only_specific_urls("/bin/Help", { URL::create_with_file_protocol("/usr/share/man/man6/Breakout.md") }));
TRY(Desktop::Launcher::seal_allowlist());
TRY(Core::System::pledge("stdio recvfd sendfd rpath"));
TRY(Core::System::unveil("/res", "r"));
TRY(Core::System::unveil("/tmp/portal/launch", "rw"));
TRY(Core::System::unveil(nullptr, nullptr));
auto window = TRY(GUI::Window::try_create());
window->resize(Breakout::Game::game_width, Breakout::Game::game_height);
window->set_resizable(false);
window->set_double_buffering_enabled(false);
window->set_title("Breakout");
auto app_icon = TRY(GUI::Icon::try_create_default_icon("app-breakout"));
window->set_icon(app_icon.bitmap_for_size(16));
auto game = TRY(window->try_set_main_widget<Breakout::Game>());
auto game_menu = TRY(window->try_add_menu("&Game"));
TRY(game_menu->try_add_action(GUI::Action::create_checkable("&Pause", { {}, Key_P }, [&](auto& action) {
game->set_paused(action.is_checked());
})));
TRY(game_menu->try_add_separator());
TRY(game_menu->try_add_action(GUI::CommonActions::make_quit_action([](auto&) {
GUI::Application::the()->quit();
})));
auto help_menu = TRY(window->try_add_menu("&Help"));
TRY(help_menu->try_add_action(GUI::CommonActions::make_help_action([](auto&) {
Desktop::Launcher::open(URL::create_with_file_protocol("/usr/share/man/man6/Breakout.md"), "/bin/Help");
})));
TRY(help_menu->try_add_action(GUI::CommonActions::make_about_action("Breakout", app_icon, window)));
window->show();
return app->exec();
}

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add_subdirectory(2048)
add_subdirectory(Breakout)
add_subdirectory(Chess)
add_subdirectory(FlappyBug)
add_subdirectory(GameOfLife)
add_subdirectory(Hearts)
add_subdirectory(MasterWord)
add_subdirectory(Minesweeper)
add_subdirectory(Pong)
add_subdirectory(Snake)
add_subdirectory(Solitaire)
add_subdirectory(Spider)

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serenity_component(
Pong
RECOMMENDED
TARGETS Pong
)
set(SOURCES
main.cpp
Game.cpp
)
serenity_app(Pong ICON app-pong)
target_link_libraries(Pong LibGUI LibMain LibDesktop)

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/*
* Copyright (c) 2020-2022, the SerenityOS developers.
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include "Game.h"
#include <AK/Random.h>
#include <LibGfx/AntiAliasingPainter.h>
namespace Pong {
Game::Game()
{
start_timer(16);
reset();
}
void Game::reset_keys()
{
m_up_key_held = false;
m_down_key_held = false;
}
void Game::reset_paddles()
{
if (m_cursor_paddle_target_y.has_value())
update(cursor_paddle_target_rect());
m_cursor_paddle_target_y.clear();
update(enclosing_int_rect(m_player1_paddle.rect));
m_player1_paddle.moving_up = m_up_key_held;
m_player1_paddle.moving_down = m_down_key_held;
m_player1_paddle.rect = { game_width - 12, game_height / 2 - 40, m_player1_paddle.width, m_player1_paddle.height };
update(enclosing_int_rect(m_player1_paddle.rect));
update(enclosing_int_rect(m_player2_paddle.rect));
m_player2_paddle.moving_up = false;
m_player2_paddle.moving_down = false;
m_player2_paddle.rect = { 4, game_height / 2 - 40, m_player2_paddle.width, m_player2_paddle.height };
update(enclosing_int_rect(m_player2_paddle.rect));
}
void Game::reset()
{
if (m_game_over) {
m_game_over = false;
start_timer(16);
}
// Make sure the current ball disappears.
