Moved all bindings to the "bindings" sub-directory
Renamed the CSFML directory to c Renamed the DSFML directory to d --> bindings must now be updated to match the new organization! git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1630 4e206d99-4929-0410-ac5d-dfc041789085
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bindings/d/samples/dsfml/pong/pong.d
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bindings/d/samples/dsfml/pong/pong.d
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module pong;
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import dsfml.system.all;
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import dsfml.audio.all;
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import dsfml.window.all;
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import dsfml.graphics.all;
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version (Tango)
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{
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import tango.io.Stdout;
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import tango.math.Math;
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}
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else
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{
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import std.math;
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import std.perf;
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import std.random;
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}
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void main()
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{
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// Defines PI
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const float PI = 3.14159f;
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// Create the window of the application
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RenderWindow app = new RenderWindow(VideoMode(800, 600, 32), "SFML Pong");
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app.useVerticalSync(false);
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Input i = app.input;
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// Load the sounds used in the game
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Sound BallSound = new Sound(new SoundBuffer("Data/ball.wav"));
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// Load the images used in the game
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Image PaddleImage = new Image("Data/paddle.tga");
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Image BallImage = new Image("Data/ball.tga");
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// Initialize the end text
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Text End = new Text(""c);
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Font font = new Font("Data/cheeseburger.ttf");
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End.font = font;
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End.characterSize = 60;
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End.move(150.f, 200.f);
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End.color = Color(50, 50, 250);
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Text fps = new Text(""c, font, 30);
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fps.move(50.f, 50.f);
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fps.color = Color.BLACK;
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// Create the sprites of the background, the paddles and the ball
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Sprite LeftPaddle = new Sprite(PaddleImage);
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Sprite RightPaddle = new Sprite(PaddleImage);
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Sprite Ball = new Sprite(BallImage);
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LeftPaddle.move(10, (app.view.getHeight() - LeftPaddle.size.y) / 2);
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RightPaddle.move(app.view.getWidth() - RightPaddle.size.x - 10, (app.view.getHeight() - RightPaddle.size.y) / 2);
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Ball.move((app.view.getWidth() - Ball.size.x) / 2, (app.view.getHeight() - Ball.size.y) / 2);
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// Define the paddles properties
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auto AITimer = new PerformanceCounter();
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const long AITime = 100; // 100 ms
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float LeftPaddleSpeed = 400.f;
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float RightPaddleSpeed = 400.f;
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// Define the ball properties
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float BallSpeed = 400.f;
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float BallAngle = 0.f;
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do
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{
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// Make sure the ball initial angle is not too much vertical
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BallAngle = uniform(0.f, 2 * PI);
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} while (abs(cos(BallAngle)) < 0.7f);
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bool IsPlaying = true;
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Event evt;
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uint iFps = 0;
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auto fpsClock = new PerformanceCounter();
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while (app.isOpened())
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{
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app.clear(Color(255, 255, 255, 255));
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// Handle events
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while (app.getEvent(evt))
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{
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// Window closed or escape key pressed : exit
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if ((evt.Type == EventType.Closed) ||
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((evt.Type == EventType.KeyPressed) && (evt.Key.Code == KeyCode.Escape)))
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{
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app.close();
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break;
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}
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}
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if (IsPlaying)
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{
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// Move the player's paddle
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if (i.isKeyDown(KeyCode.Up) && (LeftPaddle.position.y > 5.f))
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LeftPaddle.move(0.f, -LeftPaddleSpeed * app.frameTime);
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if (i.isKeyDown(KeyCode.Down) && (LeftPaddle.position.y < app.view.getHeight() - LeftPaddle.size.y - 5.f))
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LeftPaddle.move(0.f, LeftPaddleSpeed * app.frameTime);
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// Move the computer's paddle
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if (((RightPaddleSpeed < 0.f) && (RightPaddle.position.y > 5.f)) ||
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((RightPaddleSpeed > 0.f) && (RightPaddle.position.y < app.view.getHeight() - RightPaddle.size.y - 5.f)))
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{
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RightPaddle.move(0.f, RightPaddleSpeed * app.frameTime);
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}
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// Update the computer's paddle direction according to the ball position
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AITimer.stop();
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if (AITimer.milliseconds > AITime)
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{
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AITimer.start();
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if ((RightPaddleSpeed < 0) && (Ball.position.y + Ball.size.y > RightPaddle.position.y + RightPaddle.size.y))
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RightPaddleSpeed = -RightPaddleSpeed;
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if ((RightPaddleSpeed > 0) && (Ball.position.y < RightPaddle.position.y))
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RightPaddleSpeed = -RightPaddleSpeed;
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}
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// Move the ball
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float Factor = BallSpeed * app.frameTime;
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Ball.move(cos(BallAngle) * Factor, sin(BallAngle) * Factor);
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// Check collisions between the ball and the screen
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if (Ball.position.x < 0.f)
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{
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IsPlaying = false;
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End.text("You lost !\n(press escape to exit)"c);
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}
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if (Ball.position.x + Ball.size.x > app.view.getWidth())
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{
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IsPlaying = false;
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End.text("You won !\n(press escape to exit)"c);
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}
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if (Ball.position.y < 0.f)
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{
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BallSound.play();
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BallAngle = -BallAngle;
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Ball.y = 0.1f;
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}
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if (Ball.position.y + Ball.size.y > app.view.getHeight())
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{
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BallSound.play();
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BallAngle = -BallAngle;
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Ball.y = app.view.getHeight() - Ball.size.y - 0.1f;
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}
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// Check the collisions between the ball and the paddles
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// Left Paddle
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if (Ball.position.x < LeftPaddle.position.x + LeftPaddle.size.x &&
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Ball.position.x > LeftPaddle.position.x + (LeftPaddle.size.x / 2.0f) &&
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Ball.position.y + Ball.size.y >= LeftPaddle.position.y &&
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Ball.position.y <= LeftPaddle.position.y + LeftPaddle.size.y)
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{
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BallSound.play();
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BallAngle = PI - BallAngle;
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Ball.x = LeftPaddle.position.x + LeftPaddle.size.x + 0.1f;
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}
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// Right Paddle
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if (Ball.position.x + Ball.size.x > RightPaddle.position.x &&
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Ball.position.x + Ball.size.x < RightPaddle.position.x + (RightPaddle.size.x / 2.0f) &&
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Ball.position.y + Ball.size.y >= RightPaddle.position.y &&
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Ball.position.y <= RightPaddle.position.y + RightPaddle.size.y)
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{
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BallSound.play();
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BallAngle = PI - BallAngle;
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Ball.x = RightPaddle.position.x - Ball.size.x - 0.1f;
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}
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}
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// Draw the background, paddles and ball sprites
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app.draw(LeftPaddle);
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app.draw(RightPaddle);
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app.draw(Ball);
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fpsClock.stop();
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if(fpsClock.seconds >= 1)
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{
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fps.text = std.string.format("%d fps", iFps);
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iFps = 0;
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fpsClock.start();
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}
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++iFps;
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app.draw(fps);
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// If the game is over, display the end message
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if (!IsPlaying)
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app.draw(End);
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// Display things on screen
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app.display();
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}
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}
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