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@@ -2,6 +2,10 @@
|
||||
# Set default behavior to automatically normalize line endings.
|
||||
###############################################################################
|
||||
* text=auto
|
||||
# Mark specific Raylib files as vendored to exclude from language stats
|
||||
include/raylib.h linguist-vendored
|
||||
include/raymath.h linguist-vendored
|
||||
include/rlgl.h linguist-vendored
|
||||
|
||||
###############################################################################
|
||||
# Set default behavior for command prompt diff.
|
||||
|
||||
@@ -0,0 +1,32 @@
|
||||
---
|
||||
name: 🐛 Bug Report
|
||||
about: Create a report to help us improve Pong Reloaded
|
||||
title: '[BUG] '
|
||||
labels: bug
|
||||
assignees: ''
|
||||
|
||||
---
|
||||
|
||||
**Describe the bug**
|
||||
A clear and concise description of what the bug is.
|
||||
|
||||
**To Reproduce**
|
||||
Steps to reproduce the behavior:
|
||||
1. Go to '...'
|
||||
2. Click on '...'
|
||||
3. Scroll down to '...'
|
||||
4. See error
|
||||
|
||||
**Expected behavior**
|
||||
A clear and concise description of what you expected to happen.
|
||||
|
||||
**Screenshots**
|
||||
If applicable, add screenshots to help explain your problem.
|
||||
|
||||
**Environment (please complete the following information):**
|
||||
- OS: [e.g. Windows 11]
|
||||
- Display Resolution: [e.g. 1920x1080]
|
||||
- Graphic Settings used: [e.g. Fullscreen, VSync, 60fps]
|
||||
|
||||
**Additional Context**
|
||||
Add any other context about the problem here (e.g. logs from the F7 Developer Console).
|
||||
@@ -0,0 +1,20 @@
|
||||
---
|
||||
name: ✨ Feature Request
|
||||
about: Suggest an idea or enhancement for Pong Reloaded
|
||||
title: '[FEATURE] '
|
||||
labels: enhancement
|
||||
assignees: ''
|
||||
|
||||
---
|
||||
|
||||
**Is your feature request related to a problem? Please describe.**
|
||||
A clear and concise description of what the problem is. Ex. I'm frustrated when [...]
|
||||
|
||||
**Describe the solution you'd like**
|
||||
A clear and concise description of what you want to happen.
|
||||
|
||||
**Describe alternatives you've considered**
|
||||
A clear and concise description of any alternative solutions or features you've considered.
|
||||
|
||||
**Additional context**
|
||||
Add any other context or screenshots about the feature request here.
|
||||
@@ -0,0 +1,47 @@
|
||||
# This workflow uses actions that are not certified by GitHub.
|
||||
# They are provided by a third-party and are governed by
|
||||
# separate terms of service, privacy policy, and support
|
||||
# documentation.
|
||||
|
||||
name: MSBuild
|
||||
|
||||
on:
|
||||
push:
|
||||
branches: [ "master" ]
|
||||
pull_request:
|
||||
branches: [ "master" ]
|
||||
|
||||
env:
|
||||
# Path to the solution file relative to the root of the project.
|
||||
SOLUTION_FILE_PATH: pong-reloaded.sln
|
||||
|
||||
|
||||
# Configuration type to build.
|
||||
# You can convert this to a build matrix if you need coverage of multiple configuration types.
|
||||
# https://docs.github.com/actions/learn-github-actions/managing-complex-workflows#using-a-build-matrix
|
||||
BUILD_CONFIGURATION: Release
|
||||
|
||||
permissions:
|
||||
contents: read
|
||||
|
||||
jobs:
|
||||
build:
|
||||
runs-on: windows-latest
|
||||
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
|
||||
- name: Add MSBuild to PATH
|
||||
uses: microsoft/setup-msbuild@v2
|
||||
|
||||
- name: Build
|
||||
working-directory: ${{env.GITHUB_WORKSPACE}}
|
||||
# Add additional options to the MSBuild command line here (like platform or verbosity level).
|
||||
# See https://docs.microsoft.com/visualstudio/msbuild/msbuild-command-line-reference
|
||||
run: msbuild /m /p:Configuration=${{env.BUILD_CONFIGURATION}} /p:Platform=x64 ${{env.SOLUTION_FILE_PATH}}
|
||||
|
||||
- name: Upload Build Artifact
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: pong-reloaded-exe
|
||||
path: x64/Release/pong-reloaded.exe
|
||||
@@ -1,6 +1,6 @@
|
||||
MIT License
|
||||
|
||||
Copyright (c) [year] [fullname]
|
||||
Copyright (c) 2026 Dr20Ervin
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
|
||||
@@ -1,10 +1,102 @@
|
||||
# Pong Reloaded
|
||||
# 🏓 Pong Reloaded
|
||||
|
||||
A classic arcade game rebuilt from the ground up using modern C++ and the Raylib library.
|
||||
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.
|
||||
|
||||
**Features:**
|
||||
* Clean, Object-Oriented entity architecture.
|
||||
* Game state management (Main Menu, Gameplay, Game Over).
|
||||
* A CPU AI opponent with adjustable difficulty levels (Easy, Normal, Hard).
|
||||
[](https://en.cppreference.com/w/cpp/compiler_support/20)
|
||||
[](https://www.raylib.com/)
|
||||
[](https://www.microsoft.com/windows)
|
||||
[](LICENSE.txt)
|
||||
|
||||
*This is a project developed for UTCN - ETTI Helios Additional_activity.*
|
||||
---
|
||||
|
||||
## 🚀 About & Motivation
|
||||
|
||||
**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.
|
||||
|
||||
The key goals of this project:
|
||||
* **Master Raylib & Game Design:** Experiment with 2D rendering pipelines, sound synthesis, custom sprites, and real-time game state management.
|
||||
* **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.
|
||||
* **Challenge Knowledge Boundaries:** Apply advanced Object-Oriented Programming (OOP) concepts, robust state machine architectures, and direct Win32 API integrations.
|
||||
|
||||
> [!NOTE]
|
||||
> 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)*.
|
||||
|
||||
---
|
||||
|
||||
## 🎮 Features
|
||||
|
||||
* **👾 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.
|
||||
* **⚡ 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.
|
||||
* **🤖 Dynamic AI Opponent:** A singleplayer CPU opponent powered by adaptive movement algorithms with three difficulty settings: **Easy**, **Normal**, and **Hard**.
|
||||
* **👥 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.
|
||||
* **🎨 Premium Settings & Theme Engine:**
|
||||
* **Screen Settings:** Customizable resolutions (1280x800, 1600x900, 1920x1080) and Fullscreen / Windowed modes.
|
||||
* **Framerate Controls:** Selectable 60 FPS, 144 FPS, or VSync limits.
|
||||
* **Score Limits:** Custom thresholds (5, 11, 15, or 21 points).
|
||||
* **Visual Themes:** Toggleable background space themes (Default, Galaxy, Trap), custom ball skins, and paddle textures.
|
||||
* **🛠️ Developer Console:** Built-in console overlay toggled dynamically via `F7` for real-time engine tracing and logging.
|
||||
|
||||
---
|
||||
|
||||
## 💾 Quick Install & Play
|
||||
|
||||
No installers, DLLs, or complex dependency installations are required!
|
||||
|
||||
1. Head over to the [**Latest Releases**](https://github.com/Dr20Ervin/Pong-Reloaded/releases) section.
|
||||
2. Download the `pong-reloaded.exe` binary.
|
||||
3. Double-click the `.exe` and start playing immediately!
|
||||
|
||||
---
|
||||
|
||||
## ⌨️ Controls Reference
|
||||
|
||||
| Context | Action / Key | Player 1 (Left Paddle) | Player 2 / Singleplayer (Right Paddle) |
|
||||
| :--- | :--- | :--- | :--- |
|
||||
| **Menu Navigation** | Up / Down | — | `Arrow Up` / `Arrow Down` |
|
||||
| **Menu Confirm** | Enter | — | `Enter` |
|
||||
| **Lobby Ready Toggle** | Ready State | `W` | `Arrow Up` |
|
||||
| **Gameplay Movement**| Up / Down | `W` / `S` | `Arrow Up` / `Arrow Down` |
|
||||
| **Gameplay Actions** | Pause / Resume | — | `P` |
|
||||
| **Gameplay Actions** | Force Game Over / Reset | — | `Space` |
|
||||
| **Developer Tools** | Toggle Dev Console | — | `F7` |
|
||||
|
||||
---
|
||||
|
||||
## 🛠️ Building From Source
|
||||
|
||||
### Prerequisites
|
||||
* Windows OS
|
||||
* Visual Studio 2022 (with "Desktop development with C++" workload)
|
||||
* Raylib library installed/configured
|
||||
|
||||
### Steps
|
||||
1. Clone this repository:
|
||||
```bash
|
||||
git clone https://github.com/Dr20Ervin/Pong-Reloaded.git
|
||||
cd Pong-Reloaded
|
||||
```
|
||||
2. Open `pong-reloaded.sln` in Visual Studio.
|
||||
3. Build the project under `Release` / `x64` configuration to generate the optimized, standalone executable.
|
||||
|
||||
---
|
||||
|
||||
## 📜 Credits & Attributions
|
||||
|
||||
### Codebase Template
|
||||
* **Original Author:** educ8s (Nick Koumaris)
|
||||
* **Original Repository:** [educ8s/Cpp-Pong-Game-Raylib](https://github.com/educ8s/Cpp-Pong-Game-Raylib)
|
||||
* This project adapts core architectural concepts and Raylib integrations from the original repository.