update(enclosing_int_rect(m_ball.rect()));
reset_scores();
reset_ball(1);
reset_keys();
reset_paddles();
}
void Game::timer_event(Core::TimerEvent&)
{
tick();
}
void Game::paint_event(GUI::PaintEvent& event)
{
GUI::Painter painter(*this);
painter.add_clip_rect(event.rect());
Gfx::AntiAliasingPainter aa_painter { painter };
painter.fill_rect(rect(), Color::Black);
painter.fill_rect(enclosing_int_rect(m_net.rect()), m_net.color);
aa_painter.fill_ellipse(enclosing_int_rect(m_ball.rect()), Color::Red);
painter.fill_rect(enclosing_int_rect(m_player1_paddle.rect), m_player1_paddle.color);
painter.fill_rect(enclosing_int_rect(m_player2_paddle.rect), m_player2_paddle.color);
if (m_cursor_paddle_target_y.has_value())
aa_painter.fill_ellipse(cursor_paddle_target_rect(), Color::Blue);
painter.draw_text(player_1_score_rect(), String::formatted("{}", m_player_1_score), Gfx::TextAlignment::TopLeft, Color::White);
painter.draw_text(player_2_score_rect(), String::formatted("{}", m_player_2_score), Gfx::TextAlignment::TopLeft, Color::White);
}
void Game::keyup_event(GUI::KeyEvent& event)
{
switch (event.key()) {
case Key_W:
case Key_Up:
m_up_key_held = false;
m_player1_paddle.moving_up = false;
break;
case Key_S:
case Key_Down:
m_down_key_held = false;
m_player1_paddle.moving_down = false;
break;
default:
break;
}
}
void Game::keydown_event(GUI::KeyEvent& event)
{
switch (event.key()) {
case Key_Escape:
GUI::Application::the()->quit();
break;
case Key_W:
case Key_Up:
m_up_key_held = true;
m_player1_paddle.moving_up = true;
m_player1_paddle.moving_down = false;
m_cursor_paddle_target_y.clear();
break;
case Key_S:
case Key_Down:
m_down_key_held = true;
m_player1_paddle.moving_up = false;
m_player1_paddle.moving_down = true;
m_cursor_paddle_target_y.clear();
break;
default:
break;
}
}
void Game::track_mouse_move(Gfx::IntPoint const& point)
{
if (m_up_key_held || m_down_key_held) {
// We're using the keyboard to move the paddle, the cursor is doing something else
return;
}
if (m_cursor_paddle_target_y.has_value())
update(cursor_paddle_target_rect());
auto relative_point = point - window()->position();
m_cursor_paddle_target_y = clamp(relative_point.y() - m_player1_paddle.rect.height() / 2, 0.f, game_height - m_player1_paddle.rect.height());
if (m_player1_paddle.rect.y() > *m_cursor_paddle_target_y) {
m_player1_paddle.moving_up = true;
m_player1_paddle.moving_down = false;
} else if (m_player1_paddle.rect.y() < *m_cursor_paddle_target_y) {
m_player1_paddle.moving_up = false;
m_player1_paddle.moving_down = true;
}
update(cursor_paddle_target_rect());
}
void Game::reset_scores()
{
// Clearing the scores first would lead to overly narrow rects for multi-digit scores.
update(player_1_score_rect());
update(player_2_score_rect());
m_player_1_score = 0;
m_player_2_score = 0;
}
void Game::reset_ball(int serve_to_player)
{
int position_y_min = (game_width / 2) - 50;
int position_y_max = (game_width / 2) + 50;
int position_y = get_random<u32>() % (position_y_max - position_y_min + 1) + position_y_min;
int position_x = (game_height / 2);
int velocity_y = get_random<u32>() % 3 + 1;
int velocity_x = 4 + (5 - velocity_y);
if (get_random<u32>() % 2)
velocity_y = velocity_y * -1;
if (serve_to_player == 2)
velocity_x = velocity_x * -1;
m_ball = {};
m_ball.position = { position_x, position_y };
m_ball.velocity = { velocity_x, velocity_y };
}
void Game::show_game_over_message(int winner)
{
GUI::MessageBox::show(window(), String::formatted("Player {} wins!", winner), "Pong", GUI::MessageBox::Type::Warning, GUI::MessageBox::InputType::OK);
}
void Game::round_over(int winner)
{
stop_timer();
if (winner == 1) {
update(player_1_score_rect());
m_player_1_score++;
update(player_1_score_rect());
}
if (winner == 2) {
update(player_2_score_rect());
m_player_2_score++;
update(player_2_score_rect());
}
if (m_player_1_score == m_score_to_win || m_player_2_score == m_score_to_win) {
m_game_over = true;
show_game_over_message(winner);
return;
}
reset_ball(winner);
reset_paddles();
start_timer(16);
}
void Game::calculate_move()
{
int player_2_paddle_top = m_player2_paddle.rect.top();
int player_2_paddle_bottom = m_player2_paddle.rect.bottom();
if (m_ball.velocity.x() > 0 || m_ball.x() > game_width / 2) {
// The ball is in the opponent's court, relax.
m_player2_paddle.moving_up = false;
m_player2_paddle.moving_down = false;
return;
}
int ball_position = m_ball.y() + m_ball.radius;
// AI paddle begins moving when the ball crosses the begin_trigger,
// but stops only if it crosses the end_trigger. end_trigger forces
// overcorrection, so that the paddle moves more smoothly.
