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

Just because you're the player, doesn't mean you can cheat ;) - Limit paddle speed when following mouse cursor. - Unhide pointer -- can't grab it, can't see when it's about to leave the window otherwise. - Add last pointer y position indication for the player paddle. - Prevent the paddle from following the mouse when Up or Down is being held (avoid controls fighting).
107 lines
2.7 KiB
C++
107 lines
2.7 KiB
C++
/*
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* Copyright (c) 2020, the SerenityOS developers.
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <AK/Optional.h>
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#include <LibCore/ConfigFile.h>
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#include <LibGUI/Application.h>
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#include <LibGUI/MessageBox.h>
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#include <LibGUI/Painter.h>
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#include <LibGUI/Widget.h>
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#include <LibGfx/Bitmap.h>
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#include <LibGfx/Font.h>
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#include <LibGfx/StandardCursor.h>
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namespace Pong {
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class Game final : public GUI::Widget {
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C_OBJECT(Game);
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public:
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static const int game_width = 560;
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static const int game_height = 480;
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virtual ~Game() override;
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private:
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Game();
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virtual void paint_event(GUI::PaintEvent&) override;
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virtual void keyup_event(GUI::KeyEvent&) override;
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virtual void keydown_event(GUI::KeyEvent&) override;
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virtual void mousemove_event(GUI::MouseEvent&) override;
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virtual void timer_event(Core::TimerEvent&) override;
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void reset();
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void reset_ball(int serve_to_player);
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void reset_paddles();
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void tick();
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void round_over(int player);
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void game_over(int player);
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void calculate_move();
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struct Ball {
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Gfx::FloatPoint position;
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Gfx::FloatPoint velocity;
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float radius { 4 };
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float x() const { return position.x(); }
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float y() const { return position.y(); }
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Gfx::FloatRect rect() const
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{
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return { x() - radius, y() - radius, radius * 2, radius * 2 };
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}
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};
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struct Paddle {
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Gfx::FloatRect rect;
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float speed { 5 };
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float width { 8 };
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float height { 28 };
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bool moving_up { false };
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bool moving_down { false };
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Gfx::Color color { Color::White };
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};
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struct Net {
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Gfx::Color color { Color::White };
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Gfx::FloatRect rect() const
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{
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return { (game_width / 2) - 1, 0, 2, game_height };
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}
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};
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constexpr static int score_margin = 5;
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Gfx::IntRect player_1_score_rect() const
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{
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int score_width = font().width(String::formatted("{}", m_player_1_score));
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return { (game_width / 2) + score_margin, score_margin, score_width, font().glyph_height() };
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}
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Gfx::IntRect player_2_score_rect() const
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{
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int score_width = font().width(String::formatted("{}", m_player_2_score));
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return { (game_width / 2) - score_width - score_margin, score_margin, score_width, font().glyph_height() };
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}
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Net m_net;
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Ball m_ball;
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Paddle m_player1_paddle;
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Paddle m_player2_paddle;
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int m_score_to_win = 21;
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int m_player_1_score = 0;
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int m_player_2_score = 0;
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Optional<int> m_cursor_paddle_target_y;
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bool m_up_key_held = false;
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bool m_down_key_held = false;
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};
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}
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