|
||||
|
||||
### Asset Credits
|
||||
The graphical and audio resources used in this game were curated from the open-source gaming community:
|
||||
* **Original Project:** Moddable Pong
|
||||
* **Author/Creator:** Endless OS Foundation & Endless Studios
|
||||
* **Website:** [endlessos.org](https://endlessos.org)
|
||||
* **Repository:** [endlessm/moddable-pong](https://github.com/endlessm/moddable-pong/)
|
||||
* *Notice:* All assets are utilized strictly for academic research, non-commercial development, and validation milestones. All rights and copyrights belong to their respective owners.
|
||||
|
||||
---
|
||||
|
||||
## 📄 License
|
||||
|
||||
This project is licensed under the [MIT License](LICENSE.txt).
|
||||
@@ -0,0 +1,16 @@
|
||||
# Asset Credits & Attribution
|
||||
|
||||
The multimedia resources (graphics, sprites, and audio files) contained within this folder are not my personal creations. They have been curated and adapted from the open-source community for educational development.
|
||||
|
||||
## Original Source Information
|
||||
* **Project:** Moddable Pong
|
||||
* **Author / Creator:** Endless OS Foundation & Endless Studios
|
||||
* **Website:** [endlessos.org](https://endlessos.org)
|
||||
* **Source Code Repository:** [github.com/endlessm/moddable-pong](https://github.com/endlessm/moddable-pong/)
|
||||
|
||||
---
|
||||
|
||||
## Usage Notice
|
||||
These assets are integrated strictly for non-commercial, academic layout validation and development milestones. 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)**.
|
||||
|
||||
All rights, ownership, and copyrights belong entirely to the original creators at the Endless OS Foundation.
|
||||
|
After Width: | Height: | Size: 15 KiB |
|
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|
After Width: | Height: | Size: 9.6 KiB |
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|
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|
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|
After Width: | Height: | Size: 179 B |
|
After Width: | Height: | Size: 26 KiB |
|
After Width: | Height: | Size: 6.7 KiB |
|
After Width: | Height: | Size: 6.8 KiB |
|
After Width: | Height: | Size: 24 KiB |
|
After Width: | Height: | Size: 48 KiB |
|
After Width: | Height: | Size: 4.4 KiB |
|
After Width: | Height: | Size: 64 KiB |
|
After Width: | Height: | Size: 18 KiB |
@@ -0,0 +1 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no"?><!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd"><svg width="100%" height="100%" viewBox="0 0 534 534" version="1.1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" xml:space="preserve" xmlns:serif="http://www.serif.com/" style="fill-rule:evenodd;clip-rule:evenodd;"><path id="rect1" d="M531.584,66.667l0,400c0,35.829 -29.089,64.918 -64.918,64.918l-400,0c-35.829,0 -64.918,-29.089 -64.918,-64.918l-0,-400c0,-35.829 29.089,-64.918 64.918,-64.918l400,-0c35.829,0 64.918,29.089 64.918,64.918Z" style="fill:#f15a22;stroke:#f37547;stroke-width:16.67px;"/><path id="rect7" d="M219.907,130.436l0,270.833c0,11.498 -9.335,20.833 -20.833,20.833l-62.5,0c-11.498,0 -20.833,-9.335 -20.833,-20.833l0,-270.833c0,-11.498 9.335,-20.833 20.833,-20.833l62.5,0c11.498,0 20.833,9.335 20.833,20.833Z" style="fill:#351103;"/><ellipse id="path8" cx="378.086" cy="132.055" rx="41.819" ry="41.667" style="fill:#351103;"/><path id="path9" d="M419.601,422.103l-166.667,-165.047l83.333,-83.333" style="fill:none;fill-rule:nonzero;stroke:#351103;stroke-width:20.83px;stroke-dasharray:20.833,20.833;"/><g id="Layer1"><path d="M299.642,464.615l102.254,0.439c58.476,0 76.672,-30.142 76.672,-89.976l0,-216.824c0,-59.834 -47.475,-108.412 -105.95,-108.412l-211.901,0c-58.476,0 -105.95,48.578 -105.95,108.412l0,216.824c0,59.834 47.475,108.412 105.95,108.412l0.891,0l0,32.558l-16.8,0c-67.256,0 -121.86,-55.872 -121.86,-124.691l-0,-249.382c0,-68.819 54.604,-124.691 121.86,-124.691l243.72,-0c67.256,0 121.86,55.872 121.86,124.691l0,249.382c0,68.077 -29.412,103.976 -95.669,105.163c-0.722,0.013 -15.591,0.315 -16.316,0.315l-111.682,0.323l0.002,-0.264l-11.062,0l0.211,12.303l-28.555,-29.218l28.555,-29.218l-0.633,13.598l24.403,0.255Z" style="fill:#351103;"/></g></svg>
|
||||
|
After Width: | Height: | Size: 1.8 KiB |
@@ -4,9 +4,13 @@
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
// Game States & Configurations
|
||||
// Game states and configurations
|
||||
enum class GameState {
|
||||
MainMenu,
|
||||
DifficultySelect,
|
||||
MultiplayerLobby,
|
||||
Multiplayer,
|
||||
Settings,
|
||||
Playing,
|
||||
Paused,
|
||||
GameOver
|
||||
@@ -18,51 +22,137 @@ enum class Difficulty {
|
||||
Hard
|
||||
};
|
||||
|
||||
constexpr float CPU_SPEED_EASY = 3.0f;
|
||||
constexpr float CPU_SPEED_NORMAL = 5.5f;
|
||||
constexpr float CPU_SPEED_HARD = 8.0f;
|
||||
constexpr float CPU_SPEED_EASY = 180.0f;
|
||||
constexpr float CPU_SPEED_NORMAL = 330.0f;
|
||||
constexpr float CPU_SPEED_HARD = 480.0f;
|
||||
constexpr float PLAYER_SPEED = 360.0f;
|
||||
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 spaceThemeOption = 0; // 0 = Default, 1 = Galaxy, 2 = Trap
|
||||
int ballThemeOption = 0; // 0 = Default, 1 = Banana, 2 = Beach, 3 = Cloudy, 4 = Simple
|
||||
int paddleThemeOption = 0; // 0 = Default, 1 = Cloudy, 2 = CPU, 3 = Human
|
||||
int selectedSettingLine = 0; // 0 = Resolution, 1 = Framerate, 2 = Screen Mode, 3 = Score Limit, 4 = Sound, 5 = Space, 6 = Ball, 7 = Paddle, 8 = 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 };
|
||||
};
|
||||
|
||||
// Asset loading helpers
|
||||
Texture2D LoadTextureFromResource(int id);
|
||||
Sound LoadSoundFromResource(int id);
|
||||
void SetWindowIconFromResource(int id);
|
||||
// Forward declarations
|
||||
class Ball;
|
||||
class Paddle;
|
||||
class CpuPaddle;
|
||||
|
||||
void ApplyPaddleTextures(const GameContext& ctx, Paddle& player, CpuPaddle& cpu);
|
||||
|
||||
// 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 {
|
||||
public:
|
||||
Vector2 position;
|
||||
Color color;
|
||||
|
||||
public:
|
||||
GameObject(Vector2 pos, Color c) : position(pos), color(c) {}
|
||||
virtual ~GameObject() = default;
|
||||
|
||||
virtual void Update() = 0;
|
||||
virtual bool Update() = 0;
|
||||
virtual void Draw() = 0;
|
||||
};
|
||||
|
||||
// --- Game Objects ---
|
||||
|
||||
// Entity classes
|
||||
class Paddle : public GameObject {
|
||||
public:
|
||||
float width;
|
||||
float height;
|
||||
|
||||
Paddle(Vector2 pos, Color c, float w, float h)
|
||||
Texture2D texture;
|
||||
Paddle(Vector2 pos, Color c, float w, float h, int textureId = 0)
|
||||
: GameObject(pos, c), width(w), height(h) {
|
||||
if (textureId > 0) {
|
||||
texture = LoadTextureFromResource(textureId);
|
||||
} else {
|
||||
texture = { 0 };
|
||||
}
|
||||
}
|
||||
|
||||
void Update() override;
|
||||
