Added more difficulty.
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@ -44,4 +44,4 @@ target_include_directories(Pong PRIVATE "${USER_HOME_DIRECTORY}/Libraries/LWE/in
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find_package(Vulkan REQUIRED)
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find_package(Vulkan REQUIRED)
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target_link_libraries(Pong PRIVATE Vulkan::Headers Vulkan::Vulkan xcb xcb-xfixes xcb-xinput wooting_analog_wrapper LWE z asound)
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target_link_libraries(Pong PRIVATE Vulkan::Headers Vulkan::Vulkan xcb xcb-xfixes xcb-xinput LWE z asound)
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@ -6,13 +6,11 @@
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#include <LWE/Systems/AudioSystem.h>
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#include <LWE/Systems/AudioSystem.h>
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#include <LWE/Systems/RigidBodySystem.h>
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#include <LWE/Systems/RigidBodySystem.h>
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#include <LWE/Systems/Portrait2DSystem.h>
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#include <LWE/Systems/Portrait2DSystem.h>
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#include <LWE/Systems/DynamicsSystem.h>
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#include <LWE/Systems/GuiSystem.h>
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#include <LWE/Systems/GuiSystem.h>
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#include <LWE/Components/AudioSource.h>
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#include <LWE/Components/AudioSource.h>
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#include <LWE/Components/AABB2D.h>
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#include <LWE/Components/AABB2D.h>
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#include <LWE/Components/Circle.h>
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#include <LWE/Components/Circle.h>
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#include <LWE/Components/Portrait2D.h>
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#include <LWE/Components/Portrait2D.h>
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#include <LWE/Components/Dynamics.h>
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#include <LWE/Gui/LabelGui.h>
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#include <LWE/Gui/LabelGui.h>
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#include <LWE/IO/Audio/Audio.h>
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#include <LWE/IO/Audio/Audio.h>
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#include <LWE/IO/HID/Input.h>
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#include <LWE/IO/HID/Input.h>
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@ -22,19 +20,19 @@
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#include <LWE/System/CPU.h>
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#include <LWE/System/CPU.h>
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const float Game::paddleSpeed = 400.0f;
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const float Game::paddleSpeed = 400.0f;
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const float Game::ballSpeed = 15000.0f;
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const float Game::ballSpeed = 5000.0f;
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Game::~Game()
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Game::~Game()
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{
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{
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}
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}
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Game::Game()
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Game::Game()
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: Level("Game"), plyScore(0), aiScore(0)
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: Level("Game"), plyScore(0), aiScore(0), started(false)
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{
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{
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}
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}
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Game::Game(const Game& lvl)
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Game::Game(const Game& lvl)
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: Level(lvl), plyScore(lvl.plyScore), aiScore(lvl.aiScore)
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: Level(lvl), plyScore(lvl.plyScore), aiScore(lvl.aiScore), started(lvl.started)
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{
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{
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}
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}
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@ -47,6 +45,7 @@ Game& Game::operator=(const Game& lvl)
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plyScore = lvl.plyScore;
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plyScore = lvl.plyScore;
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aiScore = lvl.aiScore;
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aiScore = lvl.aiScore;
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started = lvl.started;
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return *this;
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return *this;
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}
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}
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@ -81,7 +80,6 @@ void Game::Setup()
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AddSystem(new lwe::AudioSystem());
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AddSystem(new lwe::AudioSystem());
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AddSystem(new lwe::Portrait2DSystem());
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AddSystem(new lwe::Portrait2DSystem());
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AddSystem(new lwe::RigidBodySystem());
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AddSystem(new lwe::RigidBodySystem());
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AddSystem(new lwe::DynamicsSystem());
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lwe::GuiSystem* gui = new lwe::GuiSystem();
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lwe::GuiSystem* gui = new lwe::GuiSystem();
