Add project files.

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2026-05-20 11:30:06 +03:00
parent fd11dfd2cc
commit 080c675bd8
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#pragma once
#include <raylib.h>
#include <string>
#include <vector>
// Game States & Configurations
enum class GameState {
MainMenu,
Playing,
Paused,
GameOver
};
enum class Difficulty {
Easy,
Normal,
Hard
};
constexpr float CPU_SPEED_EASY = 3.0f;
constexpr float CPU_SPEED_NORMAL = 5.5f;
constexpr float CPU_SPEED_HARD = 8.0f;
// --- Base Entities ---
class GameObject {
public:
Vector2 position;
Color color;
public:
GameObject(Vector2 pos, Color c) : position(pos), color(c) {}
virtual ~GameObject() = default;
virtual void Update() = 0;
virtual void Draw() = 0;
};
// --- Game Objects ---
class Paddle : public GameObject {
public:
float width;
float height;
Paddle(Vector2 pos, Color c, float w, float h)
: GameObject(pos, c), width(w), height(h) {
}
void Update() override;
void Draw() override;
};
class Ball : public GameObject {
public:
float radius;
Vector2 velocity;
Ball(Vector2 pos, Color c, float r)
: GameObject(pos, c), radius(r), velocity({ 5.0f, 5.0f }) {
}
void Update() override;
void Draw() override;
};
class CpuPaddle : public Paddle {
private:
float speed;
Difficulty currentDifficulty;
public:
CpuPaddle(Vector2 pos, Color c, float w, float h, Difficulty diff = Difficulty::Normal)
: Paddle(pos, c, w, h) {
SetDifficulty(diff);
}
void SetDifficulty(Difficulty diff) {
currentDifficulty = diff;
switch (currentDifficulty) {
case Difficulty::Easy: speed = CPU_SPEED_EASY; break;
case Difficulty::Normal: speed = CPU_SPEED_NORMAL; break;
case Difficulty::Hard: speed = CPU_SPEED_HARD; break;
}
}
void Update(float ball_y) {
float paddleCenter = position.y + (height / 2.0f);
if (paddleCenter > ball_y + speed) {
position.y -= speed;
}
else if (paddleCenter < ball_y - speed) {
position.y += speed;
}
LimitMovement();
}
void Update() override {}
void LimitMovement() {
if (position.y <= 0) {
position.y = 0;
}
if (position.y + height >= GetScreenHeight()) {
position.y = GetScreenHeight() - height;
}
}
};
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#pragma once
#include "game.h"
#include <string>
#include <vector>
// --- UI / Systems ---
class Menu {
private:
std::string title;
std::vector<std::string> options;
int selectedIndex;
public:
Menu(std::string menuTitle, std::vector<std::string> menuOptions)
: title(menuTitle), options(menuOptions), selectedIndex(0) {
}
void Update(GameState& currentState);
void Draw();
};
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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.14.37301.10 d17.14
MinimumVisualStudioVersion = 10.0.40219.1
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EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x64 = Debug|x64
Debug|x86 = Debug|x86
Release|x64 = Release|x64
Release|x86 = Release|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{5625F10E-21DC-4C81-AC0B-6AC3DCDBE093}.Debug|x64.ActiveCfg = Debug|x64
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{5625F10E-21DC-4C81-AC0B-6AC3DCDBE093}.Debug|x86.ActiveCfg = Debug|Win32
{5625F10E-21DC-4C81-AC0B-6AC3DCDBE093}.Debug|x86.Build.0 = Debug|Win32
{5625F10E-21DC-4C81-AC0B-6AC3DCDBE093}.Release|x64.ActiveCfg = Release|x64
{5625F10E-21DC-4C81-AC0B-6AC3DCDBE093}.Release|x64.Build.0 = Release|x64
{5625F10E-21DC-4C81-AC0B-6AC3DCDBE093}.Release|x86.ActiveCfg = Release|Win32
{5625F10E-21DC-4C81-AC0B-6AC3DCDBE093}.Release|x86.Build.0 = Release|Win32
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GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {7E10DB46-7A14-42EE-B378-4BBC7259BCD9}
EndGlobalSection
EndGlobal
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#include "game.h"
// --- Paddle Implementation ---
void Paddle::Update() {
float speed = 6.0f;
if (IsKeyDown(KEY_UP)) {
position.y -= speed;
}
if (IsKeyDown(KEY_DOWN)) {
position.y += speed;
}
// Limit movement
if (position.y <= 0) {
position.y = 0;
}
if (position.y + height >= GetScreenHeight()) {
position.y = GetScreenHeight() - height;
}
}
void Paddle::Draw() {
DrawRectangleRounded(Rectangle{ position.x, position.y, width, height }, 0.8f, 0, color);
