Enhance README with new sections and improved structure
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# Pong Reloaded
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# 🏓 Pong Reloaded
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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++ (C++20)** and the **Raylib** library. Designed with performance, customization, and modularity in mind.
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[](https://en.cppreference.com/w/cpp/compiler_support/20)
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[](https://www.raylib.com/)
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[](https://www.microsoft.com/windows)
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[](LICENSE.txt)
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---
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## Credits & Attributions
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## 🚀 About & Motivation
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### Code Base Template
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**Pong Reloaded** is an educational and exploratory game development project. Built as a student engineering activity, it serves as a personal challenge to push past standard university curricula and experiment with low-level graphic structures.
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The key goals of this project:
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* **Master Raylib & Game Design:** Experiment with 2D rendering pipelines, sound synthesis, custom sprites, and real-time game state management.
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* **Optimize for Low Resources:** Implement performance-first programming in C++, minimizing memory overhead and achieving a highly optimized execution path that runs perfectly on low-end laptops.
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* **Challenge Knowledge Boundaries:** Apply advanced Object-Oriented Programming (OOP) concepts, robust state machine architectures, and direct Win32 API integrations.
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> [!NOTE]
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> This project is developed 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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---
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## 🎮 Features
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* **👾 Zero-Dependency Portability:** The game compiles into a single, standalone executable. Textures, audio, and icon files are embedded directly into the binary's resource section (`.rc`) using Windows PE resources, ensuring it never breaks due to missing assets.
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* **⚡ Highly Optimized Engine:** Optimized game loops, zero-allocation physics updates in the hot-path, and efficient CPU sleeping patterns. Smooth frame rates on hardware with minimal system resources.
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* **🤖 Dynamic AI Opponent:** A singleplayer CPU opponent powered by adaptive movement algorithms with three difficulty settings: **Easy**, **Normal**, and **Hard**.
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* **👥 Local Co-op Multiplayer:** Local 1v1 couch-co-op mode featuring an interactive **Multiplayer Lobby** where both players toggle ready states before initiating the match.
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* **🎨 Premium Settings & Theme Engine:**
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* **Screen Settings:** Customizable resolutions (1280x800, 1600x900, 1920x1080) and Fullscreen / Windowed modes.
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* **Framerate Controls:** Selectable 60 FPS, 144 FPS, or VSync limits.
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* **Score Limits:** Custom thresholds (5, 11, 15, or 21 points).
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* **Visual Themes:** Toggleable background space themes (Default, Galaxy, Trap), custom ball skins, and paddle textures.
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* **🛠️ Developer Console:** Built-in console overlay toggled dynamically via `F7` for real-time engine tracing and logging.
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---
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## 💾 Quick Install & Play
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No installers, DLLs, or complex dependency installations are required!
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1. Head over to the [**Latest Releases**](https://github.com/Dr20Ervin/Pong-Reloaded/releases) section.
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2. Download the `pong-reloaded.exe` binary.
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3. Double-click the `.exe` and start playing immediately!
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---
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## ⌨️ Controls Reference
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| Context | Action / Key | Player 1 (Left Paddle) | Player 2 / Singleplayer (Right Paddle) |
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| :--- | :--- | :--- | :--- |
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| **Menu Navigation** | Up / Down | — | `Arrow Up` / `Arrow Down` |
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| **Menu Confirm** | Enter | — | `Enter` |
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| **Lobby Ready Toggle** | Ready State | `W` | `Arrow Up` |
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| **Gameplay Movement**| Up / Down | `W` / `S` | `Arrow Up` / `Arrow Down` |
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| **Gameplay Actions** | Pause / Resume | — | `P` |
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| **Gameplay Actions** | Force Game Over / Reset | — | `Space` |
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| **Developer Tools** | Toggle Dev Console | — | `F7` |
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---
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## 🛠️ Building From Source
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### Prerequisites
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* Windows OS
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* Visual Studio 2022 (with "Desktop development with C++" workload)
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* Raylib library installed/configured
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### Steps
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1. Clone this repository:
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```bash
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git clone https://github.com/Dr20Ervin/Pong-Reloaded.git
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cd Pong-Reloaded
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```
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2. Open `pong-reloaded.sln` in Visual Studio.
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3. Build the project under `Release` / `x64` configuration to generate the optimized, standalone executable.
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---
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## 📜 Credits & Attributions
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### Codebase 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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* **Original Repository:** [educ8s/Cpp-Pong-Game-Raylib](https://github.com/educ8s/Cpp-Pong-Game-Raylib)
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* This project adapts core architectural concepts and Raylib integrations from the original repository.
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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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### Asset Credits
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The graphical and audio resources used in this game were curated from the open-source gaming community:
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* **Original Project:** Moddable Pong
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* **Author / Creator:** Endless OS Foundation & Endless Studios
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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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* **Repository:** [endlessm/moddable-pong](https://github.com/endlessm/moddable-pong/)
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* *Notice:* All assets are utilized strictly for academic research, non-commercial development, and validation milestones. All rights and copyrights belong to their respective owners.
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---
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## Features
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## 📄 License
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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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This project is licensed under the [MIT License](LICENSE.txt).
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