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serenity/Userland/Games/Pong/Game.h
Brian Gianforcaro 1682f0b760 Everything: Move to SPDX license identifiers in all files.
SPDX License Identifiers are a more compact / standardized
way of representing file license information.

See: https://spdx.dev/resources/use/#identifiers

This was done with the `ambr` search and replace tool.

 ambr --no-parent-ignore --key-from-file --rep-from-file key.txt rep.txt *
2021-04-22 11:22:27 +02:00

100 lines
2.5 KiB
C++

/*
* Copyright (c) 2020, the SerenityOS developers.
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <LibCore/ConfigFile.h>
#include <LibGUI/Application.h>
#include <LibGUI/MessageBox.h>
#include <LibGUI/Painter.h>
#include <LibGUI/Widget.h>
#include <LibGfx/Bitmap.h>
#include <LibGfx/Font.h>
#include <LibGfx/StandardCursor.h>
namespace Pong {
class Game final : public GUI::Widget {
C_OBJECT(Game);
public:
static const int game_width = 560;
static const int game_height = 480;
virtual ~Game() override;
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(int serve_to_player);
void reset_paddles();
void tick();
void round_over(int player);
void game_over(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 };
}
};
Gfx::IntRect player_1_score_rect() const
{
int score_width = font().width(String::formatted("{}", m_player_1_score));
return { (game_width / 2) + score_width + 2, 2, 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 - 2, 2, score_width, font().glyph_height() };
}
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;
};
}