Changed internal naming convention (local variables now start with a lower case character)
Removed the AudioResource class git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1166 4e206d99-4929-0410-ac5d-dfc041789085
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245 changed files with 7865 additions and 8065 deletions
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@ -19,171 +19,171 @@ int main()
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const float PI = 3.14159f;
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// Create the window of the application
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sf::RenderWindow App(sf::VideoMode(800, 600, 32), "SFML Pong");
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sf::RenderWindow window(sf::VideoMode(800, 600, 32), "SFML Pong");
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// Load the sounds used in the game
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sf::SoundBuffer BallSoundBuffer;
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if (!BallSoundBuffer.LoadFromFile("datas/pong/ball.wav"))
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sf::SoundBuffer ballSoundBuffer;
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if (!ballSoundBuffer.LoadFromFile("datas/pong/ball.wav"))
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{
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return EXIT_FAILURE;
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}
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sf::Sound BallSound(BallSoundBuffer);
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sf::Sound ballSound(ballSoundBuffer);
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// Load the images used in the game
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sf::Image BackgroundImage, LeftPaddleImage, RightPaddleImage, BallImage;
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if (!BackgroundImage.LoadFromFile("datas/pong/background.jpg") ||
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!LeftPaddleImage.LoadFromFile("datas/pong/paddle_left.png") ||
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!RightPaddleImage.LoadFromFile("datas/pong/paddle_right.png") ||
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!BallImage.LoadFromFile("datas/pong/ball.png"))
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sf::Image backgroundImage, leftPaddleImage, rightPaddleImage, ballImage;
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if (!backgroundImage.LoadFromFile("datas/pong/background.jpg") ||
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!leftPaddleImage.LoadFromFile("datas/pong/paddle_left.png") ||
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!rightPaddleImage.LoadFromFile("datas/pong/paddle_right.png") ||
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!ballImage.LoadFromFile("datas/pong/ball.png"))
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{
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return EXIT_FAILURE;
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}
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// Load the text font
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sf::Font Cheeseburger;
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if (!Cheeseburger.LoadFromFile("datas/post-fx/cheeseburger.ttf"))
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sf::Font font;
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if (!ballImage.LoadFromFile("datas/post-fx/cheeseburger.ttf"))
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return EXIT_FAILURE;
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// Initialize the end text
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sf::String End;
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End.SetFont(Cheeseburger);
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End.SetSize(60.f);
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End.Move(150.f, 200.f);
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End.SetColor(sf::Color(50, 50, 250));
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sf::String end;
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end.SetFont(font);
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end.SetSize(60.f);
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end.Move(150.f, 200.f);
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end.SetColor(sf::Color(50, 50, 250));
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// Create the sprites of the background, the paddles and the ball
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sf::Sprite Background(BackgroundImage);
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sf::Sprite LeftPaddle(LeftPaddleImage);
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sf::Sprite RightPaddle(RightPaddleImage);
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sf::Sprite Ball(BallImage);
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sf::Sprite background(backgroundImage);
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sf::Sprite leftPaddle(leftPaddleImage);
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sf::Sprite rightPaddle(rightPaddleImage);
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sf::Sprite ball(ballImage);
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LeftPaddle.Move(10, (App.GetView().GetSize().y - LeftPaddle.GetSize().y) / 2);
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RightPaddle.Move(App.GetView().GetSize().x - RightPaddle.GetSize().x - 10, (App.GetView().GetSize().y - RightPaddle.GetSize().y) / 2);
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Ball.Move((App.GetView().GetSize().x - Ball.GetSize().x) / 2, (App.GetView().GetSize().y - Ball.GetSize().y) / 2);
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leftPaddle.Move(10, (window.GetView().GetSize().y - leftPaddle.GetSize().y) / 2);
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rightPaddle.Move(window.GetView().GetSize().x - rightPaddle.GetSize().x - 10, (window.GetView().GetSize().y - rightPaddle.GetSize().y) / 2);
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ball.Move((window.GetView().GetSize().x - ball.GetSize().x) / 2, (window.GetView().GetSize().y - ball.GetSize().y) / 2);
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// Define the paddles properties
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sf::Clock AITimer;
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const float AITime = 0.1f;
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float LeftPaddleSpeed = 400.f;
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float RightPaddleSpeed = 400.f;
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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;
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float ballSpeed = 400.f;
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float ballAngle;
