Refactor game architecture and enhance features

This commit is contained in:
2026-05-21 17:29:18 +03:00
parent 0573b384b3
commit 7493daf004
5 changed files with 678 additions and 833 deletions
+55 -6
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@@ -4,7 +4,7 @@
#include <string> #include <string>
#include <vector> #include <vector>
// Game States & Configurations // Game states and configurations
enum class GameState { enum class GameState {
MainMenu, MainMenu,
DifficultySelect, DifficultySelect,
@@ -28,8 +28,60 @@ constexpr float CPU_SPEED_HARD = 480.0f;
constexpr float PLAYER_SPEED = 360.0f; constexpr float PLAYER_SPEED = 360.0f;
constexpr float BALL_SPEED = 420.0f; constexpr float BALL_SPEED = 420.0f;
// --- Base Entities --- // Game state contexts
struct ScoreBoard {
int player_score = 0;
int player2_score = 0;
int cpu_score = 0;
};
struct GameConfig {
int resolutionOption = 0; // 0 = 1280x800, 1 = 1600x900, 2 = 1920x1080
int framerateOption = 0; // 0 = 60 FPS, 1 = 144 FPS, 2 = VSync
bool isFullscreen = false;
int maxScoreOption = 0; // 0 = 5, 1 = 11, 2 = 15, 3 = 21
int maxScore = 5;
bool sfxEnabled = true;
int selectedSettingLine = 0; // 0 = Resolution, 1 = Framerate, 2 = Screen Mode, 3 = Score Limit, 4 = Sound, 5 = Back
};
struct GameContext {
GameState currentState = GameState::MainMenu;
float sessionPlayTime = 0.0f;
bool isPaused = false;
bool shouldQuit = false;
bool isMultiplayer = false;
bool p1Ready = false;
bool p2Ready = false;
ScoreBoard score;
GameConfig config;
// Asset textures and sound handles
Texture2D courtBackground = { 0 };
Texture2D wallsTexture = { 0 };
Texture2D lineTexture = { 0 };
Sound paddleHitSound = { 0 };
Sound wallHitSound = { 0 };
Sound scoreSound = { 0 };
};
// Forward declarations
class Ball;
class Paddle;
class CpuPaddle;
// Game state update and draw routines
void ResetBall(Ball& ball);
void DrawCourt(const GameContext& ctx, int screenWidth, int screenHeight);
void UpdatePlayingState(GameContext& ctx, Ball& ball, Paddle& player, CpuPaddle& cpu);
void DrawPlayingState(const GameContext& ctx, Ball& ball, Paddle& player, CpuPaddle& cpu, int screenWidth, int screenHeight);
void UpdateMultiplayerState(GameContext& ctx, Ball& ball, Paddle& player, CpuPaddle& cpu);
void DrawMultiplayerState(const GameContext& ctx, Ball& ball, Paddle& player, CpuPaddle& cpu, int screenWidth, int screenHeight);
void UpdateGameOverState(GameContext& ctx);
void DrawGameOverState(const GameContext& ctx, int screenWidth, int screenHeight);
// Base entity representation
class GameObject { class GameObject {
public: public:
Vector2 position; Vector2 position;
@@ -41,15 +93,12 @@ public:
virtual void Draw() = 0; virtual void Draw() = 0;
}; };
// --- Game Objects --- // Entity classes
class Paddle : public GameObject { class Paddle : public GameObject {
public: public:
float width; float width;
float height; float height;
Texture2D texture; Texture2D texture;
public:
Paddle(Vector2 pos, Color c, float w, float h, const std::string& texturePath = "") Paddle(Vector2 pos, Color c, float w, float h, const std::string& texturePath = "")
: GameObject(pos, c), width(w), height(h) { : GameObject(pos, c), width(w), height(h) {
if (!texturePath.empty()) { if (!texturePath.empty()) {
+10 -3
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@@ -3,8 +3,7 @@
#include <string> #include <string>
#include <vector> #include <vector>
// --- UI / Systems --- // Menu UI controller
class Menu { class Menu {
private: private:
std::string title; std::string title;
@@ -18,4 +17,12 @@ public:
int Update(); int Update();
void Draw(); void Draw();
}; };
// Settings and lobby routines
void ApplyResolution(int width, int height);
void ApplyFramerate(int option);
void UpdateSettingsState(GameContext& ctx);
void DrawSettingsState(const GameContext& ctx, int screenWidth, int screenHeight);
void UpdateLobbyState(GameContext& ctx);
void DrawLobbyState(const GameContext& ctx, int screenWidth, int screenHeight);
+290 -8
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@@ -1,7 +1,6 @@
#include "game.h" #include "game.h"
// --- Paddle Implementation --- // Paddle implementation
bool Paddle::Update() { bool Paddle::Update() {
float dt = GetFrameTime(); float dt = GetFrameTime();
@@ -12,7 +11,7 @@ bool Paddle::Update() {
position.y += PLAYER_SPEED * dt; position.y += PLAYER_SPEED * dt;
} }
// Limit movement // Keep paddle within screen boundaries
if (position.y <= 20.0f) { if (position.y <= 20.0f) {
position.y = 20.0f; position.y = 20.0f;
} }
@@ -20,7 +19,7 @@ bool Paddle::Update() {
position.y = GetScreenHeight() - 20.0f - height; position.y = GetScreenHeight() - 20.0f - height;
} }
// Dynamic X position // Align paddle relative to right screen edge
position.x = GetScreenWidth() - 20.0f - 10.0f - width; position.x = GetScreenWidth() - 20.0f - 10.0f - width;
return false; return false;
@@ -42,8 +41,7 @@ void Paddle::Draw() {
} }
// --- Ball Implementation --- // Ball implementation
bool Ball::Update() { bool Ball::Update() {
float dt = GetFrameTime(); float dt = GetFrameTime();
position.x += velocity.x * dt; position.x += velocity.x * dt;
@@ -67,7 +65,291 @@ void Ball::Draw() {
WHITE WHITE
); );
} else { } else {
// Cast to int as DrawCircle expects integers for coordinates
DrawCircle((int)position.x, (int)position.y, radius, color); DrawCircle((int)position.x, (int)position.y, radius, color);
} }
} }
// Game state routines and helpers
void ResetBall(Ball& ball) {
ball.position.x = GetScreenWidth() / 2.0f;
ball.position.y = GetScreenHeight() / 2.0f;
int speed_choices[2] = { -1, 1 };
ball.velocity.x = BALL_SPEED * speed_choices[GetRandomValue(0, 1)];
ball.velocity.y = BALL_SPEED * speed_choices[GetRandomValue(0, 1)];
}
void DrawCourt(const GameContext& ctx, int screenWidth, int screenHeight) {
// Left court field background
DrawTexturePro(
ctx.courtBackground,
Rectangle{ 0.0f, 0.0f, (float)ctx.courtBackground.width, (float)ctx.courtBackground.height },
Rectangle{ 20.0f, 20.0f, (float)screenWidth / 2.0f - 70.0f, (float)screenHeight - 40.0f },
Vector2{ 0.0f, 0.0f },
0.0f,
WHITE
);
// Right court field background
DrawTexturePro(
ctx.courtBackground,
Rectangle{ 0.0f, 0.0f, (float)ctx.courtBackground.width, (float)ctx.courtBackground.height },
Rectangle{ (float)screenWidth / 2.0f + 50.0f, 20.0f, (float)screenWidth / 2.0f - 70.0f, (float)screenHeight - 40.0f },
Vector2{ 0.0f, 0.0f },
0.0f,
WHITE
);
// Center circle decoration
DrawCircle(screenWidth / 2, screenHeight / 2, 50.0f, Color{ 102, 51, 153, 100 });
DrawCircleLines(screenWidth / 2, screenHeight / 2, 50.0f, Color{ 50, 25, 75, 250 });
// Center dotted divider