int begin_trigger = m_player2_paddle.rect.height() / 4;
int end_trigger = m_player2_paddle.rect.height() / 2;
if (m_player2_paddle.moving_up) {
if (player_2_paddle_top + end_trigger < ball_position)
m_player2_paddle.moving_up = false;
} else {
if (player_2_paddle_top + begin_trigger > ball_position)
m_player2_paddle.moving_up = true;
}
if (m_player2_paddle.moving_down) {
if (player_2_paddle_bottom - end_trigger > ball_position)
m_player2_paddle.moving_down = false;
} else {
if (player_2_paddle_bottom - begin_trigger < ball_position)
m_player2_paddle.moving_down = true;
}
}
void Game::tick()
{
auto new_ball = m_ball;
new_ball.position += new_ball.velocity;
update(enclosing_int_rect(m_ball.rect()));
if (new_ball.y() < new_ball.radius || new_ball.y() > game_height - new_ball.radius) {
new_ball.position.set_y(m_ball.y());
new_ball.velocity.set_y(new_ball.velocity.y() * -1);
}
if (new_ball.x() < new_ball.radius) {
round_over(1);
return;
}
if (new_ball.x() > (game_width - new_ball.radius)) {
round_over(2);
return;
}
update(enclosing_int_rect(new_ball.rect()));
if (new_ball.rect().intersects(m_player1_paddle.rect)) {
new_ball.position.set_x(m_ball.x());
new_ball.velocity.set_x(new_ball.velocity.x() * -1);
float distance_to_middle_of_paddle = new_ball.y() - m_player1_paddle.rect.center().y();
float relative_impact_point = distance_to_middle_of_paddle / m_player1_paddle.rect.height();
new_ball.velocity.set_y(relative_impact_point * 7);
}
if (new_ball.rect().intersects(m_player2_paddle.rect)) {
new_ball.position.set_x(m_ball.x());
new_ball.velocity.set_x(new_ball.velocity.x() * -1);
float distance_to_middle_of_paddle = new_ball.y() - m_player2_paddle.rect.center().y();
float relative_impact_point = distance_to_middle_of_paddle / m_player2_paddle.rect.height();
new_ball.velocity.set_y(relative_impact_point * 7);
}
if (m_player1_paddle.moving_up) {
update(enclosing_int_rect(m_player1_paddle.rect));
m_player1_paddle.rect.set_y(max(0.0f, m_player1_paddle.rect.y() - m_player1_paddle.speed));
if (m_cursor_paddle_target_y.has_value() && m_player1_paddle.rect.y() <= *m_cursor_paddle_target_y) {
m_cursor_paddle_target_y.clear();
m_player1_paddle.moving_up = false;
}
update(enclosing_int_rect(m_player1_paddle.rect));
}
if (m_player1_paddle.moving_down) {
update(enclosing_int_rect(m_player1_paddle.rect));
m_player1_paddle.rect.set_y(min(game_height - m_player1_paddle.rect.height(), m_player1_paddle.rect.y() + m_player1_paddle.speed));
if (m_cursor_paddle_target_y.has_value() && m_player1_paddle.rect.y() >= *m_cursor_paddle_target_y) {
m_cursor_paddle_target_y.clear();
m_player1_paddle.moving_down = false;
}
update(enclosing_int_rect(m_player1_paddle.rect));
}
calculate_move();
if (m_player2_paddle.moving_up) {
update(enclosing_int_rect(m_player2_paddle.rect));
m_player2_paddle.rect.set_y(max(0.0f, m_player2_paddle.rect.y() - m_player2_paddle.speed));
update(enclosing_int_rect(m_player2_paddle.rect));
}
if (m_player2_paddle.moving_down) {
update(enclosing_int_rect(m_player2_paddle.rect));
m_player2_paddle.rect.set_y(min(game_height - m_player2_paddle.rect.height(), m_player2_paddle.rect.y() + m_player2_paddle.speed));
update(enclosing_int_rect(m_player2_paddle.rect));
}
m_ball = new_ball;
}
}

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@ -1,121 +0,0 @@
/*
* Copyright (c) 2020-2022, the SerenityOS developers.
