Add textures, gameplay pause, and menu state placeholders.
This commit is contained in:
@@ -2,9 +2,29 @@
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A classic arcade game rebuilt from the ground up using modern C++ and the Raylib library.
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A classic arcade game rebuilt from the ground up using modern C++ and the Raylib library.
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**Features:**
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---
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* Clean, Object-Oriented entity architecture.
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* Game state management (Main Menu, Gameplay, Game Over).
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* A CPU AI opponent with adjustable difficulty levels (Easy, Normal, Hard).
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*This is a project developed for UTCN - ETTI Helios Additional_activity.*
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## Credits & Attributions
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### Code Base Template
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* **Original Author:** educ8s (Nick Koumaris)
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* **Original Repository:** [github.com/educ8s/Cpp-Pong-Game-Raylib](https://github.com/educ8s/Cpp-Pong-Game-Raylib)
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* **Description:** This project utilizes core architectural patterns and Raylib integrations adapted from the original open-source template repository listed above.
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### Asset Credits & Attribution
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The multimedia resources (graphics, sprites, and audio files) used in this game are not my personal creations. They have been curated and adapted from the open-source community for educational development.
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* **Original Project:** Moddable Pong
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* **Author / Creator:** Endless OS Foundation & Endless Studios
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* **Website:** [endlessos.org](https://endlessos.org)
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* **Source Code Repository:** [github.com/endlessm/moddable-pong](https://github.com/endlessm/moddable-pong/)
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* **Usage Notice:** These assets are integrated strictly for non-commercial, academic layout validation and development milestones. All rights, ownership, and copyrights belong entirely to the original creators at the Endless OS Foundation.
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---
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## Features
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* **Clean Object-Oriented Architecture:** Developed using rigorous OOP principles, utilizing a base abstract `GameObject` class with virtual override structures for specialized modular entities (`Ball`, `Paddle`, and `CpuPaddle`).
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* **Robust Game State Machine:** Features an integrated game loop managing distinct application states including `MainMenu`, `DifficultySelect`, `Multiplayer`, `Settings`, and `Playing`.
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* **Dynamic AI Opponent:** A singleplayer CPU opponent equipped with configurable movement velocities tailored across three distinct difficulty tiers: Easy, Normal, and Hard.
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* **Enhanced Visual Layout:** Fully upgraded with high-resolution texture mapping via Raylib's `DrawTexturePro`, featuring dedicated game court backdrops, localized wall segments, styled central dashed lines, and custom entity sprites.
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* **Academic Context:** This work is part of a student engineering project within the Helios Additional_activity initiative at the Technical University of Cluj-Napoca (UTCN) - Faculty of Electronics, Telecommunications and Information Technology (ETTI).
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+36
-8
@@ -8,6 +8,8 @@
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enum class GameState {
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enum class GameState {
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MainMenu,
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MainMenu,
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DifficultySelect,
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DifficultySelect,
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Multiplayer,
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Settings,
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Playing,
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Playing,
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Paused,
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Paused,
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GameOver
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GameOver
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@@ -42,9 +44,22 @@ class Paddle : public GameObject {
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public:
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public:
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float width;
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float width;
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float height;
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float height;
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Texture2D texture;
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Paddle(Vector2 pos, Color c, float w, float h)
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public:
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Paddle(Vector2 pos, Color c, float w, float h, const std::string& texturePath = "")
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: GameObject(pos, c), width(w), height(h) {