int lineY = 20;
while (lineY < screenHeight - 20) {
DrawTexture(ctx.lineTexture, screenWidth / 2 - ctx.lineTexture.width / 2, lineY, WHITE);
lineY += ctx.lineTexture.height;
}
// Border walls (top, bottom, left, right)
DrawTexturePro(ctx.wallsTexture, Rectangle{ 0.0f, 0.0f, (float)ctx.wallsTexture.width, (float)ctx.wallsTexture.height }, Rectangle{ 0.0f, 0.0f, (float)screenWidth, 20.0f }, Vector2{ 0.0f, 0.0f }, 0.0f, WHITE);
DrawTexturePro(ctx.wallsTexture, Rectangle{ 0.0f, 0.0f, (float)ctx.wallsTexture.width, (float)ctx.wallsTexture.height }, Rectangle{ 0.0f, (float)screenHeight - 20.0f, (float)screenWidth, 20.0f }, Vector2{ 0.0f, 0.0f }, 0.0f, WHITE);
DrawTexturePro(ctx.wallsTexture, Rectangle{ 0.0f, 0.0f, (float)ctx.wallsTexture.width, (float)ctx.wallsTexture.height }, Rectangle{ 0.0f, 0.0f, 20.0f, (float)screenHeight }, Vector2{ 0.0f, 0.0f }, 0.0f, WHITE);
DrawTexturePro(ctx.wallsTexture, Rectangle{ 0.0f, 0.0f, (float)ctx.wallsTexture.width, (float)ctx.wallsTexture.height }, Rectangle{ (float)screenWidth - 20.0f, 0.0f, 20.0f, (float)screenHeight }, Vector2{ 0.0f, 0.0f }, 0.0f, WHITE);
}
void UpdatePlayingState(GameContext& ctx, Ball& ball, Paddle& player, CpuPaddle& cpu) {
if (IsKeyPressed(KEY_P)) {
ctx.isPaused = !ctx.isPaused;
}
if (IsKeyPressed(KEY_SPACE)) {
ctx.currentState = GameState::GameOver;
}
if (!ctx.isPaused) {
ctx.sessionPlayTime += GetFrameTime();
if (ball.Update() && ctx.config.sfxEnabled) {
PlaySound(ctx.wallHitSound);
}
player.Update();
cpu.Update(ball.position.y);
// Paddle collisions
if (CheckCollisionCircleRec(ball.position, ball.radius, Rectangle{ player.position.x, player.position.y, player.width, player.height })) {
ball.velocity.x *= -1;
if (ctx.config.sfxEnabled) PlaySound(ctx.paddleHitSound);
}
if (CheckCollisionCircleRec(ball.position, ball.radius, Rectangle{ cpu.position.x, cpu.position.y, cpu.width, cpu.height })) {
ball.velocity.x *= -1;
if (ctx.config.sfxEnabled) PlaySound(ctx.paddleHitSound);
}
// Scoring rules
int screen_width = GetScreenWidth();
if (ball.position.x + ball.radius >= screen_width - 20.0f) {
ctx.score.cpu_score++;
if (ctx.config.sfxEnabled) PlaySound(ctx.scoreSound);
if (ctx.score.cpu_score >= ctx.config.maxScore) {
ctx.currentState = GameState::GameOver;
} else {
ResetBall(ball);
}
}
if (ball.position.x - ball.radius <= 20.0f) {
ctx.score.player_score++;
if (ctx.config.sfxEnabled) PlaySound(ctx.scoreSound);
if (ctx.score.player_score >= ctx.config.maxScore) {
ctx.currentState = GameState::GameOver;
} else {
ResetBall(ball);
}
}
}
}
void DrawPlayingState(const GameContext& ctx, Ball& ball, Paddle& player, CpuPaddle& cpu, int screenWidth, int screenHeight) {
DrawCourt(ctx, screenWidth, screenHeight);
// Header scores
DrawText(TextFormat("%i", ctx.score.cpu_score), screenWidth / 4 - 20, 20, 80, WHITE);
DrawText(TextFormat("%i", ctx.score.player_score), 3 * screenWidth / 4 - 20, 20, 80, WHITE);
// Playtime tracker display
int minutes = (int)ctx.sessionPlayTime / 60;
int seconds = (int)ctx.sessionPlayTime % 60;
int timeTextWidth = MeasureText(TextFormat("%02i:%02i", minutes, seconds), 32);
DrawRectangle(screenWidth / 2 - timeTextWidth / 2 - 15, screenHeight - 85, timeTextWidth + 30, 44, Color{ 15, 15, 15, 220 });
DrawRectangleLines(screenWidth / 2 - timeTextWidth / 2 - 15, screenHeight - 85, timeTextWidth + 30, 44, Color{ 100, 100, 100, 255 });
DrawText(TextFormat("%02i:%02i", minutes, seconds), screenWidth / 2 - timeTextWidth / 2, screenHeight - 79, 32, YELLOW);
ball.Draw();
cpu.Draw();
player.Draw();
// Pause interface overlay
if (ctx.isPaused) {
DrawRectangle(20, 20, screenWidth - 40, screenHeight - 40, Color{ 0, 0, 0, 150 });
int pausedTextWidth = MeasureText("PAUSED", 60);
DrawText("PAUSED", screenWidth / 2 - pausedTextWidth / 2, screenHeight / 2 - 60, 60, YELLOW);
int hintTextWidth = MeasureText("UP/DOWN Arrows to move | SPACE: Force Game Over", 20);
DrawText("UP/DOWN Arrows to move | SPACE: Force Game Over", screenWidth / 2 - hintTextWidth / 2, screenHeight / 2 + 20, 20, WHITE);
}
}
void UpdateMultiplayerState(GameContext& ctx, Ball& ball, Paddle& player, CpuPaddle& cpu) {
if (IsKeyPressed(KEY_P)) {
ctx.isPaused = !ctx.isPaused;
}
if (IsKeyPressed(KEY_SPACE)) {
ctx.currentState = GameState::GameOver;
}
if (!ctx.isPaused) {
ctx.sessionPlayTime += GetFrameTime();
if (ball.Update() && ctx.config.sfxEnabled) {
PlaySound(ctx.wallHitSound);
}
player.Update();
// Player 2 controls (Left Paddle)
float dt = GetFrameTime();
if (IsKeyDown(KEY_W)) {
cpu.position.y -= PLAYER_SPEED * dt;
}
if (IsKeyDown(KEY_S)) {
cpu.position.y += PLAYER_SPEED * dt;
}
cpu.LimitMovement();
cpu.position.x = 20.0f + 10.0f;
// Paddle collisions
if (CheckCollisionCircleRec(ball.position, ball.radius, Rectangle{ player.position.x, player.position.y, player.width, player.height })) {
ball.velocity.x *= -1;
if (ctx.config.sfxEnabled) PlaySound(ctx.paddleHitSound);
}
if (CheckCollisionCircleRec(ball.position, ball.radius, Rectangle{ cpu.position.x, cpu.position.y, cpu.width, cpu.height })) {
ball.velocity.x *= -1;
if (ctx.config.sfxEnabled) PlaySound(ctx.paddleHitSound);
}
// Scoring rules
int screen_width = GetScreenWidth();
if (ball.position.x + ball.radius >= screen_width - 20.0f) {
ctx.score.player2_score++;
if (ctx.config.sfxEnabled) PlaySound(ctx.scoreSound);
if (ctx.score.player2_score >= ctx.config.maxScore) {
ctx.currentState = GameState::GameOver;
} else {
ResetBall(ball);
}
}
if (ball.position.x - ball.radius <= 20.0f) {
ctx.score.player_score++;
if (ctx.config.sfxEnabled) PlaySound(ctx.scoreSound);
if (ctx.score.player_score >= ctx.config.maxScore) {
ctx.currentState = GameState::GameOver;
} else {
ResetBall(ball);
}
}
}
}
void DrawMultiplayerState(const GameContext& ctx, Ball& ball, Paddle& player, CpuPaddle& cpu, int screenWidth, int screenHeight) {
DrawCourt(ctx, screenWidth, screenHeight);
// Header scores
DrawText(TextFormat("%i", ctx.score.player2_score), screenWidth / 4 - 20, 20, 80, WHITE);
DrawText(TextFormat("%i", ctx.score.player_score), 3 * screenWidth / 4 - 20, 20, 80, WHITE);
// Playtime tracker display
int minutes = (int)ctx.sessionPlayTime / 60;
int seconds = (int)ctx.sessionPlayTime % 60;
int timeTextWidth = MeasureText(TextFormat("%02i:%02i", minutes, seconds), 32);
DrawRectangle(screenWidth / 2 - timeTextWidth / 2 - 15, screenHeight - 85, timeTextWidth + 30, 44, Color{ 15, 15, 15, 220 });
DrawRectangleLines(screenWidth / 2 - timeTextWidth / 2 - 15, screenHeight - 85, timeTextWidth + 30, 44, Color{ 100, 100, 100, 255 });
DrawText(TextFormat("%02i:%02i", minutes, seconds), screenWidth / 2 - timeTextWidth / 2, screenHeight - 79, 32, YELLOW);