~Paddle() override {
|
||||
if (texture.id > 0) {
|
||||
UnloadTexture(texture);
|
||||
}
|
||||
}
|
||||
|
||||
bool Update() override;
|
||||
void Draw() override;
|
||||
void ReloadTexture(int resourceId);
|
||||
};
|
||||
|
||||
class Ball : public GameObject {
|
||||
public:
|
||||
float radius;
|
||||
Vector2 velocity;
|
||||
Texture2D texture;
|
||||
|
||||
Ball(Vector2 pos, Color c, float r)
|
||||
public:
|
||||
Ball(Vector2 pos, Color c, float r, int textureId = 0)
|
||||
: GameObject(pos, c), radius(r), velocity({ 5.0f, 5.0f }) {
|
||||
if (textureId > 0) {
|
||||
texture = LoadTextureFromResource(textureId);
|
||||
} else {
|
||||
texture = { 0 };
|
||||
}
|
||||
}
|
||||
|
||||
void Update() override;
|
||||
~Ball() override {
|
||||
if (texture.id > 0) {
|
||||
UnloadTexture(texture);
|
||||
}
|
||||
}
|
||||
|
||||
bool Update() override;
|
||||
void Draw() override;
|
||||
void ReloadTexture(int resourceId);
|
||||
};
|
||||
|
||||
class CpuPaddle : public Paddle {
|
||||
@@ -71,8 +161,8 @@ private:
|
||||
Difficulty currentDifficulty;
|
||||
|
||||
public:
|
||||
CpuPaddle(Vector2 pos, Color c, float w, float h, Difficulty diff = Difficulty::Normal)
|
||||
: Paddle(pos, c, w, h) {
|
||||
CpuPaddle(Vector2 pos, Color c, float w, float h, Difficulty diff = Difficulty::Normal, int textureId = 0)
|
||||
: Paddle(pos, c, w, h, textureId) {
|
||||
SetDifficulty(diff);
|
||||
}
|
||||
|
||||
@@ -87,25 +177,28 @@ public:
|
||||
|
||||
void Update(float ball_y) {
|
||||
float paddleCenter = position.y + (height / 2.0f);
|
||||
float dt = GetFrameTime();
|
||||
float moveAmount = speed * dt;
|
||||
|
||||
if (paddleCenter > ball_y + speed) {
|
||||
position.y -= speed;
|
||||
if (paddleCenter > ball_y + moveAmount) {
|
||||
position.y -= moveAmount;
|
||||
}
|
||||
else if (paddleCenter < ball_y - speed) {
|
||||
position.y += speed;
|
||||
else if (paddleCenter < ball_y - moveAmount) {
|
||||
position.y += moveAmount;
|
||||
}
|
||||
|
||||
LimitMovement();
|
||||
position.x = 20.0f + 10.0f;
|
||||
}
|
||||
|
||||
void Update() override {}
|
||||
bool Update() override { return false; }
|
||||
|
||||
void LimitMovement() {
|
||||
if (position.y <= 0) {
|
||||
position.y = 0;
|
||||
if (position.y <= 20.0f) {
|
||||
position.y = 20.0f;
|
||||
}
|
||||
if (position.y + height >= GetScreenHeight()) {
|
||||
position.y = GetScreenHeight() - height;
|
||||
if (position.y + height >= GetScreenHeight() - 20.0f) {
|
||||
position.y = GetScreenHeight() - 20.0f - height;
|
||||
}
|
||||
}
|
||||
};
|
||||
@@ -0,0 +1,21 @@
|
||||
#pragma once
|
||||
|
||||
#include <iostream>
|
||||
#include <vector>
|
||||
#include <string>
|
||||
#include <mutex>
|
||||
#include <raylib.h>
|
||||
|
||||
// Global colors
|
||||
extern Color Green;
|
||||
extern Color Dark_Green;
|
||||
extern Color Light_Green;
|
||||
extern Color Yellow;
|
||||
|
||||
|
||||
// DevLog buffering & global variables
|
||||
extern std::vector<std::string> logHistory;
|
||||
extern std::mutex logMutex;
|
||||
extern bool isConsoleVisible;
|
||||
|
||||
void CustomLogCallback(int logLevel, const char* text, va_list args);
|
||||
@@ -1,10 +1,10 @@
|
||||
#pragma once
|
||||
|
||||
#include "game.h"
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
// --- UI / Systems ---
|
||||
|
||||
// Menu UI controller
|
||||
class Menu {
|
||||
private:
|
||||
std::string title;
|
||||
@@ -16,6 +16,14 @@ public:
|
||||
: title(menuTitle), options(menuOptions), selectedIndex(0) {
|
||||
}
|
||||
|
||||
void Update(GameState& currentState);
|
||||
int Update();
|
||||
void Draw();
|
||||
};
|
||||
};
|
||||
|
||||
// Settings and lobby routines
|
||||
void ApplyResolution(int width, int height);
|
||||
void ApplyFramerate(int option);
|
||||
void UpdateSettingsState(GameContext& ctx, Ball& ball, Paddle& player, CpuPaddle& cpu);
|
||||
void DrawSettingsState(const GameContext& ctx, int screenWidth, int screenHeight);
|
||||
void UpdateLobbyState(GameContext& ctx);
|
||||
void DrawLobbyState(const GameContext& ctx, int screenWidth, int screenHeight);
|
||||
|
||||
@@ -1333,7 +1333,7 @@ RLAPI Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vect
|
||||
// Basic shapes collision detection functions
|
||||
RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
|
||||
RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
|
||||
RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
|
||||
RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle`
|
||||
RLAPI bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2); // Check if circle collides with a line created betweeen two points [p1] and [p2]
|
||||
RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
|
||||
RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
|
||||
|
||||
@@ -0,0 +1,30 @@
|
||||
#pragma once
|
||||
|
||||
#define IDI_ICON1 100
|
||||
|
||||
// Backgrounds
|
||||
#define IDR_TEX_SPACE_DEFAULT 101
|
||||
#define IDR_TEX_SPACE_GALAXY 107
|
||||
#define IDR_TEX_SPACE_TRAP 108
|
||||
#define IDR_TEX_WALLS 102
|
||||
#define IDR_TEX_LINE 103
|
||||
|
||||
// Balls
|
||||
#define IDR_TEX_BALL_DEFAULT 104
|
||||
#define IDR_TEX_BALL_BANANA 109
|
||||
#define IDR_TEX_BALL_BEACH 110
|
||||
#define IDR_TEX_BALL_CLOUDY 111
|
||||
#define IDR_TEX_BALL_SIMPLE 112
|
||||
|
||||
// Paddles
|
||||
#define IDR_TEX_PADDLE_DEFAULT 105
|
||||
#define IDR_TEX_PADDLE_CLOUDY 106
|
||||
#define IDR_TEX_PADDLE_CPU 113
|
||||
#define IDR_TEX_PADDLE_HUMAN 114
|
||||
|
||||
// Audio
|
||||
#define IDR_SND_PADDLE_HIT 201
|
||||
#define IDR_SND_WALL_HIT 202
|
||||
#define IDR_SND_SCORE 203
|
||||
#define IDR_SND_BANANA 204
|
||||
|
||||
@@ -131,6 +131,7 @@
|
||||
<ItemGroup>
|
||||
<ClCompile Include="src\game.cpp" />
|
||||
<ClCompile Include="src\main.cpp" />
|
||||
<ClCompile Include="src\resource_loader.cpp" />
|
||||
<ClCompile Include="src\menu.cpp">
|
||||
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(ProjectDir)/include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(ProjectDir)/include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
@@ -140,11 +141,39 @@
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="include\game.h" />
|
||||
<ClInclude Include="include\main.h" />
|
||||
<ClInclude Include="include\menu.h" />
|
||||
<ClInclude Include="include\raylib.h" />
|
||||
<ClInclude Include="include\raymath.h" />
|
||||
<ClInclude Include="include\resource.h" />
|
||||
<ClInclude Include="include\rlgl.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ResourceCompile Include="resources.rc" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Image Include="assets\icon.ico" />
|
||||
<Image Include="assets\textures\ball\banana_ball.png" />
|
||||
<Image Include="assets\textures\ball\beach_ball.png" />
|
||||
<Image Include="assets\textures\ball\cloudy__ball.png" />
|
||||
