Changed the naming convention for public member variables/functions and free functions (using lowerCase instead of UpperCase)

This commit is contained in:
Laurent Gomila 2012-03-11 19:10:37 +01:00
parent ff5b69d312
commit 14ac411542
200 changed files with 4302 additions and 4320 deletions

View file

@ -28,54 +28,54 @@ int main()
// Create the window of the application
sf::RenderWindow window(sf::VideoMode(gameWidth, gameHeight, 32), "SFML Pong");
window.SetVerticalSyncEnabled(true);
window.setVerticalSyncEnabled(true);
// Load the sounds used in the game
sf::SoundBuffer ballSoundBuffer;
if (!ballSoundBuffer.LoadFromFile("resources/ball.wav"))
if (!ballSoundBuffer.loadFromFile("resources/ball.wav"))
return EXIT_FAILURE;
sf::Sound ballSound(ballSoundBuffer);
// Create the left paddle
sf::RectangleShape leftPaddle;
leftPaddle.SetSize(paddleSize - sf::Vector2f(3, 3));
leftPaddle.SetOutlineThickness(3);
leftPaddle.SetOutlineColor(sf::Color::Black);
leftPaddle.SetFillColor(sf::Color(100, 100, 200));
leftPaddle.SetOrigin(paddleSize / 2.f);
leftPaddle.setSize(paddleSize - sf::Vector2f(3, 3));
leftPaddle.setOutlineThickness(3);
leftPaddle.setOutlineColor(sf::Color::Black);
leftPaddle.setFillColor(sf::Color(100, 100, 200));
leftPaddle.setOrigin(paddleSize / 2.f);
// Create the right paddle
sf::RectangleShape rightPaddle;
rightPaddle.SetSize(paddleSize - sf::Vector2f(3, 3));
rightPaddle.SetOutlineThickness(3);
rightPaddle.SetOutlineColor(sf::Color::Black);
rightPaddle.SetFillColor(sf::Color(200, 100, 100));
rightPaddle.SetOrigin(paddleSize / 2.f);
rightPaddle.setSize(paddleSize - sf::Vector2f(3, 3));
rightPaddle.setOutlineThickness(3);
rightPaddle.setOutlineColor(sf::Color::Black);
rightPaddle.setFillColor(sf::Color(200, 100, 100));
rightPaddle.setOrigin(paddleSize / 2.f);
// Create the ball
sf::CircleShape ball;
ball.SetRadius(ballRadius - 3);
ball.SetOutlineThickness(3);
ball.SetOutlineColor(sf::Color::Black);
ball.SetFillColor(sf::Color::White);
ball.SetOrigin(ballRadius / 2, ballRadius / 2);
ball.setRadius(ballRadius - 3);
ball.setOutlineThickness(3);
ball.setOutlineColor(sf::Color::Black);
ball.setFillColor(sf::Color::White);
ball.setOrigin(ballRadius / 2, ballRadius / 2);
// Load the text font
sf::Font font;
if (!font.LoadFromFile("resources/sansation.ttf"))
if (!font.loadFromFile("resources/sansation.ttf"))
return EXIT_FAILURE;
// Initialize the pause message
sf::Text pauseMessage;
pauseMessage.SetFont(font);
pauseMessage.SetCharacterSize(40);
pauseMessage.SetPosition(170.f, 150.f);
pauseMessage.SetColor(sf::Color::White);
pauseMessage.SetString("Welcome to SFML pong!\nPress space to start the game");
pauseMessage.setFont(font);
pauseMessage.setCharacterSize(40);
pauseMessage.setPosition(170.f, 150.f);
pauseMessage.setColor(sf::Color::White);
pauseMessage.setString("Welcome to SFML pong!\nPress space to start the game");
// Define the paddles properties
sf::Clock AITimer;
const sf::Time AITime = sf::Seconds(0.1f);
const sf::Time AITime = sf::seconds(0.1f);
const float paddleSpeed = 400.f;
float rightPaddleSpeed = 0.f;
const float ballSpeed = 400.f;
@ -83,22 +83,22 @@ int main()
sf::Clock clock;
bool isPlaying = false;
while (window.IsOpen())
while (window.isOpen())
{
// Handle events
sf::Event event;
while (window.PollEvent(event))
while (window.pollEvent(event))
{
// Window closed or escape key pressed: exit
if ((event.Type == sf::Event::Closed) ||
((event.Type == sf::Event::KeyPressed) && (event.Key.Code == sf::Keyboard::Escape)))
if ((event.type == sf::Event::Closed) ||