ball.Draw();
cpu.Draw();
player.Draw();
// Pause interface overlay
if (ctx.isPaused) {
DrawRectangle(20, 20, screenWidth - 40, screenHeight - 40, Color{ 0, 0, 0, 150 });
int pausedTextWidth = MeasureText("PAUSED", 60);
DrawText("PAUSED", screenWidth / 2 - pausedTextWidth / 2, screenHeight / 2 - 60, 60, YELLOW);
int hintTextWidth = MeasureText("P1 (Right): UP/DOWN | P2 (Left): W/S | SPACE: Force Game Over", 20);
DrawText("P1 (Right): UP/DOWN | P2 (Left): W/S | SPACE: Force Game Over", screenWidth / 2 - hintTextWidth / 2, screenHeight / 2 + 20, 20, WHITE);
}
}
void UpdateGameOverState(GameContext& ctx) {
if (IsKeyPressed(KEY_SPACE)) {
ctx.currentState = GameState::MainMenu;
}
}
void DrawGameOverState(const GameContext& ctx, int screenWidth, int screenHeight) {
int panelWidth = 600;
int panelHeight = 400;
int panelX = screenWidth / 2 - panelWidth / 2;
int panelY = screenHeight / 2 - panelHeight / 2;
DrawRectangle(panelX, panelY, panelWidth, panelHeight, Color{ 15, 15, 15, 230 });
DrawRectangleLines(panelX, panelY, panelWidth, panelHeight, Color{ 120, 120, 120, 255 });
int gameOverWidth = MeasureText("GAME OVER", 60);
DrawText("GAME OVER", screenWidth / 2 - gameOverWidth / 2, panelY + 40, 60, RED);
std::string winnerText = "GAME ENDED";
Color winnerColor = YELLOW;
std::string score1Str, score2Str;
if (ctx.isMultiplayer) {
if (ctx.score.player_score > ctx.score.player2_score) {
winnerText = "PLAYER 1 WINS!";
winnerColor = Color{ 38, 185, 154, 255 };
}
else if (ctx.score.player2_score > ctx.score.player_score) {
winnerText = "PLAYER 2 WINS!";
winnerColor = RED;
}
score1Str = "Player 1 Score: " + std::to_string(ctx.score.player_score);
score2Str = "Player 2 Score: " + std::to_string(ctx.score.player2_score);
}
else {
if (ctx.score.player_score > ctx.score.cpu_score) {
winnerText = "YOU WIN!";
winnerColor = Color{ 38, 185, 154, 255 };
}
else if (ctx.score.cpu_score > ctx.score.player_score) {
winnerText = "CPU WINS!";
winnerColor = RED;
}
score1Str = "Player Score: " + std::to_string(ctx.score.player_score);
score2Str = "CPU Score: " + std::to_string(ctx.score.cpu_score);
}
int winnerWidth = MeasureText(winnerText.c_str(), 40);
DrawText(winnerText.c_str(), screenWidth / 2 - winnerWidth / 2, panelY + 120, 40, winnerColor);
int playerTextWidth = MeasureText(score1Str.c_str(), 30);
int cpuTextWidth = MeasureText(score2Str.c_str(), 30);
DrawText(score1Str.c_str(), screenWidth / 2 - playerTextWidth / 2, panelY + 200, 30, WHITE);
DrawText(score2Str.c_str(), screenWidth / 2 - cpuTextWidth / 2, panelY + 250, 30, WHITE);
int minutes = (int)ctx.sessionPlayTime / 60;
int seconds = (int)ctx.sessionPlayTime % 60;
std::string timeStr = "Playtime: " + std::to_string(minutes) + "m " + std::to_string(seconds) + "s";
int timeTextWidth = MeasureText(timeStr.c_str(), 20);
DrawText(timeStr.c_str(), screenWidth / 2 - timeTextWidth / 2, panelY + 300, 20, LIGHTGRAY);
int instWidth = MeasureText("Press SPACEBAR to return to Main Menu", 20);
DrawText("Press SPACEBAR to return to Main Menu", screenWidth / 2 - instWidth / 2, panelY + 340, 20, YELLOW);
}
+97 -810
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@@ -2,77 +2,41 @@
#include "game.h" #include "game.h"
#include "menu.h" #include "menu.h"
// Colors // Global colors
Color Green = Color{ 38, 185, 154, 255 }; Color Green = Color{ 38, 185, 154, 255 };
Color Dark_Green = Color{ 20, 160, 133, 255 }; Color Dark_Green = Color{ 20, 160, 133, 255 };
Color Light_Green = Color{ 129, 204, 184, 255 }; Color Light_Green = Color{ 129, 204, 184, 255 };
Color Yellow = Color{ 243, 213, 91, 255 }; Color Yellow = Color{ 243, 213, 91, 255 };
struct ScoreBoard
{
int player_score = 0;
int player2_score = 0;
int cpu_score = 0;
};
void ApplyResolution(int width, int height) {
int monitor = GetCurrentMonitor();
int monitorWidth = GetMonitorWidth(monitor);
int monitorHeight = GetMonitorHeight(monitor);
if (width >= monitorWidth || height >= monitorHeight) {
SetWindowState(FLAG_WINDOW_MAXIMIZED | FLAG_WINDOW_RESIZABLE);
}
else {
ClearWindowState(FLAG_WINDOW_MAXIMIZED);
SetWindowSize(width, height);
// Center the window on the active monitor
SetWindowPosition(monitorWidth / 2 - width / 2, monitorHeight / 2 - height / 2);
}
}
void ApplyFramerate(int option) {
if (option == 0) {
ClearWindowState(FLAG_VSYNC_HINT);
SetTargetFPS(60);
}
else if (option == 1) {
ClearWindowState(FLAG_VSYNC_HINT);
SetTargetFPS(144);
}
else if (option == 2) {
SetWindowState(FLAG_VSYNC_HINT);
SetTargetFPS(0);
}
}
// Helper function to reset the ball
void ResetBall(Ball& ball) {
ball.position.x = GetScreenWidth() / 2.0f;
ball.position.y = GetScreenHeight() / 2.0f;
int speed_choices[2] = { -1, 1 };
ball.velocity.x = BALL_SPEED * speed_choices[GetRandomValue(0, 1)];
ball.velocity.y = BALL_SPEED * speed_choices[GetRandomValue(0, 1)];
}
int main() { int main() {
std::cout << "Starting the game" << std::endl; std::cout << "Starting game session" << std::endl;
int screen_width = 1280; int screen_width = 1280;
int screen_height = 800; int screen_height = 800;
InitWindow(screen_width, screen_height, "Pong Reloaded"); InitWindow(screen_width, screen_height, "Pong Reloaded");
SetTargetFPS(60); SetTargetFPS(60);
InitAudioDevice(); InitAudioDevice();
// --- Instantiate Objects using the new Constructors --- // App state context
GameContext ctx;
// Asset textures loading
ctx.courtBackground = LoadTexture("assets/textures/spaces/basic_space.png");
ctx.wallsTexture = LoadTexture("assets/textures/spaces/walls.png");
ctx.lineTexture = LoadTexture("assets/textures/hud/line.png");
// Audio assets loading
ctx.paddleHitSound = LoadSound("assets/audio/paddle_hit.ogg");
ctx.wallHitSound = LoadSound("assets/audio/wall_hit.ogg");
ctx.scoreSound = LoadSound("assets/audio/score.ogg");
// Entities instantiation
Ball ball( Ball ball(
Vector2{ screen_width / 2.0f, screen_height / 2.0f }, Vector2{ screen_width / 2.0f, screen_height / 2.0f },
Yellow, 20.0f, Yellow, 20.0f,
"assets/textures/ball/basic_ball_5.png" "assets/textures/ball/basic_ball_5.png"
); );
ball.velocity = Vector2{ BALL_SPEED, BALL_SPEED }; ResetBall(ball);
Paddle player( Paddle player(
Vector2{ screen_width - 20.0f - 10.0f - 25.0f, screen_height / 2.0f - 60.0f }, Vector2{ screen_width - 20.0f - 10.0f - 25.0f, screen_height / 2.0f - 60.0f },
@@ -87,798 +51,122 @@ int main() {
"assets/textures/paddles/basic_paddle_2.png" "assets/textures/paddles/basic_paddle_2.png"
); );
// --- Setup Menu and Game State --- // Menu instantiation
GameState currentState = GameState::MainMenu;
float sessionPlayTime = 0.0f;
bool isPaused = false;
bool shouldQuit = false;