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gui->AddResource(new lwe::FontAtlas("Resources/Fonts/Hack-Regular_48.ehf"));
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gui->AddResource(new lwe::FontAtlas("Resources/Fonts/Hack-Regular_48.ehf"));
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@ -103,9 +101,9 @@ void Game::Setup()
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lwe::Entity* bounds = new lwe::Entity("Bounds");
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lwe::Entity* bounds = new lwe::Entity("Bounds");
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bounds->SetScale({win->GetSwapChain()->GetScale(), 1.0f});
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bounds->SetScale({win->GetSwapChain()->GetScale(), 1.0f});
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lwe::AABB2D* collider = new lwe::AABB2D();
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lwe::AABB2D* collider = new lwe::AABB2D("BoundsCollider", 0.0f, 0.0f);
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collider->SetInverted(true);
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collider->SetInverted(true);
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collider->EnableStatic(true);
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collider->SetStatic(true);
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bounds->AddComponent(collider);
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bounds->AddComponent(collider);
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AddEntity(bounds);
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AddEntity(bounds);
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@ -126,8 +124,8 @@ void Game::Setup()
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lwe::Entity* paddle = new lwe::Entity("Paddle");
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lwe::Entity* paddle = new lwe::Entity("Paddle");
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paddle->SetScale({20.0f, 200.0f, 1.0f});
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paddle->SetScale({20.0f, 200.0f, 1.0f});
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lwe::AABB2D* paddleCollider = new lwe::AABB2D("Collider");
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lwe::AABB2D* paddleCollider = new lwe::AABB2D("PaddleCollider", 0.0f, 0.0f);
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paddleCollider->EnableStatic(true);
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paddleCollider->SetStatic(true);
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paddle->AddComponent(paddleCollider);
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paddle->AddComponent(paddleCollider);
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lwe::Portrait2D* paddleImg = new lwe::Portrait2D("PaddleImg", "Circle");
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lwe::Portrait2D* paddleImg = new lwe::Portrait2D("PaddleImg", "Circle");
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@ -149,7 +147,7 @@ void Game::Setup()
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ball->SetScale({20.0f, 20.0f, 1.0f});
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ball->SetScale({20.0f, 20.0f, 1.0f});
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ball->SetPos({center.x - 10.0f, center.y - 10.0f, 0.0f});
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ball->SetPos({center.x - 10.0f, center.y - 10.0f, 0.0f});
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lwe::AABB2D* ballCollider = new lwe::AABB2D("Collider");
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lwe::AABB2D* ballCollider = new lwe::AABB2D("BallCollider", 0.5f, 1.1f);
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ballCollider->SetCollidedCb([](lwe::RigidBody* a, lwe::RigidBody* b)
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ballCollider->SetCollidedCb([](lwe::RigidBody* a, lwe::RigidBody* b)
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{
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{
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lwe::Entity* aOwner = (lwe::Entity*)a->GetParent();
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lwe::Entity* aOwner = (lwe::Entity*)a->GetParent();
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@ -176,9 +174,6 @@ void Game::Setup()
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});
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});
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ball->AddComponent(ballCollider);
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ball->AddComponent(ballCollider);
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lwe::Dynamics* ballDynamics = new lwe::Dynamics(1.0f, 1.01f);
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ball->AddComponent(ballDynamics);
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lwe::Portrait2D* ballImg = new lwe::Portrait2D("BallImg", "Circle");
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lwe::Portrait2D* ballImg = new lwe::Portrait2D("BallImg", "Circle");
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ballImg->SetColor({1.0f, 0.0f, 0.0f});
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ballImg->SetColor({1.0f, 0.0f, 0.0f});
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ball->AddComponent(ballImg);
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ball->AddComponent(ballImg);
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@ -209,7 +204,7 @@ void Game::OnUpdate(lwe::Input* input, const float delta)
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lwe::Vec3_f ballPos = ball->GetPos();
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lwe::Vec3_f ballPos = ball->GetPos();
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lwe::Vec3_f ballScale = ball->GetScale();
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lwe::Vec3_f ballScale = ball->GetScale();
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if (ballPos.x <= bounds->GetPos().x)
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if (ballPos.x <= bounds->GetPos().x + 10.0f)
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{
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{
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aiScore++;
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aiScore++;
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@ -219,7 +214,7 @@ void Game::OnUpdate(lwe::Input* input, const float delta)
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ResetGame(bounds, ball);
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ResetGame(bounds, ball);
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}
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}