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/Optional.h>
#include <LibGUI/Application.h>
#include <LibGUI/MessageBox.h>
#include <LibGUI/MouseTracker.h>
#include <LibGUI/Painter.h>
#include <LibGUI/Widget.h>
#include <LibGfx/Bitmap.h>
#include <LibGfx/Font/Font.h>
#include <LibGfx/StandardCursor.h>
namespace Pong {
class Game final : public GUI::Widget
, GUI::MouseTracker {
C_OBJECT(Game);
public:
static constexpr int game_width = 560;
static constexpr int game_height = 480;
virtual ~Game() override = default;
void reset();
private:
Game();
virtual void paint_event(GUI::PaintEvent&) override;
virtual void keyup_event(GUI::KeyEvent&) override;
virtual void keydown_event(GUI::KeyEvent&) override;
virtual void timer_event(Core::TimerEvent&) override;
virtual void track_mouse_move(Gfx::IntPoint const&) override;
void reset_scores();
void reset_ball(int serve_to_player);
void reset_keys();
void reset_paddles();
void tick();
void round_over(int player);
void show_game_over_message(int player);
void calculate_move();
struct Ball {
Gfx::FloatPoint position;
Gfx::FloatPoint velocity;
float radius { 4 };
float x() const { return position.x(); }
float y() const { return position.y(); }
Gfx::FloatRect rect() const
{
return { x() - radius, y() - radius, radius * 2, radius * 2 };
}
};
struct Paddle {
Gfx::FloatRect rect;
float speed { 5 };
float width { 8 };
float height { 28 };
bool moving_up { false };
bool moving_down { false };
Gfx::Color color { Color::White };
};
struct Net {
Gfx::Color color { Color::White };
Gfx::FloatRect rect() const
{
return { (game_width / 2) - 1, 0, 2, game_height };
}
};
constexpr static int score_margin = 5;
Gfx::IntRect player_1_score_rect() const
{
int score_width = font().width(String::formatted("{}", m_player_1_score));
return { (game_width / 2) + score_margin, score_margin, score_width, font().glyph_height() };
}
Gfx::IntRect player_2_score_rect() const
{
int score_width = font().width(String::formatted("{}", m_player_2_score));
return { (game_width / 2) - score_width - score_margin, score_margin, score_width, font().glyph_height() };
}
Gfx::IntRect cursor_paddle_target_rect() const
{
int radius = 3;
int center_x = m_player1_paddle.rect.center().x();
int center_y = *m_cursor_paddle_target_y + m_player1_paddle.rect.height() / 2;
return { center_x - radius, center_y - radius, 2 * radius, 2 * radius };
}
Net m_net;
Ball m_ball;
Paddle m_player1_paddle;
Paddle m_player2_paddle;
int m_score_to_win = 21;
int m_player_1_score = 0;
int m_player_2_score = 0;
Optional<int> m_cursor_paddle_target_y;
bool m_up_key_held = false;
bool m_down_key_held = false;
bool m_game_over = false;
};
}

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@ -1,64 +0,0 @@
/*
* Copyright (c) 2020-2021, the SerenityOS developers.
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include "Game.h"
#include <AK/URL.h>
#include <LibCore/System.h>
#include <LibDesktop/Launcher.h>
#include <LibGUI/Application.h>
#include <LibGUI/Icon.h>
#include <LibGUI/Menu.h>
#include <LibGUI/Menubar.h>
#include <LibGUI/Window.h>
#include <LibGfx/Bitmap.h>
#include <LibMain/Main.h>
ErrorOr<int> serenity_main(Main::Arguments arguments)
{
TRY(Core::System::pledge("stdio rpath recvfd sendfd unix"));
auto app = TRY(GUI::Application::try_create(arguments));
TRY(Desktop::Launcher::add_allowed_handler_with_only_specific_urls("/bin/Help", { URL::create_with_file_protocol("/usr/share/man/man6/Pong.md") }));
TRY(Desktop::Launcher::seal_allowlist());
TRY(Core::System::pledge("stdio rpath recvfd sendfd"));
TRY(Core::System::unveil("/res", "r"));
TRY(Core::System::unveil("/tmp/portal/launch", "rw"));
TRY(Core::System::unveil(nullptr, nullptr));
auto window = TRY(GUI::Window::try_create());
window->resize(Pong::Game::game_width, Pong::Game::game_height);
auto app_icon = TRY(GUI::Icon::try_create_default_icon("app-pong"));
window->set_icon(app_icon.bitmap_for_size(16));
window->set_title("Pong");
window->set_double_buffering_enabled(false);
auto game = TRY(window->try_set_main_widget<Pong::Game>());
window->set_resizable(false);
auto game_menu = TRY(window->try_add_menu("&Game"));
TRY(game_menu->try_add_action(GUI::Action::create("&New Game", { Mod_None, Key_F2 }, TRY(Gfx::Bitmap::try_load_from_file("/res/icons/16x16/reload.png")), [&](auto&) {
game->reset();
})));
TRY(game_menu->try_add_separator());
TRY(game_menu->try_add_action(GUI::CommonActions::make_quit_action([](auto&) {
GUI::Application::the()->quit();
})));
auto help_menu = TRY(window->try_add_menu("&Help"));
TRY(help_menu->try_add_action(GUI::CommonActions::make_help_action([](auto&) {
Desktop::Launcher::open(URL::create_with_file_protocol("/usr/share/man/man6/Pong.md"), "/bin/Help");
})));
TRY(help_menu->try_add_action(GUI::CommonActions::make_about_action("Pong", app_icon, window)));
window->show();
return app->exec();
}