bool isMultiplayer = false;
bool p1Ready = false;
bool p2Ready = false;
int resolutionOption = 0; // 0 = 1280x800, 1 = 1600x900, 2 = 1920x1080
int framerateOption = 0; // 0 = 60 FPS, 1 = 144 FPS, 2 = VSync
bool isFullscreen = false;
int maxScoreOption = 0; // 0 = 5, 1 = 11, 2 = 15, 3 = 21
int maxScore = 5;
bool sfxEnabled = true;
int selectedSettingLine = 0; // 0 = Resolution, 1 = Framerate, 2 = Screen Mode, 3 = Score Limit, 4 = Sound, 5 = Back
Menu mainMenu("PONG RELOADED", { "Singleplayer", "Multiplayer", "Settings", "Quit" }); Menu mainMenu("PONG RELOADED", { "Singleplayer", "Multiplayer", "Settings", "Quit" });
Menu difficultyMenu("SELECT DIFFICULTY", { "Easy", "Normal", "Hard", "Back" }); Menu difficultyMenu("SELECT DIFFICULTY", { "Easy", "Normal", "Hard", "Back" });
ScoreBoard score;
// --- Load Background and Wall Textures --- // Main loop
Texture2D courtBackground = LoadTexture("assets/textures/spaces/basic_space.png"); while (WindowShouldClose() == false && !ctx.shouldQuit) {
Texture2D wallsTexture = LoadTexture("assets/textures/spaces/walls.png");
Texture2D lineTexture = LoadTexture("assets/textures/hud/line.png");
// --- Load Sound Effects ---
Sound paddleHitSound = LoadSound("assets/audio/paddle_hit.ogg");
Sound wallHitSound = LoadSound("assets/audio/wall_hit.ogg");
Sound scoreSound = LoadSound("assets/audio/score.ogg");
// --- Main Game Loop ---
while (WindowShouldClose() == false && !shouldQuit) {
screen_width = GetScreenWidth(); screen_width = GetScreenWidth();
screen_height = GetScreenHeight(); screen_height = GetScreenHeight();
BeginDrawing(); // Update loop
ClearBackground(Dark_Green); switch (ctx.currentState) {
switch (currentState) {
case GameState::MainMenu: case GameState::MainMenu:
{ {
int selected = mainMenu.Update(); int selected = mainMenu.Update();
if (selected == 0) { if (selected == 0) {
isMultiplayer = false; ctx.isMultiplayer = false;
currentState = GameState::DifficultySelect; ctx.currentState = GameState::DifficultySelect;
} }
else if (selected == 1) { else if (selected == 1) {
isMultiplayer = true; ctx.isMultiplayer = true;
score.player_score = 0; ctx.score.player_score = 0;
score.player2_score = 0; ctx.score.player2_score = 0;
score.cpu_score = 0; ctx.score.cpu_score = 0;
sessionPlayTime = 0.0f; ctx.sessionPlayTime = 0.0f;
isPaused = false; ctx.isPaused = false;
p1Ready = false; ctx.p1Ready = false;
p2Ready = false; ctx.p2Ready = false;
ResetBall(ball); ResetBall(ball);
currentState = GameState::MultiplayerLobby; ctx.currentState = GameState::MultiplayerLobby;
} }
else if (selected == 2) { else if (selected == 2) {
currentState = GameState::Settings; ctx.currentState = GameState::Settings;
} }
else if (selected == 3) { else if (selected == 3) {
shouldQuit = true; ctx.shouldQuit = true;
} }
mainMenu.Draw(); break;
}
case GameState::DifficultySelect:
{
int selected = difficultyMenu.Update();
if (selected >= 0 && selected <= 2) {
if (selected == 0) cpu.SetDifficulty(Difficulty::Easy);
else if (selected == 1) cpu.SetDifficulty(Difficulty::Normal);
else if (selected == 2) cpu.SetDifficulty(Difficulty::Hard);
// Controls helper ctx.score.player_score = 0;
ctx.score.player2_score = 0;
ctx.score.cpu_score = 0;
ctx.sessionPlayTime = 0.0f;
ctx.isPaused = false;
ResetBall(ball);
ctx.currentState = GameState::Playing;
}
else if (selected == 3) {
ctx.currentState = GameState::MainMenu;
}
break;
}
case GameState::MultiplayerLobby:
UpdateLobbyState(ctx);
break;
case GameState::Multiplayer:
UpdateMultiplayerState(ctx, ball, player, cpu);
break;
case GameState::Settings:
UpdateSettingsState(ctx);
break;
case GameState::Playing:
UpdatePlayingState(ctx, ball, player, cpu);
break;
case GameState::GameOver:
UpdateGameOverState(ctx);
break;
default:
break;
}
// Draw loop
BeginDrawing();
ClearBackground(Dark_Green);
switch (ctx.currentState) {
case GameState::MainMenu:
{
mainMenu.Draw();
int menuHintWidth = MeasureText("Use UP/DOWN to navigate | ENTER to select", 20); int menuHintWidth = MeasureText("Use UP/DOWN to navigate | ENTER to select", 20);
DrawText("Use UP/DOWN to navigate | ENTER to select", DrawText("Use UP/DOWN to navigate | ENTER to select",
screen_width / 2 - menuHintWidth / 2, screen_width / 2 - menuHintWidth / 2,
screen_height - 80, 20, WHITE); screen_height - 80, 20, WHITE);
break; break;
} }
case GameState::DifficultySelect: case GameState::DifficultySelect:
{ {
int selected = difficultyMenu.Update();
if (selected >= 0 && selected <= 2) {
if (selected == 0) {
cpu.SetDifficulty(Difficulty::Easy);
}
else if (selected == 1) {
cpu.SetDifficulty(Difficulty::Normal);
}
else if (selected == 2) {
cpu.SetDifficulty(Difficulty::Hard);
}
// Reset game session stats
score.player_score = 0;
score.player2_score = 0;
score.cpu_score = 0;
sessionPlayTime = 0.0f;
isPaused = false;
ResetBall(ball);
currentState = GameState::Playing;
}
else if (selected == 3) {
currentState = GameState::MainMenu;
}
difficultyMenu.Draw(); difficultyMenu.Draw();
int gameHintWidth = MeasureText("Player: UP/DOWN Arrows to move | P to Pause | SPACE to Force Game Over", 20);
// Controls helper
int gameHintWidth = MeasureText("Game: UP/DOWN Arrows to move | P to Pause | SPACE to Force Game Over", 20);
DrawText("Player: UP/DOWN Arrows to move | P to Pause | SPACE to Force Game Over", DrawText("Player: UP/DOWN Arrows to move | P to Pause | SPACE to Force Game Over",
screen_width / 2 - gameHintWidth / 2, screen_width / 2 - gameHintWidth / 2,
screen_height - 50, 20, WHITE); screen_height - 50, 20, WHITE);
break; break;
} }
case GameState::MultiplayerLobby: case GameState::MultiplayerLobby:
{ DrawLobbyState(ctx, screen_width, screen_height);
// Input checks
if (IsKeyPressed(KEY_W)) {
p1Ready = !p1Ready;
if (sfxEnabled) PlaySound(paddleHitSound);
}
if (IsKeyPressed(KEY_UP)) {
p2Ready = !p2Ready;
if (sfxEnabled) PlaySound(paddleHitSound);
}
if (IsKeyPressed(KEY_B)) {
currentState = GameState::MainMenu;
}
if (p1Ready && p2Ready) {
currentState = GameState::Multiplayer;
}
// --- Draw Court Background Behind Panel ---
// Left Court (basic_space.png)
DrawTexturePro(
courtBackground,
Rectangle{ 0.0f, 0.0f, (float)courtBackground.width, (float)courtBackground.height },
Rectangle{ 20.0f, 20.0f, (float)screen_width / 2.0f - 70.0f, (float)screen_height - 40.0f },
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{ (float)screen_width / 2.0f + 50.0f, 20.0f, (float)screen_width / 2.0f - 70.0f, (float)screen_height - 40.0f },
Vector2{ 0.0f, 0.0f },
0.0f,
WHITE
);
// 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 < screen_height - 20) {
DrawTexture(lineTexture, screen_width / 2 - lineTexture.width / 2, lineY, WHITE);