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else if (ballPos.x + ballScale.x >= bounds->GetScale().x)
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else if (ballPos.x + ballScale.x >= bounds->GetScale().x - 10.0f)
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{
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{
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plyScore++;
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plyScore++;
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@ -237,18 +232,16 @@ void Game::OnUpdate(lwe::Input* input, const float delta)
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if (!lwe::CPU::HasRDRND())
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if (!lwe::CPU::HasRDRND())
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return;
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return;
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lwe::Dynamics* ballDynamics = (lwe::Dynamics*)ball->GetComponent("Dynamics", "");
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lwe::AABB2D* ballCollider = (lwe::AABB2D*)ball->GetComponent("AABB2D");
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//ballDynamics->ApplyForce({0.0f, ballSpeed, 0.0f});
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lwe::UInt_8 result = lwe::HRNG::Generate_s8(0, 4);
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if (const lwe::UInt_8 result = lwe::HRNG::Generate_s8(0, 4); result == 0)
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if (result == 0)
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ballCollider->ApplyForce({ballSpeed, ballSpeed, 0.0f});
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ballDynamics->ApplyForce({ballSpeed, ballSpeed, 0.0f});
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else if (result == 1)
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else if (result == 1)
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ballDynamics->ApplyForce({-ballSpeed, ballSpeed, 0.0f});
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ballCollider->ApplyForce({-ballSpeed, ballSpeed, 0.0f});
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else if (result == 2)
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else if (result == 2)
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ballDynamics->ApplyForce({ballSpeed, -ballSpeed, 0.0f});
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ballCollider->ApplyForce({ballSpeed, -ballSpeed, 0.0f});
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else if (result == 3)
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else if (result == 3)
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ballDynamics->ApplyForce({-ballSpeed, -ballSpeed, 0.0f});
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ballCollider->ApplyForce({-ballSpeed, -ballSpeed, 0.0f});
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started = true;
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started = true;
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}
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}
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@ -277,7 +270,7 @@ void Game::OnUpdate(lwe::Input* input, const float delta)
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if (aiPaddlePos.y + aiPaddleScale.y / 2.0f < ballPos.y + ballScale.y / 2.0f)
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if (aiPaddlePos.y + aiPaddleScale.y / 2.0f < ballPos.y + ballScale.y / 2.0f)
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{
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{
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aiPaddlePos = aiPaddlePos + lwe::Vec3_f(0.0f, paddleSpeed, 0.0f) * delta;
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aiPaddlePos = aiPaddlePos + lwe::Vec3_f(0.0f, paddleSpeed * 2.0f, 0.0f) * delta;
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if (aiPaddlePos.y + aiPaddleScale.y / 2.0f > ballPos.y + ballScale.y / 2.0f)
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if (aiPaddlePos.y + aiPaddleScale.y / 2.0f > ballPos.y + ballScale.y / 2.0f)
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aiPaddlePos.y = ballPos.y + ballScale.y / 2.0f - aiPaddleScale.y / 2.0f;
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aiPaddlePos.y = ballPos.y + ballScale.y / 2.0f - aiPaddleScale.y / 2.0f;
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@ -288,7 +281,7 @@ void Game::OnUpdate(lwe::Input* input, const float delta)
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}
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}
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else
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else
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{
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{
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aiPaddlePos = aiPaddlePos - lwe::Vec3_f(0.0f, paddleSpeed, 0.0f) * delta;
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aiPaddlePos = aiPaddlePos - lwe::Vec3_f(0.0f, paddleSpeed * 2.0f, 0.0f) * delta;
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if (aiPaddlePos.y + aiPaddleScale.y / 2.0f < ballPos.y + ballScale.y / 2.0f)
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if (aiPaddlePos.y + aiPaddleScale.y / 2.0f < ballPos.y + ballScale.y / 2.0f)
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aiPaddlePos.y = ballPos.y + ballScale.y / 2.0f - aiPaddleScale.y / 2.0f;
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aiPaddlePos.y = ballPos.y + ballScale.y / 2.0f - aiPaddleScale.y / 2.0f;
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@ -316,8 +309,8 @@ void Game::ResetGame(const lwe::Entity* bounds, lwe::Entity* ball)
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ball->SetPos(bounds->GetScale() / 2.0f - ball->GetScale() / 2.0f);
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ball->SetPos(bounds->GetScale() / 2.0f - ball->GetScale() / 2.0f);
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lwe::Dynamics* ballDyn = (lwe::Dynamics*)ball->GetComponent("Dynamics");
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lwe::AABB2D* ballCollider = (lwe::AABB2D*)ball->GetComponent("AABB2D");
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ballDyn->ResetVelocity();
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ballCollider->ResetVelocity();
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started = false;
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started = false;
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}
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}
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