Pong development has been completed.

This commit is contained in:
Arron David Nelson 2023-11-14 00:07:42 -08:00
parent 7d62ac35c8
commit c458513f42
4 changed files with 222 additions and 6 deletions

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@ -5,26 +5,33 @@
#include <LWE/IO/RenderWindow.h>
#include <LWE/Systems/RigidBodySystem.h>
#include <LWE/Systems/Portrait2DSystem.h>
#include <LWE/Systems/DynamicsSystem.h>
#include <LWE/Systems/GuiSystem.h>
#include <LWE/Components/AABB2D.h>
#include <LWE/Components/Circle.h>
#include <LWE/Components/Portrait2D.h>
#include <LWE/Components/Dynamics.h>
#include <LWE/Gui/LabelGui.h>
#include <LWE/IO/HID/Input.h>
#include <LWE/IO/HID/GenericInputHandler.h>
#include <LWE/IO/HID/Keyboard.h>
#include <LWE/HRNG.h>
#include <LWE/System/CPU.h>
const float Game::paddleSpeed = 400.0f;
const float Game::ballSpeed = 400.0f;
Game::~Game()
{
}
Game::Game()
: Level("Game")
: Level("Game"), plyScore(0), aiScore(0)
{
}
Game::Game(const Game& lvl)
: Level(lvl)
: Level(lvl), plyScore(lvl.plyScore), aiScore(lvl.aiScore)
{
}
@ -35,6 +42,9 @@ Game& Game::operator=(const Game& lvl)
Level::operator=(lvl);
plyScore = lvl.plyScore;
aiScore = lvl.aiScore;
return *this;
}
@ -63,6 +73,7 @@ void Game::Setup()
// Adding Systems Here
AddSystem(new lwe::Portrait2DSystem());
AddSystem(new lwe::RigidBodySystem());
AddSystem(new lwe::DynamicsSystem());
lwe::GuiSystem* gui = new lwe::GuiSystem();
gui->AddResource(new lwe::FontAtlas("Resources/Fonts/Hack-Regular_48.ehf"));
@ -85,6 +96,8 @@ void Game::Setup()
bounds->SetScale({win->GetSwapChain()->GetScale(), 1.0f});
lwe::AABB2D* collider = new lwe::AABB2D();
collider->SetInverted(true);
collider->EnableStatic(true);
bounds->AddComponent(collider);
AddEntity(bounds);
@ -105,6 +118,10 @@ void Game::Setup()
lwe::Entity* paddle = new lwe::Entity("Paddle");
paddle->SetScale({20.0f, 200.0f, 1.0f});
lwe::AABB2D* paddleCollider = new lwe::AABB2D("Collider");
paddleCollider->EnableStatic(true);
paddle->AddComponent(paddleCollider);
lwe::Portrait2D* paddleImg = new lwe::Portrait2D("PaddleImg", "Circle");
paddleImg->SetColor({0.75f});
paddle->AddComponent(paddleImg);
@ -124,9 +141,12 @@ void Game::Setup()
ball->SetScale({20.0f, 20.0f, 1.0f});
ball->SetPos({center.x - 10.0f, center.y - 10.0f, 0.0f});
lwe::Circle* ballCollider = new lwe::Circle("BallCollider", 50.0f);
lwe::AABB2D* ballCollider = new lwe::AABB2D("Collider");
ball->AddComponent(ballCollider);
lwe::Dynamics* ballDynamics = new lwe::Dynamics(1.0f, 1.01f);
ball->AddComponent(ballDynamics);
lwe::Portrait2D* ballImg = new lwe::Portrait2D("BallImg", "Circle");
ballImg->SetColor({1.0f, 0.0f, 0.0f});
ball->AddComponent(ballImg);
@ -151,13 +171,100 @@ void Game::OnUpdate(lwe::Input* input, const float delta)
const lwe::Keyboard* keyboard = handler->GetPrimaryKeyboard();
lwe::Entity* bounds = GetEntity("Bounds");
lwe::Entity* ball = GetEntity("Ball");
lwe::Vec3_f ballPos = ball->GetPos();
lwe::Vec3_f ballScale = ball->GetScale();
if (ballPos.x <= bounds->GetPos().x)
{
aiScore++;
lwe::GuiSystem* gui = (lwe::GuiSystem*)GetSystem("GuiSystem");
lwe::LabelGui* aiScoreLabel = (lwe::LabelGui*)gui->GetGui("AiScore");
aiScoreLabel->SetText(lwe::Str_8::FromNum(aiScore));
ResetGame(bounds, ball);
}
else if (ballPos.x + ballScale.x >= bounds->GetScale().x)
{
plyScore++;
lwe::GuiSystem* gui = (lwe::GuiSystem*)GetSystem("GuiSystem");