}
// --- Ball Implementation ---
void Ball::Update() {
position.x += velocity.x;
position.y += velocity.y;
if (position.y + radius >= GetScreenHeight() || position.y - radius <= 0) {
velocity.y *= -1;
}
}
void Ball::Draw() {
// Cast to int as DrawCircle expects integers for coordinates
DrawCircle((int)position.x, (int)position.y, radius, color);
}
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#include <iostream>
#include "game.h"
#include "menu.h"
// Colors
Color Green = Color{ 38, 185, 154, 255 };
Color Dark_Green = Color{ 20, 160, 133, 255 };
Color Light_Green = Color{ 129, 204, 184, 255 };
Color Yellow = Color{ 243, 213, 91, 255 };
int player_score = 0;
int cpu_score = 0;
// Helper function to reset the ball
void ResetBall(Ball& ball, int screenWidth, int screenHeight) {
ball.position.x = screenWidth / 2.0f;
ball.position.y = screenHeight / 2.0f;
int speed_choices[2] = { -1, 1 };
ball.velocity.x *= speed_choices[GetRandomValue(0, 1)];
ball.velocity.y *= speed_choices[GetRandomValue(0, 1)];
}
int main() {
std::cout << "Starting the game" << std::endl;
const int screen_width = 1280;
const int screen_height = 800;
InitWindow(screen_width, screen_height, "My Pong Game!");
SetTargetFPS(60);
// --- Instantiate Objects using the new Constructors ---
Ball ball(Vector2{ screen_width / 2.0f, screen_height / 2.0f }, Yellow, 20.0f);
ball.velocity = Vector2{ 7.0f, 7.0f };
Paddle player(
Vector2{ screen_width - 35.0f, screen_height / 2.0f - 60.0f },
WHITE, 25.0f, 120.0f
);
CpuPaddle cpu(
Vector2{ 10.0f, screen_height / 2.0f - 60.0f },
WHITE, 25.0f, 120.0f,
Difficulty::Normal
);
// --- Setup Menu and Game State ---
GameState currentState = GameState::MainMenu;
Menu mainMenu("PONG RELOADED", { "Start Game", "Quit" });
// --- Main Game Loop ---
while (WindowShouldClose() == false && currentState != GameState::GameOver) {
BeginDrawing();
ClearBackground(Dark_Green);
switch (currentState) {
case GameState::MainMenu:
{
mainMenu.Update(currentState);
mainMenu.Draw();
break;
}
case GameState::Playing:
{
ball.Update();
player.Update();
cpu.Update(ball.position.y);
if (CheckCollisionCircleRec(ball.position, ball.radius, Rectangle{ player.position.x, player.position.y, player.width, player.height })) {
ball.velocity.x *= -1;
}
if (CheckCollisionCircleRec(ball.position, ball.radius, Rectangle{ cpu.position.x, cpu.position.y, cpu.width, cpu.height })) {
ball.velocity.x *= -1;
}
if (ball.position.x + ball.radius >= screen_width) {
cpu_score++;
ResetBall(ball, screen_width, screen_height);
}
if (ball.position.x - ball.radius <= 0) {
player_score++;
ResetBall(ball, screen_width, screen_height);
}
DrawRectangle(screen_width / 2, 0, screen_width / 2, screen_height, Green);
DrawCircle(screen_width / 2, screen_height / 2, 150, Light_Green);
DrawLine(screen_width / 2, 0, screen_width / 2, screen_height, WHITE);
DrawText(TextFormat("%i", cpu_score), screen_width / 4 - 20, 20, 80, WHITE);
DrawText(TextFormat("%i", player_score), 3 * screen_width / 4 - 20, 20, 80, WHITE);
ball.Draw();
cpu.Draw();
player.Draw();
break;
}
default:
break;
}
EndDrawing();
}
CloseWindow();
return 0;
}
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#include "menu.h"
void Menu::Update(GameState& currentState) {
// Handle Navigation
if (IsKeyPressed(KEY_DOWN)) {
selectedIndex++;
if (selectedIndex >= options.size()) selectedIndex = 0;
}
if (IsKeyPressed(KEY_UP)) {
selectedIndex--;
if (selectedIndex < 0) selectedIndex = options.size() - 1;
}
// Handle Selection
if (IsKeyPressed(KEY_ENTER)) {
if (options[selectedIndex] == "Start Game") {
currentState = GameState::Playing;
}
else if (options[selectedIndex] == "Quit") {
currentState = GameState::GameOver;
}
}
}
void Menu::Draw() {
int screenWidth = GetScreenWidth();
int screenHeight = GetScreenHeight();
// Draw Title
DrawText(title.c_str(), screenWidth / 2 - MeasureText(title.c_str(), 60) / 2, screenHeight / 4, 60, WHITE);
// Draw Options
for (int i = 0; i < options.size(); i++) {
Color textColor = (i == selectedIndex) ? YELLOW : WHITE;
DrawText(options[i].c_str(), screenWidth / 2 - MeasureText(options[i].c_str(), 40) / 2, screenHeight / 2 + (i * 60), 40, textColor);
}
}