<Image Include="assets\textures\ball\default_ball.png" />
|
||||
<Image Include="assets\textures\ball\simple_ball.png" />
|
||||
<Image Include="assets\textures\hud\line.png" />
|
||||
<Image Include="assets\textures\paddles\cloudy_paddle.png" />
|
||||
<Image Include="assets\textures\paddles\cpu_paddle.png" />
|
||||
<Image Include="assets\textures\paddles\default_paddle.png" />
|
||||
<Image Include="assets\textures\paddles\human_paddle.png" />
|
||||
<Image Include="assets\textures\spaces\default_space.png" />
|
||||
<Image Include="assets\textures\spaces\galaxy_space.png" />
|
||||
<Image Include="assets\textures\spaces\trap_space.png" />
|
||||
<Image Include="assets\textures\spaces\walls.png" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="assets\audio\banana_wall_hit.ogg" />
|
||||
<None Include="assets\audio\paddle_hit.ogg" />
|
||||
<None Include="assets\audio\score.ogg" />
|
||||
<None Include="assets\audio\wall_hit.ogg" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
|
||||
@@ -1,10 +1,6 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="Source Files">
|
||||
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
|
||||
<Extensions>cpp;c;cc;cxx;c++;cppm;ixx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Header Files">
|
||||
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
|
||||
<Extensions>h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd</Extensions>
|
||||
@@ -16,6 +12,28 @@
|
||||
<Filter Include="Header Files\RayLib">
|
||||
<UniqueIdentifier>{2f179593-5e9f-4095-be57-3f12f03a9705}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="Resource Files\textures">
|
||||
<UniqueIdentifier>{2d4ce555-d6fc-4e9c-a30e-eadb4c1336d0}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="Resource Files\audio">
|
||||
<UniqueIdentifier>{5f42ff18-01e2-4266-a4e0-6dc77ba54e75}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="Source Files">
|
||||
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
|
||||
<Extensions>cpp;c;cc;cxx;c++;cppm;ixx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Resource Files\textures\ball">
|
||||
<UniqueIdentifier>{89cd7d41-de3f-4bd4-a3b4-c7aab8c5ffe9}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="Resource Files\textures\hud">
|
||||
<UniqueIdentifier>{3a7b2941-0560-4ab7-b8eb-255ef37bd3a4}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="Resource Files\textures\paddles">
|
||||
<UniqueIdentifier>{03e96034-55b9-4397-9f56-467d7c351e20}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="Resource Files\textures\spaces">
|
||||
<UniqueIdentifier>{5b322e46-cf19-4411-bcdd-5c3ca59fc236}</UniqueIdentifier>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="src\main.cpp">
|
||||
@@ -27,6 +45,9 @@
|
||||
<ClCompile Include="src\menu.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\resource_loader.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="include\raylib.h">
|
||||
@@ -44,5 +65,77 @@
|
||||
<ClInclude Include="include\menu.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="include\resource.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="include\main.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Image Include="assets\icon.ico">
|
||||
<Filter>Resource Files</Filter>
|
||||
</Image>
|
||||
<Image Include="assets\textures\ball\banana_ball.png">
|
||||
<Filter>Resource Files\textures\ball</Filter>
|
||||
</Image>
|
||||
<Image Include="assets\textures\ball\beach_ball.png">
|
||||
<Filter>Resource Files\textures\ball</Filter>
|
||||
</Image>
|
||||
<Image Include="assets\textures\ball\cloudy__ball.png">
|
||||
<Filter>Resource Files\textures\ball</Filter>
|
||||
</Image>
|
||||
<Image Include="assets\textures\ball\default_ball.png">
|
||||
<Filter>Resource Files\textures\ball</Filter>
|
||||
</Image>
|
||||
<Image Include="assets\textures\ball\simple_ball.png">
|
||||
<Filter>Resource Files\textures\ball</Filter>
|
||||
</Image>
|
||||
<Image Include="assets\textures\hud\line.png">
|
||||
<Filter>Resource Files\textures\hud</Filter>
|
||||
</Image>
|
||||
<Image Include="assets\textures\paddles\cloudy_paddle.png">
|
||||
<Filter>Resource Files\textures\paddles</Filter>
|
||||
</Image>
|
||||
<Image Include="assets\textures\paddles\cpu_paddle.png">
|
||||
<Filter>Resource Files\textures\paddles</Filter>
|
||||
</Image>
|
||||
<Image Include="assets\textures\paddles\default_paddle.png">
|
||||
<Filter>Resource Files\textures\paddles</Filter>
|
||||
</Image>
|
||||
<Image Include="assets\textures\paddles\human_paddle.png">
|
||||
<Filter>Resource Files\textures\paddles</Filter>
|
||||
</Image>
|
||||
<Image Include="assets\textures\spaces\walls.png">
|
||||
<Filter>Resource Files\textures\spaces</Filter>
|
||||
</Image>
|
||||
<Image Include="assets\textures\spaces\default_space.png">
|
||||
<Filter>Resource Files\textures\spaces</Filter>
|
||||
</Image>
|
||||
<Image Include="assets\textures\spaces\galaxy_space.png">
|
||||
<Filter>Resource Files\textures\spaces</Filter>
|
||||
</Image>
|
||||
<Image Include="assets\textures\spaces\trap_space.png">
|
||||
<Filter>Resource Files\textures\spaces</Filter>
|
||||
</Image>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="assets\audio\banana_wall_hit.ogg">
|
||||
<Filter>Resource Files\audio</Filter>
|
||||
</None>
|
||||
<None Include="assets\audio\paddle_hit.ogg">
|
||||
<Filter>Resource Files\audio</Filter>
|
||||
</None>
|
||||
<None Include="assets\audio\score.ogg">
|
||||
<Filter>Resource Files\audio</Filter>
|
||||
</None>
|
||||
<None Include="assets\audio\wall_hit.ogg">
|
||||
<Filter>Resource Files\audio</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ResourceCompile Include="resources.rc">
|
||||
<Filter>Resource Files</Filter>
|
||||
</ResourceCompile>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
@@ -0,0 +1,30 @@
|
||||
#include "include/resource.h"
|
||||
|
||||
IDI_ICON1 ICON "assets/icon.ico"
|
||||
|
||||
// Backgrounds
|
||||
IDR_TEX_SPACE_DEFAULT RCDATA "assets/textures/spaces/default_space.png"
|
||||
IDR_TEX_SPACE_GALAXY RCDATA "assets/textures/spaces/galaxy_space.png"
|
||||
IDR_TEX_SPACE_TRAP RCDATA "assets/textures/spaces/trap_space.png"
|
||||
IDR_TEX_WALLS RCDATA "assets/textures/spaces/walls.png"
|
||||
IDR_TEX_LINE RCDATA "assets/textures/hud/line.png"
|
||||
|
||||
// Balls
|
||||
IDR_TEX_BALL_DEFAULT RCDATA "assets/textures/ball/default_ball.png"
|
||||
IDR_TEX_BALL_BANANA RCDATA "assets/textures/ball/banana_ball.png"
|
||||
IDR_TEX_BALL_BEACH RCDATA "assets/textures/ball/beach_ball.png"
|
||||
IDR_TEX_BALL_CLOUDY RCDATA "assets/textures/ball/cloudy__ball.png"
|
||||
IDR_TEX_BALL_SIMPLE RCDATA "assets/textures/ball/simple_ball.png"
|
||||
|
||||
// Paddles
|
||||
IDR_TEX_PADDLE_DEFAULT RCDATA "assets/textures/paddles/default_paddle.png"
|
||||
IDR_TEX_PADDLE_CLOUDY RCDATA "assets/textures/paddles/cloudy_paddle.png"