lwe::LabelGui* plyScoreLabel = (lwe::LabelGui*)gui->GetGui("PlyScore");
plyScoreLabel->SetText(lwe::Str_8::FromNum(plyScore));
ResetGame(bounds, ball);
}
lwe::Entity* plyPaddle = GetEntity("PlyPaddle");
if (!started && keyboard->IsTouched(lwe::Keyboard::Space))
{
if (!lwe::CPU::HasRDRND())
return;
lwe::Dynamics* ballDynamics = (lwe::Dynamics*)ball->GetComponent("Dynamics", "");
//ballDynamics->ApplyForce({0.0f, ballSpeed, 0.0f});
lwe::UInt_8 result = lwe::HRNG::Generate_s8(0, 4);
if (result == 0)
ballDynamics->ApplyForce({ballSpeed, ballSpeed, 0.0f});
else if (result == 1)
ballDynamics->ApplyForce({-ballSpeed, ballSpeed, 0.0f});
else if (result == 2)
ballDynamics->ApplyForce({ballSpeed, -ballSpeed, 0.0f});
else if (result == 3)
ballDynamics->ApplyForce({-ballSpeed, -ballSpeed, 0.0f});
started = true;
}
if (keyboard->IsDown(lwe::Keyboard::W))
plyPaddle->SetPos(plyPaddle->GetPos() - lwe::Vec3_f(0.0f, 400.0f, 0.0f) * delta);
{
lwe::Vec3_f newPos = plyPaddle->GetPos() - lwe::Vec3_f(0.0f, paddleSpeed, 0.0f) * delta;
if (newPos.y <= bounds->GetPos().y)
newPos.y = bounds->GetPos().y;
plyPaddle->SetPos(newPos);
}
if (keyboard->IsDown(lwe::Keyboard::S))
plyPaddle->SetPos(plyPaddle->GetPos() + lwe::Vec3_f(0.0f, 400.0f, 0.0f) * delta);
{
lwe::Vec3_f newPos = plyPaddle->GetPos() + lwe::Vec3_f(0.0f, paddleSpeed, 0.0f) * delta;
if (newPos.y + plyPaddle->GetScale().y >= bounds->GetScale().y)
newPos.y = bounds->GetScale().y - plyPaddle->GetScale().y;
plyPaddle->SetPos(newPos);
}
lwe::Entity* aiPaddle = GetEntity("AiPaddle");
lwe::Vec3_f aiPaddlePos = aiPaddle->GetPos();
lwe::Vec3_f aiPaddleScale = aiPaddle->GetScale();
if (aiPaddlePos.y + aiPaddleScale.y / 2.0f < ballPos.y + ballScale.y / 2.0f)
{
aiPaddlePos = aiPaddlePos + lwe::Vec3_f(0.0f, paddleSpeed, 0.0f) * delta;
if (aiPaddlePos.y + aiPaddleScale.y / 2.0f > ballPos.y + ballScale.y / 2.0f)
aiPaddlePos.y = ballPos.y + ballScale.y / 2.0f - aiPaddleScale.y / 2.0f;
if (aiPaddlePos.y + aiPaddleScale.y >= bounds->GetScale().y)
aiPaddlePos.y = bounds->GetScale().y - aiPaddleScale.y;
aiPaddle->SetPos(aiPaddlePos);
}
else
{
aiPaddlePos = aiPaddlePos - lwe::Vec3_f(0.0f, paddleSpeed, 0.0f) * delta;
if (aiPaddlePos.y + aiPaddleScale.y / 2.0f < ballPos.y + ballScale.y / 2.0f)
aiPaddlePos.y = ballPos.y + ballScale.y / 2.0f - aiPaddleScale.y / 2.0f;
if (aiPaddlePos.y <= bounds->GetPos().y)
aiPaddlePos.y = bounds->GetPos().y;
aiPaddle->SetPos(aiPaddlePos);
}
}
void Game::PreRender(lwe::GpuCmdBuffer* cmdBuffer)
@ -165,4 +272,14 @@ void Game::PreRender(lwe::GpuCmdBuffer* cmdBuffer)
Level::PreRender(cmdBuffer);
// Pre-Render Code Here
}
}
void Game::ResetGame(const lwe::Entity* bounds, lwe::Entity* ball)
{
ball->SetPos(bounds->GetScale() / 2.0f - ball->GetScale() / 2.0f);
lwe::Dynamics* ballDyn = (lwe::Dynamics*)ball->GetComponent("Dynamics");
ballDyn->SetVelocity(0.0f);
started = false;
}

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@ -5,6 +5,13 @@
class Game : public lwe::Level
{
private:
static const float paddleSpeed;
static const float ballSpeed;
lwe::UInt_64 plyScore;
lwe::UInt_64 aiScore;
bool started;
public:
~Game() override;
@ -23,4 +30,7 @@ public:
void OnUpdate(lwe::Input* input, const float delta) override;
void PreRender(lwe::GpuCmdBuffer* cmdBuffer) override;
private:
void ResetGame(const lwe::Entity* bounds, lwe::Entity* ball);
};