lineY += lineTexture.height;
}
// Top Wall (walls.png)
DrawTexturePro(
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
);
// Draw Lobby Panel
int panelWidth = 800;
int panelHeight = 450;
int panelX = screen_width / 2 - panelWidth / 2;
int panelY = screen_height / 2 - panelHeight / 2;
// Semi-transparent background panel
DrawRectangle(panelX, panelY, panelWidth, panelHeight, Color{ 15, 15, 15, 230 });
DrawRectangleLines(panelX, panelY, panelWidth, panelHeight, Color{ 120, 120, 120, 255 });
// Title
int titleWidth = MeasureText("MULTIPLAYER LOBBY", 40);
DrawText("MULTIPLAYER LOBBY", screen_width / 2 - titleWidth / 2, panelY + 30, 40, WHITE);
// Player 1 Details (Left Paddle controlled by W/S keys)
int p1X = panelX + 50;
int p1Y = panelY + 110;
DrawText("PLAYER 1 (LEFT)", p1X, p1Y, 24, LIGHTGRAY);
DrawText("Controls: W / S", p1X, p1Y + 45, 20, WHITE);
DrawText("Press 'W' to toggle ready", p1X, p1Y + 75, 18, GRAY);
if (p1Ready) {
DrawRectangle(p1X, p1Y + 115, 220, 50, GREEN);
DrawText("READY", p1X + 110 - MeasureText("READY", 20)/2, p1Y + 130, 20, BLACK);
} else {
DrawRectangle(p1X, p1Y + 115, 220, 50, RED);
DrawText("NOT READY", p1X + 110 - MeasureText("NOT READY", 20)/2, p1Y + 130, 20, WHITE);
}
// Player 2 Details (Right Paddle controlled by UP/DOWN arrow keys)
int p2X = panelX + panelWidth - 270;
int p2Y = panelY + 110;
DrawText("PLAYER 2 (RIGHT)", p2X, p2Y, 24, LIGHTGRAY);
DrawText("Controls: UP / DOWN", p2X, p2Y + 45, 20, WHITE);
DrawText("Press 'UP' to toggle ready", p2X, p2Y + 75, 18, GRAY);
if (p2Ready) {
DrawRectangle(p2X, p2Y + 115, 220, 50, GREEN);
DrawText("READY", p2X + 110 - MeasureText("READY", 20)/2, p2Y + 130, 20, BLACK);
} else {
DrawRectangle(p2X, p2Y + 115, 220, 50, RED);
DrawText("NOT READY", p2X + 110 - MeasureText("NOT READY", 20)/2, p2Y + 130, 20, WHITE);
}
// Lobby Status Message
if (p1Ready && p2Ready) {
int startTextWidth = MeasureText("BOTH READY! STARTING GAME...", 24);
DrawText("BOTH READY! STARTING GAME...", screen_width / 2 - startTextWidth / 2, panelY + 310, 24, YELLOW);
} else {
int waitTextWidth = MeasureText("Waiting for both players to be ready...", 20);
DrawText("Waiting for both players to be ready...", screen_width / 2 - waitTextWidth / 2, panelY + 315, 20, LIGHTGRAY);
}
// Back Instruction
int backTextWidth = MeasureText("Press 'B' to return to Main Menu | P: Pause | SPACE: Force Game Over", 20);
DrawText("Press 'B' to return to Main Menu | P: Pause | SPACE: Force Game Over", screen_width / 2 - backTextWidth / 2, panelY + 385, 20, YELLOW);
break; break;
}
case GameState::Multiplayer: case GameState::Multiplayer:
{ DrawMultiplayerState(ctx, ball, player, cpu, screen_width, screen_height);
// Toggle pause state with 'P' key
if (IsKeyPressed(KEY_P)) {
isPaused = !isPaused;
}
// Force GameOver with SPACEBAR key
if (IsKeyPressed(KEY_SPACE)) {
currentState = GameState::GameOver;
}
if (!isPaused) {
sessionPlayTime += GetFrameTime();
if (ball.Update() && sfxEnabled) {
PlaySound(wallHitSound);
}
player.Update();
// Player 2 controls (Left Paddle - Player 2 paddle)
float dt = GetFrameTime();
if (IsKeyDown(KEY_W)) {
cpu.position.y -= PLAYER_SPEED * dt;
}
if (IsKeyDown(KEY_S)) {
cpu.position.y += PLAYER_SPEED * dt;
}
cpu.LimitMovement();
cpu.position.x = 20.0f + 10.0f; // Keep on left track
if (CheckCollisionCircleRec(ball.position, ball.radius, Rectangle{ player.position.x, player.position.y, player.width, player.height })) {
ball.velocity.x *= -1;
if (sfxEnabled) PlaySound(paddleHitSound);
}
if (CheckCollisionCircleRec(ball.position, ball.radius, Rectangle{ cpu.position.x, cpu.position.y, cpu.width, cpu.height })) {
ball.velocity.x *= -1;
if (sfxEnabled) PlaySound(paddleHitSound);
}
if (ball.position.x + ball.radius >= screen_width - 20.0f) {
score.player2_score++;
if (sfxEnabled) PlaySound(scoreSound);
if (score.player2_score >= maxScore) {
currentState = GameState::GameOver;
}
else {
ResetBall(ball);
}
}
if (ball.position.x - ball.radius <= 20.0f) {
score.player_score++;
if (sfxEnabled) PlaySound(scoreSound);
if (score.player_score >= maxScore) {
currentState = GameState::GameOver;
}
else {
ResetBall(ball);
}
}
}
// --- Draw Textured Court Background ---
// Left Court (basic_space.png)
DrawTexturePro(
courtBackground,
Rectangle{ 0.0f, 0.0f, (float)courtBackground.width, (float)courtBackground.height },
Rectangle{ 20.0f, 20.0f, (float)screen_width / 2.0f - 70.0f, (float)screen_height - 40.0f },
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{ (float)screen_width / 2.0f + 50.0f, 20.0f, (float)screen_width / 2.0f - 70.0f, (float)screen_height - 40.0f },
Vector2{ 0.0f, 0.0f },
0.0f,
WHITE
);
// 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 < screen_height - 20) {
DrawTexture(lineTexture, screen_width / 2 - lineTexture.width / 2, lineY, WHITE);
lineY += lineTexture.height;
}
// Top Wall (walls.png)
DrawTexturePro(
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
);
// Scores: Left shows Player 2 score, Right shows Player 1 score
DrawText(TextFormat("%i", score.player2_score), screen_width / 4 - 20, 20, 80, WHITE);
DrawText(TextFormat("%i", score.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, screen_height - 85, timeTextWidth + 30, 44, Color{ 15, 15, 15, 220 });
DrawRectangleLines(screen_width / 2 - timeTextWidth / 2 - 15, screen_height - 85, timeTextWidth + 30, 44, Color{ 100, 100, 100, 255 });
DrawText(TextFormat("%02i:%02i", minutes, seconds), screen_width / 2 - timeTextWidth / 2, screen_height - 79, 32, YELLOW);
ball.Draw();
cpu.Draw(); // Left paddle (reused cpu object)
player.Draw(); // Right paddle
// Draw Pause Overlay and Text
if (isPaused) {
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 - 60, 60, YELLOW);
int hintTextWidth = MeasureText("P1 (Right): UP/DOWN | P2 (Left): W/S | SPACE: Force Game Over", 20);
DrawText("P1 (Right): UP/DOWN | P2 (Left): W/S | SPACE: Force Game Over",
screen_width / 2 - hintTextWidth / 2, screen_height / 2 + 20, 20, WHITE);
}
break; break;
}
case GameState::Settings: case GameState::Settings:
{ DrawSettingsState(ctx, screen_width, screen_height);
// Navigation
if (IsKeyPressed(KEY_UP)) {
selectedSettingLine--;
if (selectedSettingLine < 0) selectedSettingLine = 5;
}
if (IsKeyPressed(KEY_DOWN)) {
selectedSettingLine++;
if (selectedSettingLine > 5) selectedSettingLine = 0;
}
// Option selection (LEFT/RIGHT or ENTER)
if (selectedSettingLine == 0) {
// Resolution
if (IsKeyPressed(KEY_RIGHT) || IsKeyPressed(KEY_ENTER)) {
resolutionOption = (resolutionOption + 1) % 3;
if (resolutionOption == 0) ApplyResolution(1280, 800);
else if (resolutionOption == 1) ApplyResolution(1600, 900);