|
||||
IDR_TEX_PADDLE_CPU RCDATA "assets/textures/paddles/cpu_paddle.png"
|
||||
IDR_TEX_PADDLE_HUMAN RCDATA "assets/textures/paddles/human_paddle.png"
|
||||
|
||||
// Audio
|
||||
IDR_SND_PADDLE_HIT RCDATA "assets/audio/paddle_hit.ogg"
|
||||
IDR_SND_WALL_HIT RCDATA "assets/audio/wall_hit.ogg"
|
||||
IDR_SND_SCORE RCDATA "assets/audio/score.ogg"
|
||||
IDR_SND_BANANA RCDATA "assets/audio/banana_wall_hit.ogg"
|
||||
|
||||
@@ -1,43 +1,401 @@
|
||||
#include "game.h"
|
||||
#include "main.h"
|
||||
#include "resource.h"
|
||||
|
||||
// --- Paddle Implementation ---
|
||||
|
||||
void Paddle::Update() {
|
||||
float speed = 6.0f;
|
||||
// Paddle implementation
|
||||
bool Paddle::Update() {
|
||||
float dt = GetFrameTime();
|
||||
|
||||
if (IsKeyDown(KEY_UP)) {
|
||||
position.y -= speed;
|
||||
position.y -= PLAYER_SPEED * dt;
|
||||
}
|
||||
if (IsKeyDown(KEY_DOWN)) {
|
||||
position.y += speed;
|
||||
position.y += PLAYER_SPEED * dt;
|
||||
}
|
||||
|
||||
// Limit movement
|
||||
if (position.y <= 0) {
|
||||
position.y = 0;
|
||||
// Keep paddle within screen boundaries
|
||||
if (position.y <= 20.0f) {
|
||||
position.y = 20.0f;
|
||||
}
|
||||
if (position.y + height >= GetScreenHeight()) {
|
||||
position.y = GetScreenHeight() - height;
|
||||
if (position.y + height >= GetScreenHeight() - 20.0f) {
|
||||
position.y = GetScreenHeight() - 20.0f - height;
|
||||
}
|
||||
|
||||
// Align paddle relative to right screen edge
|
||||
position.x = GetScreenWidth() - 20.0f - 10.0f - width;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void Paddle::Draw() {
|
||||
DrawRectangleRounded(Rectangle{ position.x, position.y, width, height }, 0.8f, 0, color);
|
||||
}
|
||||
|
||||
|
||||
// --- Ball Implementation ---
|
||||
|
||||
void Ball::Update() {
|
||||
position.x += velocity.x;
|
||||
position.y += velocity.y;
|
||||
|
||||
if (position.y + radius >= GetScreenHeight() || position.y - radius <= 0) {
|
||||
velocity.y *= -1;
|
||||
if (texture.id > 0) {
|
||||
DrawTexturePro(
|
||||
texture,
|
||||
Rectangle{ 0.0f, 0.0f, (float)texture.width, (float)texture.height },
|
||||
Rectangle{ position.x, position.y, width, height },
|
||||
Vector2{ 0.0f, 0.0f },
|
||||
0.0f,
|
||||
WHITE
|
||||
);
|
||||
} else {
|
||||
DrawRectangleRounded(Rectangle{ position.x, position.y, width, height }, 0.8f, 0, color);
|
||||
}
|
||||
}
|
||||
|
||||
void Paddle::ReloadTexture(int resourceId) {
|
||||
if (texture.id > 0) {
|
||||
UnloadTexture(texture);
|
||||
}
|
||||
if (resourceId > 0) {
|
||||
texture = LoadTextureFromResource(resourceId);
|
||||
} else {
|
||||
texture = { 0 };
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Ball implementation
|
||||
bool Ball::Update() {
|
||||
float dt = GetFrameTime();
|
||||
position.x += velocity.x * dt;
|
||||
position.y += velocity.y * dt;
|
||||
|
||||
if (position.y + radius >= GetScreenHeight() - 20.0f || position.y - radius <= 20.0f) {
|
||||
velocity.y *= -1;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void Ball::Draw() {
|
||||
// Cast to int as DrawCircle expects integers for coordinates
|
||||
DrawCircle((int)position.x, (int)position.y, radius, color);
|
||||
}
|
||||
if (texture.id > 0) {
|
||||
DrawTexturePro(
|
||||
texture,
|
||||
Rectangle{ 0.0f, 0.0f, (float)texture.width, (float)texture.height },
|
||||
Rectangle{ position.x - radius, position.y - radius, radius * 2.0f, radius * 2.0f },
|
||||
Vector2{ 0.0f, 0.0f },
|
||||
0.0f,
|
||||
WHITE
|
||||
);
|
||||
} else {
|
||||
DrawCircle((int)position.x, (int)position.y, radius, color);
|
||||
}
|
||||
}
|
||||
|
||||
void Ball::ReloadTexture(int resourceId) {
|
||||
if (texture.id > 0) {
|
||||
UnloadTexture(texture);
|
||||
}
|
||||
if (resourceId > 0) {
|
||||
texture = LoadTextureFromResource(resourceId);
|
||||
} else {
|
||||
texture = { 0 };
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
||||
// Solid background for walls to prevent transparent edge bleeding
|
||||
Color wallBg = Color{ 72, 85, 107, 255 };
|
||||
DrawRectangle(0, 0, screenWidth, 20, wallBg);
|
||||
DrawRectangle(0, screenHeight - 20, screenWidth, 20, wallBg);
|
||||
DrawRectangle(0, 0, 20, screenHeight, wallBg);
|
||||
DrawRectangle(screenWidth - 20, 0, 20, screenHeight, wallBg);
|
||||
|
||||
// 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 - 30.0f) {
|
||||
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 = Green;
|
||||
}
|
||||
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 = Green;
|
||||
}
|
||||
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);
|
||||
}
|
||||
|
||||
void ApplyPaddleTextures(const GameContext& ctx, Paddle& player, CpuPaddle& cpu) {
|
||||
int playerResId = IDR_TEX_PADDLE_DEFAULT;
|
||||
if (ctx.config.paddleThemeOption == 1) playerResId = IDR_TEX_PADDLE_CLOUDY;
|
||||
else if (ctx.config.paddleThemeOption == 2) playerResId = IDR_TEX_PADDLE_CPU;
|
||||
else if (ctx.config.paddleThemeOption == 3) playerResId = IDR_TEX_PADDLE_HUMAN;
|
||||
|
||||
player.ReloadTexture(playerResId);
|
||||
|
||||
if (ctx.isMultiplayer) {
|
||||
cpu.ReloadTexture(playerResId);
|
||||
} else {
|
||||
cpu.ReloadTexture(IDR_TEX_PADDLE_CPU);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,104 +1,225 @@
|
||||
#include <iostream>
|
||||
#include "main.h"
|
||||
#include "game.h"
|
||||
#include "menu.h"
|
||||
#include "resource.h"
|
||||
|
||||
// Colors
|
||||
Color Green = Color{ 38, 185, 154, 255 };
|
||||
Color Dark_Green = Color{ 20, 160, 133, 255 };
|
||||
// Application Version Metadata
|
||||
constexpr const char* gameVersion = "1.0";
|
||||
|
||||
// Global Theme Color Configurations
|
||||
Color Green = Color{ 38, 185, 154, 255 };
|
||||
Color Dark_Green = Color{ 20, 160, 133, 255 };
|
||||
Color Light_Green = Color{ 129, 204, 184, 255 };
|
||||
Color Yellow = Color{ 243, 213, 91, 255 };
|
||||
Color Yellow = Color{ 243, 213, 91, 255 };
|
||||
|
||||
int player_score = 0;
|
||||
int cpu_score = 0;
|
||||
std::vector<std::string> logHistory;
|
||||
std::mutex logMutex;
|
||||
bool isConsoleVisible = false;
|
||||
|
||||
// Helper function to reset the ball
|
||||
void ResetBall(Ball& ball, int screenWidth, int screenHeight) {
|
||||
ball.position.x = screenWidth / 2.0f;
|
||||
ball.position.y = screenHeight / 2.0f;
|
||||
|
||||
int speed_choices[2] = { -1, 1 };
|
||||
ball.velocity.x *= speed_choices[GetRandomValue(0, 1)];
|
||||
ball.velocity.y *= speed_choices[GetRandomValue(0, 1)];
|
||||
#ifdef _WIN32
|
||||
#pragma comment(linker, "/SUBSYSTEM:windows /ENTRY:mainCRTStartup")
|
||||
extern "C" {
|
||||
int __stdcall AllocConsole();
|
||||
int __stdcall FreeConsole();
|
||||
}
|
||||
#endif
|
||||
|
||||
int main() {
|
||||
std::cout << "Starting the game" << std::endl;
|
||||
const int screen_width = 1280;
|
||||
const int screen_height = 800;
|
||||