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: GameObject(pos, c), width(w), height(h) {
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if (!texturePath.empty()) {
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texture = LoadTexture(texturePath.c_str());
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} else {
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texture = { 0 };
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}
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}
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~Paddle() override {
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if (texture.id > 0) {
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UnloadTexture(texture);
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}
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}
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}
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void Update() override;
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void Update() override;
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@@ -55,9 +70,22 @@ class Ball : public GameObject {
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public:
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public:
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float radius;
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float radius;
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Vector2 velocity;
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Vector2 velocity;
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Texture2D texture;
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Ball(Vector2 pos, Color c, float r)
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public:
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Ball(Vector2 pos, Color c, float r, const std::string& texturePath = "")
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: GameObject(pos, c), radius(r), velocity({ 5.0f, 5.0f }) {
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: GameObject(pos, c), radius(r), velocity({ 5.0f, 5.0f }) {
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if (!texturePath.empty()) {
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texture = LoadTexture(texturePath.c_str());
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} else {
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texture = { 0 };
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}
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}
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~Ball() override {
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if (texture.id > 0) {
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UnloadTexture(texture);
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}
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}
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}
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void Update() override;
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void Update() override;
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@@ -70,8 +98,8 @@ private:
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Difficulty currentDifficulty;
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Difficulty currentDifficulty;
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public:
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public:
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CpuPaddle(Vector2 pos, Color c, float w, float h, Difficulty diff = Difficulty::Normal)
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CpuPaddle(Vector2 pos, Color c, float w, float h, Difficulty diff = Difficulty::Normal, const std::string& texturePath = "")
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: Paddle(pos, c, w, h) {
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: Paddle(pos, c, w, h, texturePath) {
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SetDifficulty(diff);
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SetDifficulty(diff);
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}
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}
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@@ -100,11 +128,11 @@ public:
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void Update() override {}
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void Update() override {}
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void LimitMovement() {
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void LimitMovement() {
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if (position.y <= 0) {
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if (position.y <= 20.0f) {
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position.y = 0;
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position.y = 20.0f;
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}
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}
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if (position.y + height >= GetScreenHeight()) {
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if (position.y + height >= GetScreenHeight() - 20.0f) {
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position.y = GetScreenHeight() - height;
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position.y = GetScreenHeight() - 20.0f - height;
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}
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}
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}
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}
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};
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};
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@@ -145,6 +145,14 @@
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<ClInclude Include="include\raymath.h" />
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<ClInclude Include="include\raymath.h" />
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<ClInclude Include="include\rlgl.h" />
