mirror of
https://github.com/RGBCube/serenity
synced 2025-05-20 04:55:08 +00:00

- Make the ball chill out a bit by reducing its x velocity by 1. - Make the AI dumber. It now relaxes until the ball is coming towards it and is in its half of the court.
272 lines
8.4 KiB
C++
272 lines
8.4 KiB
C++
/*
|
|
* Copyright (c) 2020, the SerenityOS developers.
|
|
*
|
|
* SPDX-License-Identifier: BSD-2-Clause
|
|
*/
|
|
|
|
#include "Game.h"
|
|
#include <AK/Random.h>
|
|
|
|
namespace Pong {
|
|
|
|
Game::Game()
|
|
{
|
|
start_timer(16);
|
|
reset();
|
|
}
|
|
|
|
Game::~Game()
|
|
{
|
|
}
|
|
|
|
void Game::reset_paddles()
|
|
{
|
|
m_cursor_paddle_target_y.clear();
|
|
|
|
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 };
|
|
|
|
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 };
|
|
}
|
|
|
|
void Game::reset()
|
|
{
|
|
reset_ball(1);
|
|
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());
|
|
|
|
painter.fill_rect(rect(), Color::Black);
|
|
painter.fill_rect(enclosing_int_rect(m_net.rect()), m_net.color);
|
|
|
|
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()) {
|
|
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;
|
|
painter.fill_ellipse(Gfx::IntRect { center_x - radius, center_y - radius, 2 * radius, 2 * radius }, 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_Up:
|
|
m_up_key_held = false;
|
|
m_player1_paddle.moving_up = false;
|
|
break;
|
|
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_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_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::mousemove_event(GUI::MouseEvent& event)
|
|
{
|
|
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;
|
|
}
|
|
|
|
m_cursor_paddle_target_y = clamp(event.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;
|
|
}
|
|
}
|
|
|
|
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::game_over(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)
|
|
m_player_1_score++;
|
|
|
|
if (winner == 2)
|
|
m_player_2_score++;
|
|
|
|
if (m_player_1_score == m_score_to_win || m_player_2_score == m_score_to_win) {
|
|
game_over(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;
|
|
|
|
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;
|
|
}
|
|
|
|
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) {
|
|
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;
|
|
}
|
|
}
|
|
if (m_player1_paddle.moving_down) {
|
|
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;
|
|
}
|
|
}
|
|
|
|
calculate_move();
|
|
|
|
if (m_player2_paddle.moving_up) {
|
|
m_player2_paddle.rect.set_y(max(0.0f, m_player2_paddle.rect.y() - m_player2_paddle.speed));
|
|
}
|
|
if (m_player2_paddle.moving_down) {
|
|
m_player2_paddle.rect.set_y(min(game_height - m_player2_paddle.rect.height(), m_player2_paddle.rect.y() + m_player2_paddle.speed));
|
|
}
|
|
|
|
m_ball = new_ball;
|
|
|
|
update();
|
|
}
|
|
|
|
}
|