InitWindow(screen_width, screen_height, "My Pong Game!");
|
||||
std::cout << "Starting game session" << std::endl;
|
||||
int screen_width = 1280;
|
||||
int screen_height = 800;
|
||||
|
||||
SetTraceLogCallback(CustomLogCallback);
|
||||
InitWindow(screen_width, screen_height, "Pong Reloaded");
|
||||
SetWindowIconFromResource(IDI_ICON1);
|
||||
SetTargetFPS(60);
|
||||
InitAudioDevice();
|
||||
|
||||
// --- Instantiate Objects using the new Constructors ---
|
||||
// App state context
|
||||
GameContext ctx;
|
||||
|
||||
Ball ball(Vector2{ screen_width / 2.0f, screen_height / 2.0f }, Yellow, 20.0f);
|
||||
ball.velocity = Vector2{ 7.0f, 7.0f };
|
||||
// Asset textures loading
|
||||
ctx.courtBackground = LoadTextureFromResource(IDR_TEX_SPACE_DEFAULT);
|
||||
ctx.wallsTexture = LoadTextureFromResource(IDR_TEX_WALLS);
|
||||
ctx.lineTexture = LoadTextureFromResource(IDR_TEX_LINE);
|
||||
|
||||
// Audio assets loading
|
||||
ctx.paddleHitSound = LoadSoundFromResource(IDR_SND_PADDLE_HIT);
|
||||
ctx.wallHitSound = LoadSoundFromResource(IDR_SND_WALL_HIT);
|
||||
ctx.scoreSound = LoadSoundFromResource(IDR_SND_SCORE);
|
||||
|
||||
// Entities instantiation
|
||||
Ball ball(
|
||||
Vector2{ screen_width / 2.0f, screen_height / 2.0f },
|
||||
Yellow, 20.0f,
|
||||
IDR_TEX_BALL_DEFAULT
|
||||
);
|
||||
ResetBall(ball);
|
||||
|
||||
Paddle player(
|
||||
Vector2{ screen_width - 35.0f, screen_height / 2.0f - 60.0f },
|
||||
WHITE, 25.0f, 120.0f
|
||||
Vector2{ screen_width - 20.0f - 10.0f - 25.0f, screen_height / 2.0f - 60.0f },
|
||||
WHITE, 25.0f, 120.0f,
|
||||
IDR_TEX_PADDLE_DEFAULT
|
||||
);
|
||||
|
||||
CpuPaddle cpu(
|
||||
Vector2{ 10.0f, screen_height / 2.0f - 60.0f },
|
||||
Vector2{ 20.0f + 10.0f, screen_height / 2.0f - 60.0f },
|
||||
WHITE, 25.0f, 120.0f,
|
||||
Difficulty::Normal
|
||||
);
|
||||
Difficulty::Normal,
|
||||
IDR_TEX_PADDLE_DEFAULT
|
||||
);
|
||||
|
||||
// --- Setup Menu and Game State ---
|
||||
// Menu instantiation
|
||||
Menu mainMenu("PONG RELOADED", { "Singleplayer", "Multiplayer", "Settings", "Quit" });
|
||||
Menu difficultyMenu("SELECT DIFFICULTY", { "Easy", "Normal", "Hard", "Back" });
|
||||
|
||||
GameState currentState = GameState::MainMenu;
|
||||
Menu mainMenu("PONG RELOADED", { "Start Game", "Quit" });
|
||||
// Main loop
|
||||
while (WindowShouldClose() == false && !ctx.shouldQuit) {
|
||||
screen_width = GetScreenWidth();
|
||||
screen_height = GetScreenHeight();
|
||||
|
||||
// --- Main Game Loop ---
|
||||
#ifdef _WIN32
|
||||
if (IsKeyPressed(KEY_F7)) {
|
||||
isConsoleVisible = !isConsoleVisible;
|
||||
if (isConsoleVisible) {
|
||||
AllocConsole();
|
||||
FILE* dummy;
|
||||
freopen_s(&dummy, "CONOUT$", "w", stdout);
|
||||
freopen_s(&dummy, "CONOUT$", "w", stderr);
|
||||
|
||||
// Dump history
|
||||
std::lock_guard<std::mutex> lock(logMutex);
|
||||
for (const auto& log : logHistory) {
|
||||
printf("%s", log.c_str());
|
||||
}
|
||||
} else {
|
||||
FreeConsole();
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
while (WindowShouldClose() == false && currentState != GameState::GameOver) {
|
||||
// Update loop
|
||||
switch (ctx.currentState) {
|
||||
case GameState::MainMenu:
|
||||
{
|
||||
int selected = mainMenu.Update();
|
||||
if (selected == 0) {
|
||||
TraceLog(LOG_INFO, "State Transition: MainMenu -> DifficultySelect (Singleplayer)");
|
||||
ctx.isMultiplayer = false;
|
||||
ctx.currentState = GameState::DifficultySelect;
|
||||
}
|
||||
else if (selected == 1) {
|
||||
TraceLog(LOG_INFO, "State Transition: MainMenu -> MultiplayerLobby");
|
||||
ctx.isMultiplayer = true;
|
||||
ctx.score.player_score = 0;
|
||||
ctx.score.player2_score = 0;
|
||||
ctx.score.cpu_score = 0;
|
||||
ctx.sessionPlayTime = 0.0f;
|
||||
ctx.isPaused = false;
|
||||
ctx.p1Ready = false;
|
||||
ctx.p2Ready = false;
|
||||
ResetBall(ball);
|
||||
ctx.currentState = GameState::MultiplayerLobby;
|
||||
}
|
||||
else if (selected == 2) {
|
||||
ctx.currentState = GameState::Settings;
|
||||
}
|
||||
else if (selected == 3) {
|
||||
ctx.shouldQuit = true;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case GameState::DifficultySelect:
|
||||
{
|
||||
int selected = difficultyMenu.Update();
|
||||
if (selected >= 0 && selected <= 2) {
|
||||
if (selected == 0) { cpu.SetDifficulty(Difficulty::Easy); TraceLog(LOG_INFO, "CPU Difficulty set to: EASY"); }
|
||||
else if (selected == 1) { cpu.SetDifficulty(Difficulty::Normal); TraceLog(LOG_INFO, "CPU Difficulty set to: NORMAL"); }
|
||||
else if (selected == 2) { cpu.SetDifficulty(Difficulty::Hard); TraceLog(LOG_INFO, "CPU Difficulty set to: HARD"); }
|
||||
|
||||
TraceLog(LOG_INFO, "State Transition: DifficultySelect -> Playing");
|
||||
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;
|
||||
ApplyPaddleTextures(ctx, player, cpu);
|
||||
}
|
||||
else if (selected == 3) {
|
||||
ctx.currentState = GameState::MainMenu;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case GameState::MultiplayerLobby:
|
||||
{
|
||||
GameState oldState = ctx.currentState;
|
||||
UpdateLobbyState(ctx);
|
||||
if (ctx.currentState == GameState::Multiplayer && oldState != GameState::Multiplayer) {
|
||||
ApplyPaddleTextures(ctx, player, cpu);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case GameState::Multiplayer:
|
||||
UpdateMultiplayerState(ctx, ball, player, cpu);
|
||||
break;
|
||||
case GameState::Settings:
|
||||
UpdateSettingsState(ctx, ball, player, cpu);
|
||||
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 (currentState) {
|
||||
switch (ctx.currentState) {
|
||||
case GameState::MainMenu:
|
||||
{
|
||||
mainMenu.Update(currentState);
|
||||
mainMenu.Draw();
|
||||
|
||||
// Render navigation controls hint
|
||||
int menuHintWidth = MeasureText("Use UP/DOWN to navigate | ENTER to select", 20);
|
||||
DrawText("Use UP/DOWN to navigate | ENTER to select",
|
||||
screen_width / 2 - menuHintWidth / 2,
|
||||
screen_height - 80, 20, WHITE);
|
||||
|
||||
// Render version string in bottom-left corner
|
||||
DrawText(TextFormat("v%s", gameVersion), 20, screen_height - 40, 20, LIGHTGRAY);
|
||||
break;
|
||||
}
|
||||
|
||||
case GameState::Playing:
|
||||
case GameState::DifficultySelect:
|
||||
{
|
||||
ball.Update();
|
||||
player.Update();
|
||||
cpu.Update(ball.position.y);
|
||||
|
||||
if (CheckCollisionCircleRec(ball.position, ball.radius, Rectangle{ player.position.x, player.position.y, player.width, player.height })) {
|
||||
ball.velocity.x *= -1;
|
||||
}
|
||||
|
||||
if (CheckCollisionCircleRec(ball.position, ball.radius, Rectangle{ cpu.position.x, cpu.position.y, cpu.width, cpu.height })) {
|
||||
ball.velocity.x *= -1;
|
||||
}
|
||||
|
||||
if (ball.position.x + ball.radius >= screen_width) {
|
||||
cpu_score++;
|
||||
ResetBall(ball, screen_width, screen_height);
|
||||
}
|
||||