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<ClInclude Include="include\rlgl.h" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<Image Include="assets\textures\ball\basic_ball_5.png" />
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<Image Include="assets\textures\hud\line.png" />
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<Image Include="assets\textures\paddles\basic_paddle.png" />
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<Image Include="assets\textures\paddles\basic_paddle_2.png" />
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<Image Include="assets\textures\spaces\basic_space.png" />
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<Image Include="assets\textures\spaces\walls.png" />
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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<ImportGroup Label="ExtensionTargets">
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</ImportGroup>
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</ImportGroup>
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@@ -16,6 +16,12 @@
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<Filter Include="Header Files\RayLib">
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<Filter Include="Header Files\RayLib">
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<UniqueIdentifier>{2f179593-5e9f-4095-be57-3f12f03a9705}</UniqueIdentifier>
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<UniqueIdentifier>{2f179593-5e9f-4095-be57-3f12f03a9705}</UniqueIdentifier>
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</Filter>
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</Filter>
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<Filter Include="Resource Files\textures">
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<UniqueIdentifier>{2d4ce555-d6fc-4e9c-a30e-eadb4c1336d0}</UniqueIdentifier>
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</Filter>
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<Filter Include="Resource Files\audio">
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<UniqueIdentifier>{5f42ff18-01e2-4266-a4e0-6dc77ba54e75}</UniqueIdentifier>
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</Filter>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ClCompile Include="src\main.cpp">
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<ClCompile Include="src\main.cpp">
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@@ -45,4 +51,24 @@
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<Filter>Header Files</Filter>
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<Filter>Header Files</Filter>
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</ClInclude>
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</ClInclude>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<Image Include="assets\textures\ball\basic_ball_5.png">
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<Filter>Resource Files\textures</Filter>
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</Image>
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<Image Include="assets\textures\hud\line.png">
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<Filter>Resource Files\textures</Filter>
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</Image>
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<Image Include="assets\textures\paddles\basic_paddle.png">
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<Filter>Resource Files\textures</Filter>
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</Image>
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<Image Include="assets\textures\paddles\basic_paddle_2.png">
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<Filter>Resource Files\textures</Filter>
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</Image>
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<Image Include="assets\textures\spaces\basic_space.png">
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<Filter>Resource Files\textures</Filter>
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</Image>
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<Image Include="assets\textures\spaces\walls.png">
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<Filter>Resource Files\textures</Filter>
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</Image>
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</ItemGroup>
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</Project>
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</Project>
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+30
-8
@@ -13,16 +13,27 @@ void Paddle::Update() {
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}
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}
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// Limit movement
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// Limit movement
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if (position.y <= 0) {
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if (position.y <= 20.0f) {
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position.y = 0;
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position.y = 20.0f;
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}
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}
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if (position.y + height >= GetScreenHeight()) {
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if (position.y + height >= GetScreenHeight() - 20.0f) {
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position.y = GetScreenHeight() - height;
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position.y = GetScreenHeight() - 20.0f - height;
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}
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}
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}
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}
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void Paddle::Draw() {
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void Paddle::Draw() {
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DrawRectangleRounded(Rectangle{ position.x, position.y, width, height }, 0.8f, 0, color);
