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object.cpp
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206 lines (187 loc) · 4.12 KB
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#pragma once // include guard
#include "pong.h"
#include <iostream>
using namespace std;
void init_game() {
paddle[0].x = 20;
paddle[0].y = screen->h / 2 - 50 ;
paddle[0].w = 10;
paddle[0].h = 50;
paddle[1].x = screen->w - 30;
paddle[1].y = screen->h / 2 - 50;
paddle[1].w = 10;
paddle[1].h = 50;
ball.x = screen->w / 2;
ball.y = screen->h / 2;
ball.w = 10;
ball.h = 10;
ball.dx = 1;
ball.dy = 1;
}
void draw_ball() {
SDL_Rect rec;
rec.x = ball.x;
rec.y = ball.y;
rec.w = ball.w;
rec.h = ball.h;
int r = SDL_FillRect(screen , &rec, SDL_MapRGB(screen->format, 43, 255, 0));
if (r != 0) {
cout << "fill rectangle failed in func draw_ball()";
}
}
void draw_paddle() {
SDL_Rect rec1, rec2;
rec1.x = paddle[0].x;
rec1.y = paddle[0].y;
rec1.w = paddle[0].w;
rec1.h = paddle[0].h;
rec2.x = paddle[1].x;
rec2.y = paddle[1].y;
rec2.w = paddle[1].w;
rec2.h = paddle[1].h;
int r1 = SDL_FillRect(screen, &rec1, SDL_MapRGB(screen->format, 255, 255, 255));
int r2 = SDL_FillRect(screen, &rec2, SDL_MapRGB(screen->format, 255, 255, 255));
if (r1 != 0 || r2 != 0){
cout << "fill rectangle faliled in func draw_paddle()";
}
}
void move_ball() {
/* Move the ball by its motion vector. */
ball.x += ball.dx;
ball.y += ball.dy;
/* Turn the ball around if it hits the edge of the screen. */
if (ball.x < 0) {
score[1] += 1;
Mix_PlayMusic(clap, 0);
init_game();
}
if (ball.x > screen->w - 10) {
score[0] += 1;
Mix_PlayMusic(clap, 0);
init_game();
}
if (ball.y < 0 || ball.y > screen->h - 10) {
ball.dy = -ball.dy;
}
//check for collision with the paddle
for (int i = 0; i < 2; i++) {
int c = check_collision(ball, paddle[i]);
//collision detected
if (c == 1) {
// Collision sound effect
Mix_PlayMusic(ball_effect, 0);
//ball moving left
if (ball.dx < 0) {
ball.dx -= 1;
//ball moving right
} else {
ball.dx += 1;
}
//change ball direction
ball.dx = -ball.dx;
//change ball angle based on where on the paddle it hit
int hit_pos = (paddle[i].y + paddle[i].h) - ball.y;
if (hit_pos >= 0 && hit_pos < 7) {
ball.dy = 4;
}
if (hit_pos >= 7 && hit_pos < 14) {
ball.dy = 3;
}
if (hit_pos >= 14 && hit_pos < 21) {
ball.dy = 2;
}
if (hit_pos >= 21 && hit_pos < 28) {
ball.dy = 1;
}
if (hit_pos >= 28 && hit_pos < 32) {
ball.dy = 0;
}
if (hit_pos >= 32 && hit_pos < 39) {
ball.dy = -1;
}
if (hit_pos >= 39 && hit_pos < 46) {
ball.dy = -2;
}
if (hit_pos >= 46 && hit_pos < 53) {
ball.dy = -3;
}
if (hit_pos >= 53 && hit_pos <= 60) {
ball.dy = -4;
}
//ball moving right
if (ball.dx > 0) {
//teleport ball to avoid multi collision glitch
if (ball.x < 30) {
ball.x = 30;
}
//ball moving left
} else {
//teleport ball to avoid mutli collision glitch
if (ball.x > 600) {
ball.x = 600;
}
}
}
}
}
void move_paddle_ai() {
int center = paddle[0].y + 25;
int screen_center = screen->h / 2 - 25;
int ball_speed = ball.dy;
if (ball_speed < 0) {
ball_speed = -ball_speed;
}
//ball moving right
if (ball.dx > 0) {
//return to center position
if (center < screen_center) {
paddle[0].y += ball_speed;
} else {
paddle[0].y -= ball_speed;
}
//ball moving left
} else {
//ball moving down
if (ball.dy > 0) {
if (ball.y > center) {
paddle[0].y += ball_speed;
} else {
paddle[0].y -= ball_speed;
}
}
//ball moving up
if (ball.dy < 0) {
if (ball.y < center) {
paddle[0].y -= ball_speed;
} else {
paddle[0].y += ball_speed;
}
}
//ball moving stright across
if (ball.dy == 0) {
if (ball.y < center) {
paddle[0].y -= 5;
} else {
paddle[0].y += 5;
}
}
}
}
void move_paddle(int d) {
// if the down arrow is pressed move paddle down
if (d == 0) {
if(paddle[1].y >= screen->h - paddle[1].h) {
paddle[1].y = screen->h - paddle[1].h;
} else {
paddle[1].y += 5;
}
}
// if the up arrow is pressed move paddle up
if (d == 1) {
if(paddle[1].y <= 0) {
paddle[1].y = 0;
} else {
paddle[1].y -= 5;
}
}
}