if (ball.position.x - ball.radius <= 0) {
|
||||
player_score++;
|
||||
ResetBall(ball, screen_width, screen_height);
|
||||
}
|
||||
|
||||
DrawRectangle(screen_width / 2, 0, screen_width / 2, screen_height, Green);
|
||||
DrawCircle(screen_width / 2, screen_height / 2, 150, Light_Green);
|
||||
DrawLine(screen_width / 2, 0, screen_width / 2, screen_height, WHITE);
|
||||
|
||||
DrawText(TextFormat("%i", cpu_score), screen_width / 4 - 20, 20, 80, WHITE);
|
||||
DrawText(TextFormat("%i", player_score), 3 * screen_width / 4 - 20, 20, 80, WHITE);
|
||||
|
||||
ball.Draw();
|
||||
cpu.Draw();
|
||||
player.Draw();
|
||||
|
||||
difficultyMenu.Draw();
|
||||
int gameHintWidth = MeasureText("Player: 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",
|
||||
screen_width / 2 - gameHintWidth / 2,
|
||||
screen_height - 50, 20, WHITE);
|
||||
break;
|
||||
}
|
||||
case GameState::MultiplayerLobby:
|
||||
DrawLobbyState(ctx, screen_width, screen_height);
|
||||
break;
|
||||
case GameState::Multiplayer:
|
||||
DrawMultiplayerState(ctx, ball, player, cpu, screen_width, screen_height);
|
||||
break;
|
||||
case GameState::Settings:
|
||||
DrawSettingsState(ctx, screen_width, screen_height);
|
||||
break;
|
||||
case GameState::Playing:
|
||||
DrawPlayingState(ctx, ball, player, cpu, screen_width, screen_height);
|
||||
break;
|
||||
case GameState::GameOver:
|
||||
DrawGameOverState(ctx, screen_width, screen_height);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
@@ -106,6 +227,44 @@ int main() {
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
// Asset unloading and cleanup
|
||||
UnloadTexture(ctx.courtBackground);
|
||||
UnloadTexture(ctx.wallsTexture);
|
||||
UnloadTexture(ctx.lineTexture);
|
||||
UnloadSound(ctx.paddleHitSound);
|
||||
UnloadSound(ctx.wallHitSound);
|
||||
UnloadSound(ctx.scoreSound);
|
||||
|
||||
CloseAudioDevice();
|
||||
CloseWindow();
|
||||
return 0;
|
||||
}
|
||||
|
||||
void CustomLogCallback(int logLevel, const char* text, va_list args) {
|
||||
char buffer[1024];
|
||||
vsnprintf(buffer, sizeof(buffer), text, args);
|
||||
|
||||
std::string logStr;
|
||||
switch (logLevel) {
|
||||
case LOG_TRACE: logStr = "TRACE: "; break;
|
||||
case LOG_DEBUG: logStr = "DEBUG: "; break;
|
||||
case LOG_INFO: logStr = "INFO: "; break;
|
||||
case LOG_WARNING: logStr = "WARNING: "; break;
|
||||
case LOG_ERROR: logStr = "ERROR: "; break;
|
||||
case LOG_FATAL: logStr = "FATAL: "; break;
|
||||
default: logStr = "LOG: "; break;
|
||||
}
|
||||
logStr += buffer;
|
||||
logStr += "\n";
|
||||
|
||||
std::lock_guard<std::mutex> lock(logMutex);
|
||||
logHistory.push_back(logStr);
|
||||
|
||||
#ifdef _WIN32
|
||||
if (isConsoleVisible) {
|
||||
printf("%s", logStr.c_str());
|
||||
}
|
||||
#else
|
||||
printf("%s", logStr.c_str());
|
||||
#endif
|
||||
}
|
||||
@@ -1,37 +1,362 @@
|
||||
#include "menu.h"
|
||||
#include "main.h"
|
||||
#include "resource.h"
|
||||
|
||||
void Menu::Update(GameState& currentState) {
|
||||
// Handle Navigation
|
||||
int Menu::Update() {
|
||||
// Menu navigation
|
||||
if (IsKeyPressed(KEY_DOWN)) {
|
||||
selectedIndex++;
|
||||
if (selectedIndex >= options.size()) selectedIndex = 0;
|
||||
if (selectedIndex >= static_cast<int>(options.size())) selectedIndex = 0;
|
||||
}
|
||||
if (IsKeyPressed(KEY_UP)) {
|
||||
selectedIndex--;
|
||||
if (selectedIndex < 0) selectedIndex = options.size() - 1;
|
||||
if (selectedIndex < 0) selectedIndex = static_cast<int>(options.size()) - 1;
|
||||
}
|
||||
|
||||
// Handle Selection
|
||||
// Option selection
|
||||
if (IsKeyPressed(KEY_ENTER)) {
|
||||
if (options[selectedIndex] == "Start Game") {
|
||||
currentState = GameState::Playing;
|
||||
}
|
||||
else if (options[selectedIndex] == "Quit") {
|
||||
currentState = GameState::GameOver;
|
||||
}
|
||||
return selectedIndex;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
void Menu::Draw() {
|
||||
int screenWidth = GetScreenWidth();
|
||||
int screenHeight = GetScreenHeight();
|
||||
|
||||
// Draw Title
|
||||
DrawText(title.c_str(), screenWidth / 2 - MeasureText(title.c_str(), 60) / 2, screenHeight / 4, 60, WHITE);
|
||||
// Render Menu Title (aligned down for balanced spacing)
|
||||
DrawText(title.c_str(), screenWidth / 2 - MeasureText(title.c_str(), 60) / 2, screenHeight / 4 + 20, 60, WHITE);
|
||||
|
||||
// Draw Options
|
||||
for (int i = 0; i < options.size(); i++) {
|
||||
int numOptions = static_cast<int>(options.size());
|
||||
int spacing = 60;
|
||||
|
||||
// Isolate "Back" buttons at the bottom; group all other menu items in the center
|
||||
bool separateLast = (!options.empty() && options.back() == "Back");
|
||||
int groupCount = separateLast ? (numOptions - 1) : numOptions;
|
||||
|
||||
// Center grouped options vertically
|
||||
int startY = (screenHeight / 2) - (((groupCount - 1) * spacing) / 2);
|
||||
|
||||
for (int i = 0; i < numOptions; i++) {
|
||||
Color textColor = (i == selectedIndex) ? YELLOW : WHITE;
|
||||
DrawText(options[i].c_str(), screenWidth / 2 - MeasureText(options[i].c_str(), 40) / 2, screenHeight / 2 + (i * 60), 40, textColor);
|
||||
if (separateLast && i == numOptions - 1) {
|
||||
// Render separated "Back" action button at the bottom of the screen
|
||||
DrawText(options[i].c_str(), screenWidth / 2 - MeasureText(options[i].c_str(), 40) / 2, screenHeight - 120, 40, textColor);
|
||||
} else {
|
||||
// Render standard grouped options in the center
|
||||
DrawText(options[i].c_str(), screenWidth / 2 - MeasureText(options[i].c_str(), 40) / 2, startY + (i * spacing), 40, textColor);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 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, Ball& ball, Paddle& player, CpuPaddle& cpu) {
|
||||
// Menu navigation
|
||||
if (IsKeyPressed(KEY_UP)) {
|
||||
ctx.config.selectedSettingLine--;
|
||||
if (ctx.config.selectedSettingLine < 0) ctx.config.selectedSettingLine = 8;
|
||||
}
|
||||
if (IsKeyPressed(KEY_DOWN)) {
|
||||
ctx.config.selectedSettingLine++;
|
||||
if (ctx.config.selectedSettingLine > 8) 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) {
|
||||
bool changed = false;
|
||||
if (IsKeyPressed(KEY_RIGHT) || IsKeyPressed(KEY_ENTER)) {
|
||||
ctx.config.spaceThemeOption = (ctx.config.spaceThemeOption + 1) % 3;
|
||||
changed = true;
|
||||
}
|
||||
else if (IsKeyPressed(KEY_LEFT)) {
|
||||
ctx.config.spaceThemeOption = (ctx.config.spaceThemeOption - 1 + 3) % 3;
|
||||
changed = true;
|
||||
}
|
||||
if (changed) {
|
||||
int resId = IDR_TEX_SPACE_DEFAULT;
|
||||
if (ctx.config.spaceThemeOption == 1) resId = IDR_TEX_SPACE_GALAXY;
|
||||
else if (ctx.config.spaceThemeOption == 2) resId = IDR_TEX_SPACE_TRAP;
|
||||
|
||||
if (ctx.courtBackground.id > 0) {
|
||||
UnloadTexture(ctx.courtBackground);
|
||||
}
|
||||
ctx.courtBackground = LoadTextureFromResource(resId);