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if (texture.id > 0) {
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DrawTexturePro(
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texture,
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Rectangle{ 0.0f, 0.0f, (float)texture.width, (float)texture.height },
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Rectangle{ position.x, position.y, width, height },
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Vector2{ 0.0f, 0.0f },
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0.0f,
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WHITE
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);
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} else {
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DrawRectangleRounded(Rectangle{ position.x, position.y, width, height }, 0.8f, 0, color);
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}
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}
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}
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@@ -32,12 +43,23 @@ void Ball::Update() {
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position.x += velocity.x;
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position.x += velocity.x;
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position.y += velocity.y;
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position.y += velocity.y;
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if (position.y + radius >= GetScreenHeight() || position.y - radius <= 0) {
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if (position.y + radius >= GetScreenHeight() - 20.0f || position.y - radius <= 20.0f) {
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velocity.y *= -1;
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velocity.y *= -1;
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}
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}
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}
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}
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void Ball::Draw() {
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void Ball::Draw() {
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// Cast to int as DrawCircle expects integers for coordinates
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if (texture.id > 0) {
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DrawCircle((int)position.x, (int)position.y, radius, color);
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DrawTexturePro(
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texture,
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Rectangle{ 0.0f, 0.0f, (float)texture.width, (float)texture.height },
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Rectangle{ position.x - radius, position.y - radius, radius * 2.0f, radius * 2.0f },
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Vector2{ 0.0f, 0.0f },
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0.0f,
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WHITE
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);
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} else {
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// Cast to int as DrawCircle expects integers for coordinates
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DrawCircle((int)position.x, (int)position.y, radius, color);
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}
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}
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}
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+149
-26
@@ -30,26 +30,39 @@ int main() {
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// --- Instantiate Objects using the new Constructors ---
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// --- Instantiate Objects using the new Constructors ---
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Ball ball(Vector2{ screen_width / 2.0f, screen_height / 2.0f }, Yellow, 20.0f);
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Ball ball(
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Vector2{ screen_width / 2.0f, screen_height / 2.0f },
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Yellow, 20.0f,
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"assets/textures/ball/basic_ball_5.png"
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);
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ball.velocity = Vector2{ 7.0f, 7.0f };
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ball.velocity = Vector2{ 7.0f, 7.0f };
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Paddle player(
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Paddle player(
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Vector2{ screen_width - 35.0f, screen_height / 2.0f - 60.0f },
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Vector2{ screen_width - 20.0f - 10.0f - 25.0f, screen_height / 2.0f - 60.0f },
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WHITE, 25.0f, 120.0f
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WHITE, 25.0f, 120.0f,
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"assets/textures/paddles/basic_paddle.png"
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);
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);
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CpuPaddle cpu(
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CpuPaddle cpu(
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Vector2{ 10.0f, screen_height / 2.0f - 60.0f },
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Vector2{ 20.0f + 10.0f, screen_height / 2.0f - 60.0f },
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WHITE, 25.0f, 120.0f,
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WHITE, 25.0f, 120.0f,
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Difficulty::Normal
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Difficulty::Normal,
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);
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"assets/textures/paddles/basic_paddle_2.png"