else if (resolutionOption == 2) ApplyResolution(1920, 1080);
}
else if (IsKeyPressed(KEY_LEFT)) {
resolutionOption = (resolutionOption - 1 + 3) % 3;
if (resolutionOption == 0) ApplyResolution(1280, 800);
else if (resolutionOption == 1) ApplyResolution(1600, 900);
else if (resolutionOption == 2) ApplyResolution(1920, 1080);
}
}
else if (selectedSettingLine == 1) {
// Framerate
if (IsKeyPressed(KEY_RIGHT) || IsKeyPressed(KEY_ENTER)) {
framerateOption = (framerateOption + 1) % 3;
ApplyFramerate(framerateOption);
}
else if (IsKeyPressed(KEY_LEFT)) {
framerateOption = (framerateOption - 1 + 3) % 3;
ApplyFramerate(framerateOption);
}
}
else if (selectedSettingLine == 2) {
// Screen Mode
if (IsKeyPressed(KEY_RIGHT) || IsKeyPressed(KEY_LEFT) || IsKeyPressed(KEY_ENTER)) {
ToggleFullscreen();
isFullscreen = !isFullscreen;
}
}
else if (selectedSettingLine == 3) {
// Score Limit
if (IsKeyPressed(KEY_RIGHT) || IsKeyPressed(KEY_ENTER)) {
maxScoreOption = (maxScoreOption + 1) % 4;
}
else if (IsKeyPressed(KEY_LEFT)) {
maxScoreOption = (maxScoreOption - 1 + 4) % 4;
}
if (maxScoreOption == 0) maxScore = 5;
else if (maxScoreOption == 1) maxScore = 11;
else if (maxScoreOption == 2) maxScore = 15;
else if (maxScoreOption == 3) maxScore = 21;
}
else if (selectedSettingLine == 4) {
// Sound Effects
if (IsKeyPressed(KEY_RIGHT) || IsKeyPressed(KEY_LEFT) || IsKeyPressed(KEY_ENTER)) {
sfxEnabled = !sfxEnabled;
}
}
else if (selectedSettingLine == 5) {
// Back
if (IsKeyPressed(KEY_ENTER)) {
currentState = GameState::MainMenu;
}
}
// Title
int titleWidth = MeasureText("SETTINGS", 60);
DrawText("SETTINGS", screen_width / 2 - titleWidth / 2, screen_height / 4 - 40, 60, WHITE);
// Construct resolution string
std::string resStr = "Resolution: ";
if (resolutionOption == 0) resStr += "1280x800";
else if (resolutionOption == 1) resStr += "1600x900";
else if (resolutionOption == 2) resStr += "1920x1080 (Windowed)";
// Construct framerate string
std::string fpsStr = "Framerate: ";
if (framerateOption == 0) fpsStr += "60 FPS";
else if (framerateOption == 1) fpsStr += "144 FPS";
else if (framerateOption == 2) fpsStr += "VSync";
// Construct screen mode string
std::string modeStr = "Screen Mode: ";
if (isFullscreen) modeStr += "Fullscreen";
else modeStr += "Windowed";
// Construct score limit string
std::string scoreLimitStr = "Score Limit: " + std::to_string(maxScore);
// Construct sound effects string
std::string sfxStr = "Sound Effects: ";
if (sfxEnabled) sfxStr += "ON";
else sfxStr += "OFF";
// Draw option lines
Color resColor = (selectedSettingLine == 0) ? YELLOW : WHITE;
Color fpsColor = (selectedSettingLine == 1) ? YELLOW : WHITE;
Color modeColor = (selectedSettingLine == 2) ? YELLOW : WHITE;
Color scoreColor = (selectedSettingLine == 3) ? YELLOW : WHITE;
Color sfxColor = (selectedSettingLine == 4) ? YELLOW : WHITE;
Color backColor = (selectedSettingLine == 5) ? YELLOW : WHITE;
int startY = screen_height / 2 - 90;
DrawText(resStr.c_str(), screen_width / 2 - MeasureText(resStr.c_str(), 30) / 2, startY, 30, resColor);
DrawText(fpsStr.c_str(), screen_width / 2 - MeasureText(fpsStr.c_str(), 30) / 2, startY + 45, 30, fpsColor);
DrawText(modeStr.c_str(), screen_width / 2 - MeasureText(modeStr.c_str(), 30) / 2, startY + 90, 30, modeColor);
DrawText(scoreLimitStr.c_str(), screen_width / 2 - MeasureText(scoreLimitStr.c_str(), 30) / 2, startY + 135, 30, scoreColor);
DrawText(sfxStr.c_str(), screen_width / 2 - MeasureText(sfxStr.c_str(), 30) / 2, startY + 180, 30, sfxColor);
DrawText("Back", screen_width / 2 - MeasureText("Back", 30) / 2, startY + 225, 30, backColor);
// Controls helper
int settingsHintWidth = MeasureText("UP/DOWN to navigate | LEFT/RIGHT to change settings | ENTER to select", 20);
DrawText("UP/DOWN to navigate | LEFT/RIGHT to change settings | ENTER to select",
screen_width / 2 - settingsHintWidth / 2,
screen_height - 50, 20, WHITE);
break; break;
}
case GameState::Playing: case GameState::Playing:
{ DrawPlayingState(ctx, ball, player, cpu, screen_width, screen_height);
// Toggle pause state with 'P' key
if (IsKeyPressed(KEY_P)) {
isPaused = !isPaused;
}
// Force GameOver with SPACEBAR key
if (IsKeyPressed(KEY_SPACE)) {
currentState = GameState::GameOver;
}
if (!isPaused) {
sessionPlayTime += GetFrameTime();
if (ball.Update() && sfxEnabled) {
PlaySound(wallHitSound);
}
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 (sfxEnabled) PlaySound(paddleHitSound);
}
if (CheckCollisionCircleRec(ball.position, ball.radius, Rectangle{ cpu.position.x, cpu.position.y, cpu.width, cpu.height })) {
ball.velocity.x *= -1;
if (sfxEnabled) PlaySound(paddleHitSound);
}
if (ball.position.x + ball.radius >= screen_width - 20.0f) {
score.cpu_score++;
if (sfxEnabled) PlaySound(scoreSound);
if (score.cpu_score >= maxScore) {
currentState = GameState::GameOver;
}
else {
ResetBall(ball);
}
}
if (ball.position.x - ball.radius <= 20.0f) {
score.player_score++;
if (sfxEnabled) PlaySound(scoreSound);
if (score.player_score >= maxScore) {
currentState = GameState::GameOver;
}
else {
ResetBall(ball);
}
}
}
// --- Draw Textured Court Background ---
// Left Court (basic_space.png)
DrawTexturePro(
courtBackground,
Rectangle{ 0.0f, 0.0f, (float)courtBackground.width, (float)courtBackground.height },
Rectangle{ 20.0f, 20.0f, (float)screen_width / 2.0f - 70.0f, (float)screen_height - 40.0f },
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{ (float)screen_width / 2.0f + 50.0f, 20.0f, (float)screen_width / 2.0f - 70.0f, (float)screen_height - 40.0f },
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 < screen_height - 20) {
DrawTexture(lineTexture, screen_width / 2 - lineTexture.width / 2, lineY, WHITE);
lineY += lineTexture.height;
}
// Top Wall (walls.png)
DrawTexturePro(
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", score.cpu_score), screen_width / 4 - 20, 20, 80, WHITE);
DrawText(TextFormat("%i", score.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, screen_height - 85, timeTextWidth + 30, 44, Color{ 15, 15, 15, 220 });
DrawRectangleLines(screen_width / 2 - timeTextWidth / 2 - 15, screen_height - 85, timeTextWidth + 30, 44, Color{ 100, 100, 100, 255 });
DrawText(TextFormat("%02i:%02i", minutes, seconds), screen_width / 2 - timeTextWidth / 2, screen_height - 79, 32, YELLOW);
ball.Draw();
cpu.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 - 60, 60, YELLOW);
int hintTextWidth = MeasureText("UP/DOWN Arrows to move | SPACE: Force Game Over", 20);
DrawText("UP/DOWN Arrows to move | SPACE: Force Game Over",
screen_width / 2 - hintTextWidth / 2, screen_height / 2 + 20, 20, WHITE);
}
break; break;