|
||||
}
|
||||
}
|
||||
else if (ctx.config.selectedSettingLine == 6) {
|
||||
bool changed = false;
|
||||
if (IsKeyPressed(KEY_RIGHT) || IsKeyPressed(KEY_ENTER)) {
|
||||
ctx.config.ballThemeOption = (ctx.config.ballThemeOption + 1) % 5;
|
||||
changed = true;
|
||||
}
|
||||
else if (IsKeyPressed(KEY_LEFT)) {
|
||||
ctx.config.ballThemeOption = (ctx.config.ballThemeOption - 1 + 5) % 5;
|
||||
changed = true;
|
||||
}
|
||||
if (changed) {
|
||||
int resId = IDR_TEX_BALL_DEFAULT;
|
||||
if (ctx.config.ballThemeOption == 1) resId = IDR_TEX_BALL_BANANA;
|
||||
else if (ctx.config.ballThemeOption == 2) resId = IDR_TEX_BALL_BEACH;
|
||||
else if (ctx.config.ballThemeOption == 3) resId = IDR_TEX_BALL_CLOUDY;
|
||||
else if (ctx.config.ballThemeOption == 4) resId = IDR_TEX_BALL_SIMPLE;
|
||||
|
||||
ball.ReloadTexture(resId);
|
||||
}
|
||||
}
|
||||
else if (ctx.config.selectedSettingLine == 7) {
|
||||
bool changed = false;
|
||||
if (IsKeyPressed(KEY_RIGHT) || IsKeyPressed(KEY_ENTER)) {
|
||||
ctx.config.paddleThemeOption = (ctx.config.paddleThemeOption + 1) % 4;
|
||||
changed = true;
|
||||
}
|
||||
else if (IsKeyPressed(KEY_LEFT)) {
|
||||
ctx.config.paddleThemeOption = (ctx.config.paddleThemeOption - 1 + 4) % 4;
|
||||
changed = true;
|
||||
}
|
||||
if (changed) {
|
||||
int resId = IDR_TEX_PADDLE_DEFAULT;
|
||||
if (ctx.config.paddleThemeOption == 1) resId = IDR_TEX_PADDLE_CLOUDY;
|
||||
else if (ctx.config.paddleThemeOption == 2) resId = IDR_TEX_PADDLE_CPU;
|
||||
else if (ctx.config.paddleThemeOption == 3) resId = IDR_TEX_PADDLE_HUMAN;
|
||||
|
||||
player.ReloadTexture(resId);
|
||||
cpu.ReloadTexture(resId);
|
||||
}
|
||||
}
|
||||
else if (ctx.config.selectedSettingLine == 8) {
|
||||
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 + 20, 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";
|
||||
|
||||
std::string spaceThemeStr = "Space Theme: ";
|
||||
if (ctx.config.spaceThemeOption == 0) spaceThemeStr += "Default";
|
||||
else if (ctx.config.spaceThemeOption == 1) spaceThemeStr += "Galaxy";
|
||||
else if (ctx.config.spaceThemeOption == 2) spaceThemeStr += "Trap";
|
||||
|
||||
std::string ballThemeStr = "Ball Theme: ";
|
||||
if (ctx.config.ballThemeOption == 0) ballThemeStr += "Default";
|
||||
else if (ctx.config.ballThemeOption == 1) ballThemeStr += "Banana";
|
||||
else if (ctx.config.ballThemeOption == 2) ballThemeStr += "Beach";
|
||||
else if (ctx.config.ballThemeOption == 3) ballThemeStr += "Cloudy";
|
||||
else if (ctx.config.ballThemeOption == 4) ballThemeStr += "Simple";
|
||||
|
||||
std::string paddleThemeStr = "Paddle Theme: ";
|
||||
if (ctx.config.paddleThemeOption == 0) paddleThemeStr += "Default";
|
||||
else if (ctx.config.paddleThemeOption == 1) paddleThemeStr += "Cloudy";
|
||||
else if (ctx.config.paddleThemeOption == 2) paddleThemeStr += "CPU Style";
|
||||
else if (ctx.config.paddleThemeOption == 3) paddleThemeStr += "Human Style";
|
||||
|
||||
// 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 spaceColor = (ctx.config.selectedSettingLine == 5) ? YELLOW : WHITE;
|
||||
Color ballColor = (ctx.config.selectedSettingLine == 6) ? YELLOW : WHITE;
|
||||
Color paddleColor = (ctx.config.selectedSettingLine == 7) ? YELLOW : WHITE;
|
||||
Color backColor = (ctx.config.selectedSettingLine == 8) ? YELLOW : WHITE;
|
||||
|
||||
// Render settings toggles centered in the middle of the screen
|
||||
int startY = 300;
|
||||
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 + 40, 30, fpsColor);
|
||||
DrawText(modeStr.c_str(), screenWidth / 2 - MeasureText(modeStr.c_str(), 30) / 2, startY + 80, 30, modeColor);
|
||||
DrawText(scoreLimitStr.c_str(), screenWidth / 2 - MeasureText(scoreLimitStr.c_str(), 30) / 2, startY + 120, 30, scoreColor);
|
||||
DrawText(sfxStr.c_str(), screenWidth / 2 - MeasureText(sfxStr.c_str(), 30) / 2, startY + 160, 30, sfxColor);
|
||||
DrawText(spaceThemeStr.c_str(), screenWidth / 2 - MeasureText(spaceThemeStr.c_str(), 30) / 2, startY + 200, 30, spaceColor);
|
||||
DrawText(ballThemeStr.c_str(), screenWidth / 2 - MeasureText(ballThemeStr.c_str(), 30) / 2, startY + 240, 30, ballColor);
|
||||
DrawText(paddleThemeStr.c_str(), screenWidth / 2 - MeasureText(paddleThemeStr.c_str(), 30) / 2, startY + 280, 30, paddleColor);
|
||||
|
||||
// Render separated "Back" action button at the bottom of the screen
|
||||
DrawText("Back", screenWidth / 2 - MeasureText("Back", 30) / 2, screenHeight - 120, 30, backColor);
|
||||
|
||||
// Render bottom hint for settings controls
|
||||
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);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,63 @@
|
||||
#define CloseWindow Win32_CloseWindow
|
||||
#define ShowCursor Win32_ShowCursor
|
||||
#define Rectangle Win32_Rectangle
|
||||
#define PlaySound Win32_PlaySound
|
||||
#define LoadImage Win32_LoadImage
|
||||
#define DrawText Win32_DrawText
|
||||
#define DrawTextEx Win32_DrawTextEx
|
||||
|
||||
#define WIN32_LEAN_AND_MEAN
|
||||
#include <windows.h>
|
||||
|
||||
#undef CloseWindow
|
||||
#undef ShowCursor
|
||||
#undef Rectangle
|
||||
#undef PlaySound
|
||||
#undef LoadImage
|
||||
#undef DrawText
|
||||
#undef DrawTextEx
|
||||
|
||||
#include "game.h"
|
||||
|
||||
Texture2D LoadTextureFromResource(int id) {
|
||||
Texture2D texture = { 0 };
|
||||
HRSRC hResInfo = FindResource(NULL, MAKEINTRESOURCE(id), RT_RCDATA);
|
||||
if (!hResInfo) return texture;
|
||||
HGLOBAL hResData = LoadResource(NULL, hResInfo);
|
||||
if (!hResData) return texture;
|
||||
int size = SizeofResource(NULL, hResInfo);
|
||||
unsigned char* data = (unsigned char*)LockResource(hResData);
|
||||
if (!data) return texture;
|
||||
|
||||
Image img = LoadImageFromMemory(".png", data, size);
|
||||
texture = LoadTextureFromImage(img);
|
||||
UnloadImage(img);
|
||||
return texture;
|
||||
}
|
||||
|
||||
Sound LoadSoundFromResource(int id) {
|
||||
Sound sound = { 0 };
|
||||
HRSRC hResInfo = FindResource(NULL, MAKEINTRESOURCE(id), RT_RCDATA);
|
||||
if (!hResInfo) return sound;
|
||||
HGLOBAL hResData = LoadResource(NULL, hResInfo);
|
||||
if (!hResData) return sound;
|
||||
int size = SizeofResource(NULL, hResInfo);
|
||||
unsigned char* data = (unsigned char*)LockResource(hResData);
|
||||
if (!data) return sound;
|
||||
|
||||
Wave wave = LoadWaveFromMemory(".ogg", data, size);
|
||||
sound = LoadSoundFromWave(wave);
|
||||
UnloadWave(wave);
|
||||
return sound;
|
||||
}
|
||||
|
||||
void SetWindowIconFromResource(int id) {
|
||||
HWND hwnd = (HWND)GetWindowHandle();
|
||||
if (!hwnd) return;
|
||||
|
||||
HICON hIcon = LoadIconA(GetModuleHandle(NULL), MAKEINTRESOURCEA(id));
|
||||
if (hIcon) {
|
||||
SendMessageA(hwnd, WM_SETICON, ICON_BIG, (LPARAM)hIcon);
|
||||
SendMessageA(hwnd, WM_SETICON, ICON_SMALL, (LPARAM)hIcon);
|
||||
}
|
||||
}
|
||||