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);
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// --- Setup Menu and Game State ---
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// --- Setup Menu and Game State ---
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GameState currentState = GameState::MainMenu;
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GameState currentState = GameState::MainMenu;
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Menu mainMenu("PONG RELOADED", { "Start Game", "Quit" });
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float sessionPlayTime = 0.0f;
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bool isPaused = false;
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Menu mainMenu("PONG RELOADED", { "Singleplayer", "Multiplayer", "Settings", "Quit" });
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Menu difficultyMenu("SELECT DIFFICULTY", { "Easy", "Normal", "Hard", "Back" });
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Menu difficultyMenu("SELECT DIFFICULTY", { "Easy", "Normal", "Hard", "Back" });
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// --- Load Background and Wall Textures ---
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Texture2D courtBackground = LoadTexture("assets/textures/spaces/basic_space.png");
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Texture2D wallsTexture = LoadTexture("assets/textures/spaces/walls.png");
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Texture2D lineTexture = LoadTexture("assets/textures/hud/line.png");
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// --- Main Game Loop ---
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// --- Main Game Loop ---
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|
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while (WindowShouldClose() == false && currentState != GameState::GameOver) {
|
while (WindowShouldClose() == false && currentState != GameState::GameOver) {
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@@ -63,7 +76,13 @@ int main() {
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if (selected == 0) {
|
if (selected == 0) {
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currentState = GameState::DifficultySelect;
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currentState = GameState::DifficultySelect;
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}
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}
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else if (selected == 1) {
|
if (selected == 1) {
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currentState = GameState::Multiplayer;
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}
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if (selected == 2) {
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currentState = GameState::Settings;
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||||||
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}
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else if (selected == 3) {
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currentState = GameState::GameOver;
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currentState = GameState::GameOver;
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}
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}
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mainMenu.Draw();
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mainMenu.Draw();
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@@ -87,6 +106,8 @@ int main() {
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// Reset game session stats
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// Reset game session stats
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player_score = 0;
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player_score = 0;
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cpu_score = 0;
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cpu_score = 0;
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sessionPlayTime = 0.0f;
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isPaused = false;
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ResetBall(ball, screen_width, screen_height);
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ResetBall(ball, screen_width, screen_height);
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currentState = GameState::Playing;
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currentState = GameState::Playing;
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||||||
}
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}
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@@ -99,38 +120,136 @@ int main() {
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|
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case GameState::Playing:
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case GameState::Playing:
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{
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{
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ball.Update();
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// Toggle pause state with 'P' key
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player.Update();
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if (IsKeyPressed(KEY_P)) {
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cpu.Update(ball.position.y);
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isPaused = !isPaused;
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|
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if (CheckCollisionCircleRec(ball.position, ball.radius, Rectangle{ player.position.x, player.position.y, player.width, player.height })) {
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|
||||||
ball.velocity.x *= -1;
|
|
||||||
}
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}
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||||||
|
|
||||||
if (CheckCollisionCircleRec(ball.position, ball.radius, Rectangle{ cpu.position.x, cpu.position.y, cpu.width, cpu.height })) {
|
if (!isPaused) {
|