((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Escape)))
{
window.Close();
window.close();
break;
}
// Space key pressed: play
if ((event.Type == sf::Event::KeyPressed) && (event.Key.Code == sf::Keyboard::Space))
if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Space))
{
if (!isPlaying)
{
@ -106,9 +106,9 @@ int main()
isPlaying = true;
// Reset the position of the paddles and ball
leftPaddle.SetPosition(10 + paddleSize.x / 2, gameHeight / 2);
rightPaddle.SetPosition(gameWidth - 10 - paddleSize.x / 2, gameHeight / 2);
ball.SetPosition(gameWidth / 2, gameHeight / 2);
leftPaddle.setPosition(10 + paddleSize.x / 2, gameHeight / 2);
rightPaddle.setPosition(gameWidth - 10 - paddleSize.x / 2, gameHeight / 2);
ball.setPosition(gameWidth / 2, gameHeight / 2);
// Reset the ball angle
do
@ -123,34 +123,34 @@ int main()
if (isPlaying)
{
float deltaTime = clock.Restart().AsSeconds();
float deltaTime = clock.restart().asSeconds();
// Move the player's paddle
if (sf::Keyboard::IsKeyPressed(sf::Keyboard::Up) &&
(leftPaddle.GetPosition().y - paddleSize.y / 2 > 5.f))
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up) &&
(leftPaddle.getPosition().y - paddleSize.y / 2 > 5.f))
{
leftPaddle.Move(0.f, -paddleSpeed * deltaTime);
leftPaddle.move(0.f, -paddleSpeed * deltaTime);
}
if (sf::Keyboard::IsKeyPressed(sf::Keyboard::Down) &&
(leftPaddle.GetPosition().y + paddleSize.y / 2 < gameHeight - 5.f))
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down) &&
(leftPaddle.getPosition().y + paddleSize.y / 2 < gameHeight - 5.f))
{
leftPaddle.Move(0.f, paddleSpeed * deltaTime);
leftPaddle.move(0.f, paddleSpeed * deltaTime);
}
// Move the computer's paddle
if (((rightPaddleSpeed < 0.f) && (rightPaddle.GetPosition().y - paddleSize.y / 2 > 5.f)) ||
((rightPaddleSpeed > 0.f) && (rightPaddle.GetPosition().y + paddleSize.y / 2 < gameHeight - 5.f)))
if (((rightPaddleSpeed < 0.f) && (rightPaddle.getPosition().y - paddleSize.y / 2 > 5.f)) ||
((rightPaddleSpeed > 0.f) && (rightPaddle.getPosition().y + paddleSize.y / 2 < gameHeight - 5.f)))
{
rightPaddle.Move(0.f, rightPaddleSpeed * deltaTime);
rightPaddle.move(0.f, rightPaddleSpeed * deltaTime);
}
// Update the computer's paddle direction according to the ball position
if (AITimer.GetElapsedTime() > AITime)
if (AITimer.getElapsedTime() > AITime)
{
AITimer.Restart();
if (ball.GetPosition().y + ballRadius > rightPaddle.GetPosition().y + paddleSize.y / 2)
AITimer.restart();
if (ball.getPosition().y + ballRadius > rightPaddle.getPosition().y + paddleSize.y / 2)
rightPaddleSpeed = paddleSpeed;
else if (ball.GetPosition().y - ballRadius < rightPaddle.GetPosition().y - paddleSize.y / 2)
else if (ball.getPosition().y - ballRadius < rightPaddle.getPosition().y - paddleSize.y / 2)
rightPaddleSpeed = -paddleSpeed;
else
rightPaddleSpeed = 0.f;
@ -158,82 +158,82 @@ int main()
// Move the ball
float factor = ballSpeed * deltaTime;
ball.Move(std::cos(ballAngle) * factor, std::sin(ballAngle) * factor);
ball.move(std::cos(ballAngle) * factor, std::sin(ballAngle) * factor);
// Check collisions between the ball and the screen
if (ball.GetPosition().x - ballRadius < 0.f)
if (ball.getPosition().x - ballRadius < 0.f)
{
isPlaying = false;
pauseMessage.SetString("You lost !\nPress space to restart or\nescape to exit");
pauseMessage.setString("You lost !\nPress space to restart or\nescape to exit");
}
if (ball.GetPosition().x + ballRadius > 800)
if (ball.getPosition().x + ballRadius > 800)
{
isPlaying = false;
pauseMessage.SetString("You won !\nPress space to restart or\nescape to exit");