}
case GameState::GameOver: case GameState::GameOver:
{ DrawGameOverState(ctx, screen_width, screen_height);
if (IsKeyPressed(KEY_SPACE)) {
currentState = GameState::MainMenu;
}
// Draw a nice centered dark panel for game over info
int panelWidth = 600;
int panelHeight = 400;
int panelX = screen_width / 2 - panelWidth / 2;
int panelY = screen_height / 2 - panelHeight / 2;
// Semi-transparent background panel
DrawRectangle(panelX, panelY, panelWidth, panelHeight, Color{ 15, 15, 15, 230 });
DrawRectangleLines(panelX, panelY, panelWidth, panelHeight, Color{ 120, 120, 120, 255 });
// Draw "GAME OVER" header
int gameOverWidth = MeasureText("GAME OVER", 60);
DrawText("GAME OVER", screen_width / 2 - gameOverWidth / 2, panelY + 40, 60, RED);
// Determine winner text and color
std::string winnerText = "GAME ENDED";
Color winnerColor = YELLOW;
std::string score1Str, score2Str;
if (isMultiplayer) {
if (score.player_score > score.player2_score) {
winnerText = "PLAYER 1 WINS!";
winnerColor = Green;
}
else if (score.player2_score > score.player_score) {
winnerText = "PLAYER 2 WINS!";
winnerColor = RED;
}
score1Str = "Player 1 Score: " + std::to_string(score.player_score);
score2Str = "Player 2 Score: " + std::to_string(score.player2_score);
}
else {
if (score.player_score > score.cpu_score) {
winnerText = "YOU WIN!";
winnerColor = Green;
}
else if (score.cpu_score > score.player_score) {
winnerText = "CPU WINS!";
winnerColor = RED;
}
score1Str = "Player Score: " + std::to_string(score.player_score);
score2Str = "CPU Score: " + std::to_string(score.cpu_score);
}
int winnerWidth = MeasureText(winnerText.c_str(), 40);
DrawText(winnerText.c_str(), screen_width / 2 - winnerWidth / 2, panelY + 120, 40, winnerColor);
// Draw final scores
int playerTextWidth = MeasureText(score1Str.c_str(), 30);
int cpuTextWidth = MeasureText(score2Str.c_str(), 30);
DrawText(score1Str.c_str(), screen_width / 2 - playerTextWidth / 2, panelY + 200, 30, WHITE);
DrawText(score2Str.c_str(), screen_width / 2 - cpuTextWidth / 2, panelY + 250, 30, WHITE);
// Draw playtime
int minutes = (int)sessionPlayTime / 60;
int seconds = (int)sessionPlayTime % 60;
std::string timeStr = "Playtime: " + std::to_string(minutes) + "m " + std::to_string(seconds) + "s";
int timeTextWidth = MeasureText(timeStr.c_str(), 20);
DrawText(timeStr.c_str(), screen_width / 2 - timeTextWidth / 2, panelY + 300, 20, LIGHTGRAY);
// Instruction to return
int instWidth = MeasureText("Press SPACEBAR to return to Main Menu", 20);
DrawText("Press SPACEBAR to return to Main Menu", screen_width / 2 - instWidth / 2, panelY + 340, 20, YELLOW);
break; break;
}
default: default:
break; break;
} }
@@ -886,16 +174,15 @@ int main() {
EndDrawing(); EndDrawing();
} }
UnloadTexture(courtBackground); // Asset unloading and cleanup
UnloadTexture(wallsTexture); UnloadTexture(ctx.courtBackground);
UnloadTexture(lineTexture); UnloadTexture(ctx.wallsTexture);
UnloadTexture(ctx.lineTexture);
UnloadSound(paddleHitSound); UnloadSound(ctx.paddleHitSound);
UnloadSound(wallHitSound); UnloadSound(ctx.wallHitSound);
UnloadSound(scoreSound); UnloadSound(ctx.scoreSound);
CloseAudioDevice(); CloseAudioDevice();
CloseWindow(); CloseWindow();
return 0; return 0;
} }
+226 -6
View File
@@ -1,7 +1,7 @@
#include "menu.h" #include "menu.h"
int Menu::Update() { int Menu::Update() {
// Handle Navigation // Menu navigation
if (IsKeyPressed(KEY_DOWN)) { if (IsKeyPressed(KEY_DOWN)) {
selectedIndex++; selectedIndex++;
if (selectedIndex >= static_cast<int>(options.size())) selectedIndex = 0; if (selectedIndex >= static_cast<int>(options.size())) selectedIndex = 0;
@@ -11,7 +11,7 @@ int Menu::Update() {
if (selectedIndex < 0) selectedIndex = static_cast<int>(options.size()) - 1; if (selectedIndex < 0) selectedIndex = static_cast<int>(options.size()) - 1;
} }
// Handle Selection // Option selection
if (IsKeyPressed(KEY_ENTER)) { if (IsKeyPressed(KEY_ENTER)) {
return selectedIndex; return selectedIndex;
} }
@@ -22,14 +22,234 @@ void Menu::Draw() {
int screenWidth = GetScreenWidth(); int screenWidth = GetScreenWidth();
int screenHeight = GetScreenHeight(); int screenHeight = GetScreenHeight();
// Draw Title // Menu title and elements rendering
DrawText(title.c_str(), screenWidth / 2 - MeasureText(title.c_str(), 60) / 2, screenHeight / 4, 60, WHITE); DrawText(title.c_str(), screenWidth / 2 - MeasureText(title.c_str(), 60) / 2, screenHeight / 4, 60, WHITE);
// Draw Options
for (int i = 0; i < static_cast<int>(options.size()); i++) { for (int i = 0; i < static_cast<int>(options.size()); i++) {
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 // State routines for settings and multiplayer lobby
}
void ApplyResolution(int width, int height) {
int monitor = GetCurrentMonitor();
int monitorWidth = GetMonitorWidth(monitor);
int monitorHeight = GetMonitorHeight(monitor);
if (width >= monitorWidth || height >= monitorHeight) {
SetWindowState(FLAG_WINDOW_MAXIMIZED | FLAG_WINDOW_RESIZABLE);
}
else {
ClearWindowState(FLAG_WINDOW_MAXIMIZED);
SetWindowSize(width, height);
SetWindowPosition(monitorWidth / 2 - width / 2, monitorHeight / 2 - height / 2);
}
}
void ApplyFramerate(int option) {
if (option == 0) {
ClearWindowState(FLAG_VSYNC_HINT);
SetTargetFPS(60);
}
else if (option == 1) {
ClearWindowState(FLAG_VSYNC_HINT);
SetTargetFPS(144);
}
else if (option == 2) {
SetWindowState(FLAG_VSYNC_HINT);
SetTargetFPS(0);
}
}
void UpdateSettingsState(GameContext& ctx) {
// Menu navigation
if (IsKeyPressed(KEY_UP)) {
ctx.config.selectedSettingLine--;
if (ctx.config.selectedSettingLine < 0) ctx.config.selectedSettingLine = 5;
}
if (IsKeyPressed(KEY_DOWN)) {
ctx.config.selectedSettingLine++;
if (ctx.config.selectedSettingLine > 5) ctx.config.selectedSettingLine = 0;
}
// Settings adjustments (LEFT/RIGHT or ENTER)
if (ctx.config.selectedSettingLine == 0) {
if (IsKeyPressed(KEY_RIGHT) || IsKeyPressed(KEY_ENTER)) {
ctx.config.resolutionOption = (ctx.config.resolutionOption + 1) % 3;
if (ctx.config.resolutionOption == 0) ApplyResolution(1280, 800);
else if (ctx.config.resolutionOption == 1) ApplyResolution(1600, 900);
else if (ctx.config.resolutionOption == 2) ApplyResolution(1920, 1080);
}
else if (IsKeyPressed(KEY_LEFT)) {
ctx.config.resolutionOption = (ctx.config.resolutionOption - 1 + 3) % 3;
if (ctx.config.resolutionOption == 0) ApplyResolution(1280, 800);
else if (ctx.config.resolutionOption == 1) ApplyResolution(1600, 900);
else if (ctx.config.resolutionOption == 2) ApplyResolution(1920, 1080);
}
}
else if (ctx.config.selectedSettingLine == 1) {
if (IsKeyPressed(KEY_RIGHT) || IsKeyPressed(KEY_ENTER)) {