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ball.velocity.x *= -1;
|
sessionPlayTime += GetFrameTime();
|
||||||
|
|
||||||
|
ball.Update();
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||||||
|
player.Update();
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||||||
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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 - 20.0f) {
|
||||||
|
cpu_score++;
|
||||||
|
ResetBall(ball, screen_width, screen_height);
|
||||||
|
}
|
||||||
|
if (ball.position.x - ball.radius <= 20.0f) {
|
||||||
|
player_score++;
|
||||||
|
ResetBall(ball, screen_width, screen_height);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (ball.position.x + ball.radius >= screen_width) {
|
// --- Draw Textured Court Background ---
|
||||||
cpu_score++;
|
// Left Court (basic_space.png)
|
||||||
ResetBall(ball, screen_width, screen_height);
|
DrawTexturePro(
|
||||||
}
|
courtBackground,
|
||||||
if (ball.position.x - ball.radius <= 0) {
|
Rectangle{ 0.0f, 0.0f, (float)courtBackground.width, (float)courtBackground.height },
|
||||||
player_score++;
|
Rectangle{ 20.0f, 20.0f, 570.0f, 760.0f },
|
||||||
ResetBall(ball, screen_width, screen_height);
|
Vector2{ 0.0f, 0.0f },
|
||||||
|
0.0f,
|
||||||
|
WHITE
|
||||||
|
);
|
||||||
|
|
||||||
|
// Right Court (basic_space.png)
|
||||||
|
DrawTexturePro(
|
||||||
|
courtBackground,
|
||||||
|
Rectangle{ 0.0f, 0.0f, (float)courtBackground.width, (float)courtBackground.height },
|
||||||
|
Rectangle{ 690.0f, 20.0f, 570.0f, 760.0f },
|
||||||
|
Vector2{ 0.0f, 0.0f },
|
||||||
|
0.0f,
|
||||||
|
WHITE
|
||||||
|
);
|
||||||
|
|
||||||
|
// Center strip (Dark Green background area) - already cleared by ClearBackground
|
||||||
|
|
||||||
|
// Center Circle
|
||||||
|
DrawCircle(screen_width / 2, screen_height / 2, 50.0f, Color{ 102, 51, 153, 100 });
|
||||||
|
DrawCircleLines(screen_width / 2, screen_height / 2, 50.0f, Color{ 50, 25, 75, 250 });
|
||||||
|
|
||||||
|
// Tiled Center Dashed Line (line.png)
|
||||||
|
int lineY = 20;
|
||||||
|
while (lineY < 780) {
|
||||||
|
DrawTexture(lineTexture, screen_width / 2 - lineTexture.width / 2, lineY, WHITE);
|
||||||
|
lineY += lineTexture.height;
|
||||||
}
|
}
|
||||||
|
|
||||||
DrawRectangle(screen_width / 2, 0, screen_width / 2, screen_height, Green);
|
// Top Wall (walls.png)
|
||||||
DrawCircle(screen_width / 2, screen_height / 2, 150, Light_Green);
|
DrawTexturePro(
|
||||||
DrawLine(screen_width / 2, 0, screen_width / 2, screen_height, WHITE);
|
wallsTexture,
|
||||||
|
Rectangle{ 0.0f, 0.0f, (float)wallsTexture.width, (float)wallsTexture.height },
|
||||||
|
Rectangle{ 0.0f, 0.0f, (float)screen_width, 20.0f },
|
||||||
|
Vector2{ 0.0f, 0.0f },
|
||||||
|
0.0f,
|
||||||
|
WHITE
|
||||||
|
);
|
||||||
|
|
||||||
|
// Bottom Wall (walls.png)
|
||||||
|
DrawTexturePro(
|
||||||
|
wallsTexture,
|
||||||
|
Rectangle{ 0.0f, 0.0f, (float)wallsTexture.width, (float)wallsTexture.height },
|
||||||
|
Rectangle{ 0.0f, (float)screen_height - 20.0f, (float)screen_width, 20.0f },
|
||||||
|
Vector2{ 0.0f, 0.0f },
|
||||||
|
0.0f,
|
||||||
|
WHITE
|
||||||
|
);
|
||||||
|
|
||||||
|
// Left Wall (walls.png)
|
||||||
|
DrawTexturePro(
|
||||||
|
wallsTexture,
|
||||||
|
Rectangle{ 0.0f, 0.0f, (float)wallsTexture.width, (float)wallsTexture.height },
|
||||||
|
Rectangle{ 0.0f, 0.0f, 20.0f, (float)screen_height },
|
||||||
|
Vector2{ 0.0f, 0.0f },
|
||||||
|
0.0f,
|
||||||
|
WHITE
|
||||||
|
);
|
||||||
|
|
||||||
|
// Right Wall (walls.png)
|
||||||
|
DrawTexturePro(
|
||||||
|
wallsTexture,
|
||||||
|
Rectangle{ 0.0f, 0.0f, (float)wallsTexture.width, (float)wallsTexture.height },
|
||||||
|
Rectangle{ (float)screen_width - 20.0f, 0.0f, 20.0f, (float)screen_height },
|
||||||
|
Vector2{ 0.0f, 0.0f },
|
||||||
|
0.0f,
|
||||||
|
WHITE
|
||||||
|
);
|
||||||
|
|
||||||
DrawText(TextFormat("%i", cpu_score), screen_width / 4 - 20, 20, 80, 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);
|
DrawText(TextFormat("%i", player_score), 3 * screen_width / 4 - 20, 20, 80, WHITE);
|
||||||
|
|
||||||
|
// Draw Playtime Counter
|
||||||
|
int minutes = (int)sessionPlayTime / 60;
|
||||||
|
int seconds = (int)sessionPlayTime % 60;
|
||||||
|
int timeTextWidth = MeasureText(TextFormat("%02i:%02i", minutes, seconds), 32);
|
||||||
|
|
||||||
|
// Draw background box to block out the center line and increase contrast
|
||||||
|
DrawRectangle(screen_width / 2 - timeTextWidth / 2 - 15, 715, timeTextWidth + 30, 44, Color{ 15, 15, 15, 220 });
|
||||||
|
DrawRectangleLines(screen_width / 2 - timeTextWidth / 2 - 15, 715, timeTextWidth + 30, 44, Color{ 100, 100, 100, 255 });
|
||||||
|
DrawText(TextFormat("%02i:%02i", minutes, seconds), screen_width / 2 - timeTextWidth / 2, 721, 32, YELLOW);
|
||||||
|
|
||||||
ball.Draw();
|
ball.Draw();
|
||||||
cpu.Draw();
|
cpu.Draw();
|
||||||
player.Draw();
|
player.Draw();
|
||||||
|
|
||||||
|
// Draw Pause Overlay and Text
|
||||||
|
if (isPaused) {
|
||||||
|
// Semi-transparent overlay inside the borders
|
||||||
|
DrawRectangle(20, 20, screen_width - 40, screen_height - 40, Color{ 0, 0, 0, 150 });
|
||||||
|
|
||||||
|
int pausedTextWidth = MeasureText("PAUSED", 60);
|
||||||
|
DrawText("PAUSED", screen_width / 2 - pausedTextWidth / 2, screen_height / 2 - 30, 60, YELLOW);
|
||||||
|
}
|
||||||
|
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
default:
|
default:
|
||||||
@@ -140,6 +259,10 @@ int main() {
|
|||||||
EndDrawing();
|
EndDrawing();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
UnloadTexture(courtBackground);
|
||||||
|
UnloadTexture(wallsTexture);
|
||||||
|
UnloadTexture(lineTexture);
|
||||||
|
|
||||||
CloseWindow();
|
CloseWindow();
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
@@ -30,4 +30,6 @@ void Menu::Draw() {
|
|||||||
Color textColor = (i == selectedIndex) ? YELLOW : WHITE;
|
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);
|
DrawText(options[i].c_str(), screenWidth / 2 - MeasureText(options[i].c_str(), 40) / 2, screenHeight / 2 + (i * 60), 40, textColor);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Draw Control keys
|
||||||
}
|
}
|
||||||
Reference in New Issue
Block a user