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Games: Move to Userland/Games/
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49 changed files with 1 additions and 1 deletions
236
Userland/Games/Pong/Game.cpp
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236
Userland/Games/Pong/Game.cpp
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/*
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* Copyright (c) 2020, the SerenityOS developers.
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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*
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
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* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
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* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
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* OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include "Game.h"
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namespace Pong {
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Game::Game()
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{
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set_override_cursor(Gfx::StandardCursor::Hidden);
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start_timer(16);
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reset();
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}
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Game::~Game()
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{
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}
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void Game::reset_paddles()
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{
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m_player1_paddle.moving_up = false;
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m_player1_paddle.moving_down = false;
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m_player1_paddle.rect = { game_width - 12, game_height / 2 - 40, m_player1_paddle.width, m_player1_paddle.height };
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m_player2_paddle.moving_up = false;
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m_player2_paddle.moving_down = false;
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m_player2_paddle.rect = { 4, game_height / 2 - 40, m_player2_paddle.width, m_player2_paddle.height };
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}
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void Game::reset()
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{
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reset_ball(1);
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reset_paddles();
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}
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void Game::timer_event(Core::TimerEvent&)
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{
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tick();
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}
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void Game::paint_event(GUI::PaintEvent& event)
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{
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GUI::Painter painter(*this);
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painter.add_clip_rect(event.rect());
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painter.fill_rect(rect(), Color::Black);
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painter.fill_rect(enclosing_int_rect(m_net.rect()), m_net.color);
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painter.fill_ellipse(enclosing_int_rect(m_ball.rect()), Color::Red);
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painter.fill_rect(enclosing_int_rect(m_player1_paddle.rect), m_player1_paddle.color);
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painter.fill_rect(enclosing_int_rect(m_player2_paddle.rect), m_player2_paddle.color);
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painter.draw_text(player_1_score_rect(), String::formatted("{}", m_player_1_score), Gfx::TextAlignment::TopLeft, Color::White);
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painter.draw_text(player_2_score_rect(), String::formatted("{}", m_player_2_score), Gfx::TextAlignment::TopLeft, Color::White);
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}
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void Game::keyup_event(GUI::KeyEvent& event)
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{
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switch (event.key()) {
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case Key_Up:
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m_player1_paddle.moving_up = false;
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break;
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case Key_Down:
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m_player1_paddle.moving_down = false;
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break;
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default:
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break;
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}
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}
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void Game::keydown_event(GUI::KeyEvent& event)
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{
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switch (event.key()) {
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case Key_Escape:
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GUI::Application::the()->quit();
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break;
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case Key_Up:
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m_player1_paddle.moving_up = true;
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break;
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case Key_Down:
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m_player1_paddle.moving_down = true;
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break;
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default:
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break;
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}
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}
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void Game::mousemove_event(GUI::MouseEvent& event)
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{
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float new_paddle_y = event.y() - m_player1_paddle.rect.height() / 2;
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new_paddle_y = max(0.0f, new_paddle_y);
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new_paddle_y = min(game_height - m_player1_paddle.rect.height(), new_paddle_y);
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m_player1_paddle.rect.set_y(new_paddle_y);
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}
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void Game::reset_ball(int serve_to_player)
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{
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int position_y_min = (game_width / 2) - 50;
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int position_y_max = (game_width / 2) + 50;
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int position_y = arc4random() % (position_y_max - position_y_min + 1) + position_y_min;
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int position_x = (game_height / 2);
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int velocity_y = arc4random() % 3 + 1;
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int velocity_x = 5 + (5 - velocity_y);
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if (arc4random() % 2)
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velocity_y = velocity_y * -1;
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if (serve_to_player == 2)
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velocity_x = velocity_x * -1;
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m_ball = {};
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m_ball.position = { position_x, position_y };
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m_ball.velocity = { velocity_x, velocity_y };
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}
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void Game::game_over(int winner)
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{
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GUI::MessageBox::show(window(), String::format("Player %d wins!", winner), "Pong", GUI::MessageBox::Type::Warning, GUI::MessageBox::InputType::OK);
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}
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void Game::round_over(int winner)
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{
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stop_timer();
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if (winner == 1)
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m_player_1_score++;
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if (winner == 2)
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m_player_2_score++;
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if (m_player_1_score == m_score_to_win || m_player_2_score == m_score_to_win) {
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game_over(winner);
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return;
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}
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reset_ball(winner);
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reset_paddles();
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start_timer(16);
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}
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void Game::calculate_move()
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{
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if ((m_ball.y() + m_ball.radius) < (m_player2_paddle.rect.y() + (m_player2_paddle.rect.height() / 2))) {
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m_player2_paddle.moving_up = true;
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m_player2_paddle.moving_down = false;
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return;
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}
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if ((m_ball.y() + m_ball.radius) > (m_player2_paddle.rect.y() + (m_player2_paddle.rect.height() / 2))) {
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m_player2_paddle.moving_up = false;
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m_player2_paddle.moving_down = true;
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return;
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}
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m_player2_paddle.moving_up = false;
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m_player2_paddle.moving_down = false;
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}
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void Game::tick()
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{
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auto new_ball = m_ball;
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new_ball.position += new_ball.velocity;
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if (new_ball.y() < new_ball.radius || new_ball.y() > game_height - new_ball.radius) {
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new_ball.position.set_y(m_ball.y());
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new_ball.velocity.set_y(new_ball.velocity.y() * -1);
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}
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if (new_ball.x() < new_ball.radius) {
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round_over(1);
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return;
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}
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if (new_ball.x() > (game_width - new_ball.radius)) {
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round_over(2);
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return;
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}
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if (new_ball.rect().intersects(m_player1_paddle.rect)) {
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new_ball.position.set_x(m_ball.x());
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new_ball.velocity.set_x(new_ball.velocity.x() * -1);
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float distance_to_middle_of_paddle = new_ball.y() - m_player1_paddle.rect.center().y();
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float relative_impact_point = distance_to_middle_of_paddle / m_player1_paddle.rect.height();
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new_ball.velocity.set_y(relative_impact_point * 7);
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}
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if (new_ball.rect().intersects(m_player2_paddle.rect)) {
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new_ball.position.set_x(m_ball.x());
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new_ball.velocity.set_x(new_ball.velocity.x() * -1);
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float distance_to_middle_of_paddle = new_ball.y() - m_player2_paddle.rect.center().y();
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float relative_impact_point = distance_to_middle_of_paddle / m_player2_paddle.rect.height();
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new_ball.velocity.set_y(relative_impact_point * 7);
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}
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if (m_player1_paddle.moving_up) {
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m_player1_paddle.rect.set_y(max(0.0f, m_player1_paddle.rect.y() - m_player1_paddle.speed));
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}
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if (m_player1_paddle.moving_down) {
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m_player1_paddle.rect.set_y(min(game_height - m_player1_paddle.rect.height(), m_player1_paddle.rect.y() + m_player1_paddle.speed));
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}
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calculate_move();
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if (m_player2_paddle.moving_up) {
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m_player2_paddle.rect.set_y(max(0.0f, m_player2_paddle.rect.y() - m_player2_paddle.speed));
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}
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if (m_player2_paddle.moving_down) {
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m_player2_paddle.rect.set_y(min(game_height - m_player2_paddle.rect.height(), m_player2_paddle.rect.y() + m_player2_paddle.speed));
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}
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m_ball = new_ball;
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update();
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}
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}
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