ctx.config.framerateOption = (ctx.config.framerateOption + 1) % 3;
ApplyFramerate(ctx.config.framerateOption);
}
else if (IsKeyPressed(KEY_LEFT)) {
ctx.config.framerateOption = (ctx.config.framerateOption - 1 + 3) % 3;
ApplyFramerate(ctx.config.framerateOption);
}
}
else if (ctx.config.selectedSettingLine == 2) {
if (IsKeyPressed(KEY_RIGHT) || IsKeyPressed(KEY_LEFT) || IsKeyPressed(KEY_ENTER)) {
ToggleFullscreen();
ctx.config.isFullscreen = !ctx.config.isFullscreen;
}
}
else if (ctx.config.selectedSettingLine == 3) {
if (IsKeyPressed(KEY_RIGHT) || IsKeyPressed(KEY_ENTER)) {
ctx.config.maxScoreOption = (ctx.config.maxScoreOption + 1) % 4;
}
else if (IsKeyPressed(KEY_LEFT)) {
ctx.config.maxScoreOption = (ctx.config.maxScoreOption - 1 + 4) % 4;
}
if (ctx.config.maxScoreOption == 0) ctx.config.maxScore = 5;
else if (ctx.config.maxScoreOption == 1) ctx.config.maxScore = 11;
else if (ctx.config.maxScoreOption == 2) ctx.config.maxScore = 15;
else if (ctx.config.maxScoreOption == 3) ctx.config.maxScore = 21;
}
else if (ctx.config.selectedSettingLine == 4) {
if (IsKeyPressed(KEY_RIGHT) || IsKeyPressed(KEY_LEFT) || IsKeyPressed(KEY_ENTER)) {
ctx.config.sfxEnabled = !ctx.config.sfxEnabled;
}
}
else if (ctx.config.selectedSettingLine == 5) {
if (IsKeyPressed(KEY_ENTER)) {
ctx.currentState = GameState::MainMenu;
}
}
}
void DrawSettingsState(const GameContext& ctx, int screenWidth, int screenHeight) {
int titleWidth = MeasureText("SETTINGS", 60);
DrawText("SETTINGS", screenWidth / 2 - titleWidth / 2, screenHeight / 4 - 40, 60, WHITE);
// Option labels formatting
std::string resStr = "Resolution: ";
if (ctx.config.resolutionOption == 0) resStr += "1280x800";
else if (ctx.config.resolutionOption == 1) resStr += "1600x900";
else if (ctx.config.resolutionOption == 2) resStr += "1920x1080 (Windowed)";
std::string fpsStr = "Framerate: ";
if (ctx.config.framerateOption == 0) fpsStr += "60 FPS";
else if (ctx.config.framerateOption == 1) fpsStr += "144 FPS";
else if (ctx.config.framerateOption == 2) fpsStr += "VSync";
std::string modeStr = "Screen Mode: ";
if (ctx.config.isFullscreen) modeStr += "Fullscreen";
else modeStr += "Windowed";
std::string scoreLimitStr = "Score Limit: " + std::to_string(ctx.config.maxScore);
std::string sfxStr = "Sound Effects: ";
if (ctx.config.sfxEnabled) sfxStr += "ON";
else sfxStr += "OFF";
// Menu options highlighting and drawing
Color resColor = (ctx.config.selectedSettingLine == 0) ? YELLOW : WHITE;
Color fpsColor = (ctx.config.selectedSettingLine == 1) ? YELLOW : WHITE;
Color modeColor = (ctx.config.selectedSettingLine == 2) ? YELLOW : WHITE;
Color scoreColor = (ctx.config.selectedSettingLine == 3) ? YELLOW : WHITE;
Color sfxColor = (ctx.config.selectedSettingLine == 4) ? YELLOW : WHITE;
Color backColor = (ctx.config.selectedSettingLine == 5) ? YELLOW : WHITE;
int startY = screenHeight / 2 - 90;
DrawText(resStr.c_str(), screenWidth / 2 - MeasureText(resStr.c_str(), 30) / 2, startY, 30, resColor);
DrawText(fpsStr.c_str(), screenWidth / 2 - MeasureText(fpsStr.c_str(), 30) / 2, startY + 45, 30, fpsColor);
DrawText(modeStr.c_str(), screenWidth / 2 - MeasureText(modeStr.c_str(), 30) / 2, startY + 90, 30, modeColor);
DrawText(scoreLimitStr.c_str(), screenWidth / 2 - MeasureText(scoreLimitStr.c_str(), 30) / 2, startY + 135, 30, scoreColor);
DrawText(sfxStr.c_str(), screenWidth / 2 - MeasureText(sfxStr.c_str(), 30) / 2, startY + 180, 30, sfxColor);
DrawText("Back", screenWidth / 2 - MeasureText("Back", 30) / 2, startY + 225, 30, backColor);
int settingsHintWidth = MeasureText("UP/DOWN to navigate | LEFT/RIGHT to change settings | ENTER to select", 20);
DrawText("UP/DOWN to navigate | LEFT/RIGHT to change settings | ENTER to select",
screenWidth / 2 - settingsHintWidth / 2,
screenHeight - 50, 20, WHITE);
}
void UpdateLobbyState(GameContext& ctx) {
if (IsKeyPressed(KEY_W)) {
ctx.p1Ready = !ctx.p1Ready;
if (ctx.config.sfxEnabled) PlaySound(ctx.paddleHitSound);
}
if (IsKeyPressed(KEY_UP)) {
ctx.p2Ready = !ctx.p2Ready;
if (ctx.config.sfxEnabled) PlaySound(ctx.paddleHitSound);
}
if (IsKeyPressed(KEY_B)) {
ctx.currentState = GameState::MainMenu;
}
if (ctx.p1Ready && ctx.p2Ready) {
ctx.currentState = GameState::Multiplayer;
}
}
void DrawLobbyState(const GameContext& ctx, int screenWidth, int screenHeight) {
// Draw background field
DrawCourt(ctx, screenWidth, screenHeight);
// Render lobby overlay card
int panelWidth = 800;
int panelHeight = 450;
int panelX = screenWidth / 2 - panelWidth / 2;
int panelY = screenHeight / 2 - panelHeight / 2;
DrawRectangle(panelX, panelY, panelWidth, panelHeight, Color{ 15, 15, 15, 230 });
DrawRectangleLines(panelX, panelY, panelWidth, panelHeight, Color{ 120, 120, 120, 255 });
int titleWidth = MeasureText("MULTIPLAYER LOBBY", 40);
DrawText("MULTIPLAYER LOBBY", screenWidth / 2 - titleWidth / 2, panelY + 30, 40, WHITE);
// Player 1 section
int p1X = panelX + 50;
int p1Y = panelY + 110;
DrawText("PLAYER 1 (LEFT)", p1X, p1Y, 24, LIGHTGRAY);
DrawText("Controls: W / S", p1X, p1Y + 45, 20, WHITE);
DrawText("Press 'W' to toggle ready", p1X, p1Y + 75, 18, GRAY);
if (ctx.p1Ready) {
DrawRectangle(p1X, p1Y + 115, 220, 50, GREEN);
DrawText("READY", p1X + 110 - MeasureText("READY", 20)/2, p1Y + 130, 20, BLACK);
} else {
DrawRectangle(p1X, p1Y + 115, 220, 50, RED);
DrawText("NOT READY", p1X + 110 - MeasureText("NOT READY", 20)/2, p1Y + 130, 20, WHITE);
}
// Player 2 section
int p2X = panelX + panelWidth - 270;
int p2Y = panelY + 110;
DrawText("PLAYER 2 (RIGHT)", p2X, p2Y, 24, LIGHTGRAY);
DrawText("Controls: UP / DOWN", p2X, p2Y + 45, 20, WHITE);
DrawText("Press 'UP' to toggle ready", p2X, p2Y + 75, 18, GRAY);
if (ctx.p2Ready) {
DrawRectangle(p2X, p2Y + 115, 220, 50, GREEN);
DrawText("READY", p2X + 110 - MeasureText("READY", 20)/2, p2Y + 130, 20, BLACK);
} else {
DrawRectangle(p2X, p2Y + 115, 220, 50, RED);
DrawText("NOT READY", p2X + 110 - MeasureText("NOT READY", 20)/2, p2Y + 130, 20, WHITE);
}
// Ready status message
if (ctx.p1Ready && ctx.p2Ready) {
int startTextWidth = MeasureText("BOTH READY! STARTING GAME...", 24);
DrawText("BOTH READY! STARTING GAME...", screenWidth / 2 - startTextWidth / 2, panelY + 310, 24, YELLOW);
} else {
int waitTextWidth = MeasureText("Waiting for both players to be ready...", 20);
DrawText("Waiting for both players to be ready...", screenWidth / 2 - waitTextWidth / 2, panelY + 315, 20, LIGHTGRAY);
}
int backTextWidth = MeasureText("Press 'B' to return to Main Menu | P: Pause | SPACE: Force Game Over", 20);
DrawText("Press 'B' to return to Main Menu | P: Pause | SPACE: Force Game Over", screenWidth / 2 - backTextWidth / 2, panelY + 385, 20, YELLOW);
}