pauseMessage.setString("You won !\nPress space to restart or\nescape to exit");
}
if (ball.GetPosition().y - ballRadius < 0.f)
if (ball.getPosition().y - ballRadius < 0.f)
{
ballSound.Play();
ballSound.play();
ballAngle = -ballAngle;
ball.SetPosition(ball.GetPosition().x, ballRadius + 0.1f);
ball.setPosition(ball.getPosition().x, ballRadius + 0.1f);
}
if (ball.GetPosition().y + ballRadius > gameHeight)
if (ball.getPosition().y + ballRadius > gameHeight)
{
ballSound.Play();
ballSound.play();
ballAngle = -ballAngle;
ball.SetPosition(ball.GetPosition().x, gameHeight - ballRadius - 0.1f);
ball.setPosition(ball.getPosition().x, gameHeight - ballRadius - 0.1f);
}
// Check the collisions between the ball and the paddles
// Left Paddle
if (ball.GetPosition().x - ballRadius < leftPaddle.GetPosition().x + paddleSize.x / 2 &&
ball.GetPosition().x - ballRadius > leftPaddle.GetPosition().x &&
ball.GetPosition().y + ballRadius >= leftPaddle.GetPosition().y - paddleSize.y / 2 &&
ball.GetPosition().y - ballRadius <= leftPaddle.GetPosition().y + paddleSize.y / 2)
if (ball.getPosition().x - ballRadius < leftPaddle.getPosition().x + paddleSize.x / 2 &&
ball.getPosition().x - ballRadius > leftPaddle.getPosition().x &&
ball.getPosition().y + ballRadius >= leftPaddle.getPosition().y - paddleSize.y / 2 &&
ball.getPosition().y - ballRadius <= leftPaddle.getPosition().y + paddleSize.y / 2)
{
if (ball.GetPosition().y > leftPaddle.GetPosition().y)
if (ball.getPosition().y > leftPaddle.getPosition().y)
ballAngle = pi - ballAngle + (std::rand() % 20) * pi / 180;
else
ballAngle = pi - ballAngle - (std::rand() % 20) * pi / 180;
ballSound.Play();
ball.SetPosition(leftPaddle.GetPosition().x + ballRadius + paddleSize.x / 2 + 0.1f, ball.GetPosition().y);
ballSound.play();
ball.setPosition(leftPaddle.getPosition().x + ballRadius + paddleSize.x / 2 + 0.1f, ball.getPosition().y);
}
// Right Paddle
if (ball.GetPosition().x + ballRadius > rightPaddle.GetPosition().x - paddleSize.x / 2 &&
ball.GetPosition().x + ballRadius < rightPaddle.GetPosition().x &&
ball.GetPosition().y + ballRadius >= rightPaddle.GetPosition().y - paddleSize.y / 2 &&
ball.GetPosition().y - ballRadius <= rightPaddle.GetPosition().y + paddleSize.y / 2)
if (ball.getPosition().x + ballRadius > rightPaddle.getPosition().x - paddleSize.x / 2 &&
ball.getPosition().x + ballRadius < rightPaddle.getPosition().x &&
ball.getPosition().y + ballRadius >= rightPaddle.getPosition().y - paddleSize.y / 2 &&
ball.getPosition().y - ballRadius <= rightPaddle.getPosition().y + paddleSize.y / 2)
{
if (ball.GetPosition().y > rightPaddle.GetPosition().y)
if (ball.getPosition().y > rightPaddle.getPosition().y)
ballAngle = pi - ballAngle + (std::rand() % 20) * pi / 180;
else
ballAngle = pi - ballAngle - (std::rand() % 20) * pi / 180;
ballSound.Play();
ball.SetPosition(rightPaddle.GetPosition().x - ballRadius - paddleSize.x / 2 - 0.1f, ball.GetPosition().y);
ballSound.play();
ball.setPosition(rightPaddle.getPosition().x - ballRadius - paddleSize.x / 2 - 0.1f, ball.getPosition().y);
}
}
// Clear the window
window.Clear(sf::Color(50, 200, 50));
window.clear(sf::Color(50, 200, 50));
if (isPlaying)
{
// Draw the paddles and the ball
window.Draw(leftPaddle);
window.Draw(rightPaddle);
window.Draw(ball);
window.draw(leftPaddle);
window.draw(rightPaddle);
window.draw(ball);
}
else
{
// Draw the pause message
window.Draw(pauseMessage);
window.draw(pauseMessage);
}
// Display things on screen
window.Display();
window.display();
}
return EXIT_SUCCESS;