Files
Pong-Reloaded/include/game.h
T

144 lines
3.2 KiB
C++

#pragma once
#include <raylib.h>
#include <string>
#include <vector>
// Game States & 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;
// --- Base Entities ---
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;
};
// --- Game Objects ---
class Paddle : public GameObject {
public:
float width;
float height;
Texture2D texture;
public:
Paddle(Vector2 pos, Color c, float w, float h, const std::string& texturePath = "")
: GameObject(pos, c), width(w), height(h) {
if (!texturePath.empty()) {
texture = LoadTexture(texturePath.c_str());
} 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, const std::string& texturePath = "")
: GameObject(pos, c), radius(r), velocity({ 5.0f, 5.0f }) {
if (!texturePath.empty()) {
texture = LoadTexture(texturePath.c_str());
} 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, const std::string& texturePath = "")
: Paddle(pos, c, w, h, texturePath) {
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;
}
}
};