Files
Pong-Reloaded/include/game.h
T

197 lines
5.1 KiB
C++

#pragma once
#include <raylib.h>
#include <string>
#include <vector>
// Game states and configurations
enum class GameState {
MainMenu,
DifficultySelect,
MultiplayerLobby,
Multiplayer,
Settings,
Playing,
Paused,
GameOver
};
enum class Difficulty {
Easy,
Normal,
Hard
};
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;
// 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 };
};
// Asset loading helpers
Texture2D LoadTextureFromResource(int id);
Sound LoadSoundFromResource(int id);
// 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 {
public:
Vector2 position;
Color color;
GameObject(Vector2 pos, Color c) : position(pos), color(c) {}
virtual ~GameObject() = default;
virtual bool Update() = 0;
virtual void Draw() = 0;
};
// Entity classes
class Paddle : public GameObject {
public:
float width;
float height;
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 };
}
}
~Paddle() override {
if (texture.id > 0) {
UnloadTexture(texture);
}
}
bool Update() override;
void Draw() override;
};
class Ball : public GameObject {
public:
float radius;
Vector2 velocity;
Texture2D texture;
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 };
}
}
~Ball() override {
if (texture.id > 0) {
UnloadTexture(texture);
}
}
bool Update() override;
void Draw() override;
};
class CpuPaddle : public Paddle {
private:
float speed;
Difficulty currentDifficulty;
public:
CpuPaddle(Vector2 pos, Color c, float w, float h, Difficulty diff = Difficulty::Normal, int textureId = 0)
: Paddle(pos, c, w, h, textureId) {
SetDifficulty(diff);
}
void SetDifficulty(Difficulty diff) {
currentDifficulty = diff;
switch (currentDifficulty) {
case Difficulty::Easy: speed = CPU_SPEED_EASY; break;
case Difficulty::Normal: speed = CPU_SPEED_NORMAL; break;
case Difficulty::Hard: speed = CPU_SPEED_HARD; break;
}
}
void Update(float ball_y) {
float paddleCenter = position.y + (height / 2.0f);
float dt = GetFrameTime();
float moveAmount = speed * dt;
if (paddleCenter > ball_y + moveAmount) {
position.y -= moveAmount;
}
else if (paddleCenter < ball_y - moveAmount) {
position.y += moveAmount;
}
LimitMovement();
position.x = 20.0f + 10.0f;
}
bool Update() override { return false; }
void LimitMovement() {
if (position.y <= 20.0f) {
position.y = 20.0f;
}
if (position.y + height >= GetScreenHeight() - 20.0f) {
position.y = GetScreenHeight() - 20.0f - height;
}
}
};