143 lines
3.2 KiB
C++
143 lines
3.2 KiB
C++
#pragma once
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#include <raylib.h>
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#include <string>
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#include <vector>
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// Game States & Configurations
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enum class GameState {
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MainMenu,
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DifficultySelect,
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Multiplayer,
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Settings,
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Playing,
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Paused,
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GameOver
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};
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enum class Difficulty {
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Easy,
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Normal,
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Hard
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};
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constexpr float CPU_SPEED_EASY = 180.0f;
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constexpr float CPU_SPEED_NORMAL = 330.0f;
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constexpr float CPU_SPEED_HARD = 480.0f;
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constexpr float PLAYER_SPEED = 360.0f;
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constexpr float BALL_SPEED = 420.0f;
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// --- Base Entities ---
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class GameObject {
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public:
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Vector2 position;
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Color color;
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GameObject(Vector2 pos, Color c) : position(pos), color(c) {}
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virtual ~GameObject() = default;
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virtual bool Update() = 0;
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virtual void Draw() = 0;
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};
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// --- Game Objects ---
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class Paddle : public GameObject {
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public:
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float width;
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float height;
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Texture2D texture;
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public:
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Paddle(Vector2 pos, Color c, float w, float h, const std::string& texturePath = "")
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: GameObject(pos, c), width(w), height(h) {
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if (!texturePath.empty()) {
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texture = LoadTexture(texturePath.c_str());
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} else {
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texture = { 0 };
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}
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}
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~Paddle() override {
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if (texture.id > 0) {
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UnloadTexture(texture);
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}
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}
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bool Update() override;
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void Draw() override;
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};
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class Ball : public GameObject {
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public:
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float radius;
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Vector2 velocity;
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Texture2D texture;
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public:
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Ball(Vector2 pos, Color c, float r, const std::string& texturePath = "")
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: GameObject(pos, c), radius(r), velocity({ 5.0f, 5.0f }) {
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if (!texturePath.empty()) {
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texture = LoadTexture(texturePath.c_str());
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} else {
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texture = { 0 };
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}
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}
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~Ball() override {
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if (texture.id > 0) {
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UnloadTexture(texture);
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}
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}
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bool Update() override;
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void Draw() override;
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};
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class CpuPaddle : public Paddle {
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private:
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float speed;
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Difficulty currentDifficulty;
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public:
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CpuPaddle(Vector2 pos, Color c, float w, float h, Difficulty diff = Difficulty::Normal, const std::string& texturePath = "")
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: Paddle(pos, c, w, h, texturePath) {
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SetDifficulty(diff);
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}
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void SetDifficulty(Difficulty diff) {
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currentDifficulty = diff;
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switch (currentDifficulty) {
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case Difficulty::Easy: speed = CPU_SPEED_EASY; break;
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case Difficulty::Normal: speed = CPU_SPEED_NORMAL; break;
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case Difficulty::Hard: speed = CPU_SPEED_HARD; break;
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}
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}
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void Update(float ball_y) {
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float paddleCenter = position.y + (height / 2.0f);
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float dt = GetFrameTime();
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float moveAmount = speed * dt;
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if (paddleCenter > ball_y + moveAmount) {
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position.y -= moveAmount;
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}
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else if (paddleCenter < ball_y - moveAmount) {
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position.y += moveAmount;
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}
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LimitMovement();
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position.x = 20.0f + 10.0f;
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}
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bool Update() override { return false; }
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void LimitMovement() {
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if (position.y <= 20.0f) {
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position.y = 20.0f;
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}
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if (position.y + height >= GetScreenHeight() - 20.0f) {
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position.y = GetScreenHeight() - 20.0f - height;
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}
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}
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}; |