//////////////////////////////////////////////////////////// // Headers //////////////////////////////////////////////////////////// #include #include #include #include #include #ifdef SFML_SYSTEM_IOS #include #endif std::string resourcesDir() { #ifdef SFML_SYSTEM_IOS return ""; #else return "resources/"; #endif } //////////////////////////////////////////////////////////// /// Entry point of application /// /// \return Application exit code /// //////////////////////////////////////////////////////////// int main() { std::srand(static_cast(std::time(NULL))); // Define some constants const float pi = 3.14159f; const int gameWidth = 800; const int gameHeight = 600; sf::Vector2f paddleSize(25, 100); float ballRadius = 10.f; // Create the window of the application sf::RenderWindow window(sf::VideoMode(gameWidth, gameHeight, 32), "SFML Pong", sf::Style::Titlebar | sf::Style::Close); window.setVerticalSyncEnabled(true); // Load the sounds used in the game sf::SoundBuffer ballSoundBuffer; if (!ballSoundBuffer.loadFromFile(resourcesDir() + "ball.wav")) return EXIT_FAILURE; sf::Sound ballSound(ballSoundBuffer); // Create the left paddle sf::RectangleShape leftPaddle; leftPaddle.setSize(paddleSize - sf::Vector2f(3, 3)); leftPaddle.setOutlineThickness(3); leftPaddle.setOutlineColor(sf::Color::Black); leftPaddle.setFillColor(sf::Color(100, 100, 200)); leftPaddle.setOrigin(paddleSize / 2.f); // Create the right paddle sf::RectangleShape rightPaddle; rightPaddle.setSize(paddleSize - sf::Vector2f(3, 3)); rightPaddle.setOutlineThickness(3); rightPaddle.setOutlineColor(sf::Color::Black); rightPaddle.setFillColor(sf::Color(200, 100, 100)); rightPaddle.setOrigin(paddleSize / 2.f); // Create the ball sf::CircleShape ball; ball.setRadius(ballRadius - 3); ball.setOutlineThickness(3); ball.setOutlineColor(sf::Color::Black); ball.setFillColor(sf::Color::White); ball.setOrigin(ballRadius / 2, ballRadius / 2); // Load the text font sf::Font font; if (!font.loadFromFile(resourcesDir() + "sansation.ttf")) return EXIT_FAILURE; // Initialize the pause message sf::Text pauseMessage; pauseMessage.setFont(font); pauseMessage.setCharacterSize(40); pauseMessage.setPosition(170.f, 150.f); //pauseMessage.setFillColor(sf::Color::White); #ifdef SFML_SYSTEM_IOS pauseMessage.setString("Welcome to SFML pong!\nTouch the screen to start the game"); #else pauseMessage.setString("Welcome to SFML pong!\nPress space to start the game"); #endif // Define the paddles properties sf::Clock AITimer; const sf::Time AITime = sf::seconds(0.1f); const float paddleSpeed = 400.f; float rightPaddleSpeed = 0.f; const float ballSpeed = 400.f; float ballAngle = 0.f; // to be changed later sf::Clock clock; bool isPlaying = false; while (window.isOpen()) { // Handle events sf::Event event; while (window.pollEvent(event)) { // Window closed or escape key pressed: exit if ((event.type == sf::Event::Closed) || ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Escape))) { window.close(); break; } // Space key pressed: play if (((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Space)) || (event.type == sf::Event::TouchBegan)) { if (!isPlaying) { // (re)start the game isPlaying = true; clock.restart(); // Reset the position of the paddles and ball leftPaddle.setPosition(10 + paddleSize.x / 2, gameHeight / 2); rightPaddle.setPosition(gameWidth - 10 - paddleSize.x / 2, gameHeight / 2); ball.setPosition(gameWidth / 2, gameHeight / 2); // Reset the ball angle do { // Make sure the ball initial angle is not too much vertical ballAngle = (std::rand() % 360) * 2 * pi / 360; } while (std::abs(std::cos(ballAngle)) < 0.7f); } } // Window size changed, adjust view appropriately if (event.type == sf::Event::Resized) { sf::View view; view.setSize(gameWidth, gameHeight); view.setCenter(gameWidth/2.f, gameHeight/2.f); window.setView(view); } } if (isPlaying) { float deltaTime = clock.restart().asSeconds(); // Move the player's paddle if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up) && (leftPaddle.getPosition().y - paddleSize.y / 2 > 5.f)) { leftPaddle.move(0.f, -paddleSpeed * deltaTime); } if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down) && (leftPaddle.getPosition().y + paddleSize.y / 2 < gameHeight - 5.f)) { leftPaddle.move(0.f, paddleSpeed * deltaTime); } if (sf::Touch::isDown(0)) { sf::Vector2i pos = sf::Touch::getPosition(0); sf::Vector2f mappedPos = window.mapPixelToCoords(pos); leftPaddle.setPosition(leftPaddle.getPosition().x, mappedPos.y); } // Move the computer's paddle if (((rightPaddleSpeed < 0.f) && (rightPaddle.getPosition().y - paddleSize.y / 2 > 5.f)) || ((rightPaddleSpeed > 0.f) && (rightPaddle.getPosition().y + paddleSize.y / 2 < gameHeight - 5.f))) { rightPaddle.move(0.f, rightPaddleSpeed * deltaTime); } // Update the computer's paddle direction according to the ball position if (AITimer.getElapsedTime() > AITime) { AITimer.restart(); if (ball.getPosition().y + ballRadius > rightPaddle.getPosition().y + paddleSize.y / 2) rightPaddleSpeed = paddleSpeed; else if (ball.getPosition().y - ballRadius < rightPaddle.getPosition().y - paddleSize.y / 2) rightPaddleSpeed = -paddleSpeed; else rightPaddleSpeed = 0.f; } // Move the ball float factor = ballSpeed * deltaTime; ball.move(std::cos(ballAngle) * factor, std::sin(ballAngle) * factor); #ifdef SFML_SYSTEM_IOS const std::string inputString = "Touch the screen to restart"; #else const std::string inputString = "Press space to restart or\nescape to exit"; #endif // Check collisions between the ball and the screen if (ball.getPosition().x - ballRadius < 0.f) { isPlaying = false; pauseMessage.setString("You Lost!\n" + inputString); } if (ball.getPosition().x + ballRadius > gameWidth) { isPlaying = false; pauseMessage.setString("You Won!\n" + inputString); } if (ball.getPosition().y - ballRadius < 0.f) { ballSound.play(); ballAngle = -ballAngle; ball.setPosition(ball.getPosition().x, ballRadius + 0.1f); } if (ball.getPosition().y + ballRadius > gameHeight) { ballSound.play(); ballAngle = -ballAngle; ball.setPosition(ball.getPosition().x, gameHeight - ballRadius - 0.1f); } // Check the collisions between the ball and the paddles // Left Paddle if (ball.getPosition().x - ballRadius < leftPaddle.getPosition().x + paddleSize.x / 2 && ball.getPosition().x - ballRadius > leftPaddle.getPosition().x && ball.getPosition().y + ballRadius >= leftPaddle.getPosition().y - paddleSize.y / 2 && ball.getPosition().y - ballRadius <= leftPaddle.getPosition().y + paddleSize.y / 2) { if (ball.getPosition().y > leftPaddle.getPosition().y) ballAngle = pi - ballAngle + (std::rand() % 20) * pi / 180; else ballAngle = pi - ballAngle - (std::rand() % 20) * pi / 180; ballSound.play(); ball.setPosition(leftPaddle.getPosition().x + ballRadius + paddleSize.x / 2 + 0.1f, ball.getPosition().y); } // Right Paddle if (ball.getPosition().x + ballRadius > rightPaddle.getPosition().x - paddleSize.x / 2 && ball.getPosition().x + ballRadius < rightPaddle.getPosition().x && ball.getPosition().y + ballRadius >= rightPaddle.getPosition().y - paddleSize.y / 2 && ball.getPosition().y - ballRadius <= rightPaddle.getPosition().y + paddleSize.y / 2) { if (ball.getPosition().y > rightPaddle.getPosition().y) ballAngle = pi - ballAngle + (std::rand() % 20) * pi / 180; else ballAngle = pi - ballAngle - (std::rand() % 20) * pi / 180; ballSound.play(); ball.setPosition(rightPaddle.getPosition().x - ballRadius - paddleSize.x / 2 - 0.1f, ball.getPosition().y); } } // Clear the window window.clear(sf::Color(50, 200, 50)); if (isPlaying) { // Draw the paddles and the ball window.draw(leftPaddle); window.draw(rightPaddle); window.draw(ball); } else { // Draw the pause message window.draw(pauseMessage); } // Display things on screen window.display(); } return EXIT_SUCCESS; }