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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 = sf::Randomizer::Random(0.f, 2 * PI);
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} while (std::abs(std::cos(BallAngle)) < 0.7f);
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ballAngle = sf::Randomizer::Random(0.f, 2 * PI);
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} while (std::abs(std::cos(ballAngle)) < 0.7f);
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bool IsPlaying = true;
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while (App.IsOpened())
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bool isPlaying = true;
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while (window.IsOpened())
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{
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// Handle events
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sf::Event Event;
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while (App.GetEvent(Event))
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sf::Event event;
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while (window.GetEvent(event))
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{
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// Window closed or escape key pressed : exit
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if ((Event.Type == sf::Event::Closed) ||
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((Event.Type == sf::Event::KeyPressed) && (Event.Key.Code == sf::Key::Escape)))
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if ((event.Type == sf::Event::Closed) ||
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((event.Type == sf::Event::KeyPressed) && (event.Key.Code == sf::Key::Escape)))
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{
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App.Close();
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window.Close();
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break;
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}
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}
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if (IsPlaying)
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if (isPlaying)
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{
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// Move the player's paddle
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if (App.GetInput().IsKeyDown(sf::Key::Up) && (LeftPaddle.GetPosition().y > 5.f))
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LeftPaddle.Move(0.f, -LeftPaddleSpeed * App.GetFrameTime());
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if (App.GetInput().IsKeyDown(sf::Key::Down) && (LeftPaddle.GetPosition().y < App.GetView().GetSize().y - LeftPaddle.GetSize().y - 5.f))
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LeftPaddle.Move(0.f, LeftPaddleSpeed * App.GetFrameTime());
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if (window.GetInput().IsKeyDown(sf::Key::Up) && (leftPaddle.GetPosition().y > 5.f))
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leftPaddle.Move(0.f, -leftPaddleSpeed * window.GetFrameTime());
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if (window.GetInput().IsKeyDown(sf::Key::Down) && (leftPaddle.GetPosition().y < window.GetView().GetSize().y - leftPaddle.GetSize().y - 5.f))
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leftPaddle.Move(0.f, leftPaddleSpeed * window.GetFrameTime());
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// Move the computer's paddle
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if (((RightPaddleSpeed < 0.f) && (RightPaddle.GetPosition().y > 5.f)) ||
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((RightPaddleSpeed > 0.f) && (RightPaddle.GetPosition().y < App.GetView().GetSize().y - RightPaddle.GetSize().y - 5.f)))
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if (((rightPaddleSpeed < 0.f) && (rightPaddle.GetPosition().y > 5.f)) ||
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((rightPaddleSpeed > 0.f) && (rightPaddle.GetPosition().y < window.GetView().GetSize().y - rightPaddle.GetSize().y - 5.f)))
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{
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RightPaddle.Move(0.f, RightPaddleSpeed * App.GetFrameTime());
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rightPaddle.Move(0.f, rightPaddleSpeed * window.GetFrameTime());
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}
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// Update the computer's paddle direction according to the ball position
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if (AITimer.GetElapsedTime() > AITime)
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{
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AITimer.Reset();
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if ((RightPaddleSpeed < 0) && (Ball.GetPosition().y + Ball.GetSize().y > RightPaddle.GetPosition().y + RightPaddle.GetSize().y))
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RightPaddleSpeed = -RightPaddleSpeed;
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if ((RightPaddleSpeed > 0) && (Ball.GetPosition().y < RightPaddle.GetPosition().y))
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RightPaddleSpeed = -RightPaddleSpeed;
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if ((rightPaddleSpeed < 0) && (ball.GetPosition().y + ball.GetSize().y > rightPaddle.GetPosition().y + rightPaddle.GetSize().y))
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rightPaddleSpeed = -rightPaddleSpeed;
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if ((rightPaddleSpeed > 0) && (ball.GetPosition().y < rightPaddle.GetPosition().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.GetFrameTime();
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Ball.Move(std::cos(BallAngle) * Factor, std::sin(BallAngle) * Factor);
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float factor = ballSpeed * window.GetFrameTime();
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ball.Move(std::cos(ballAngle) * factor, std::sin(ballAngle) * factor);
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// Check collisions between the ball and the screen
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if (Ball.GetPosition().x < 0.f)
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if (ball.GetPosition().x < 0.f)
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{
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IsPlaying = false;
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End.SetText("You lost !\n(press escape to exit)");
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isPlaying = false;
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end.SetText("You lost !\n(press escape to exit)");
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}
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if (Ball.GetPosition().x + Ball.GetSize().x > App.GetView().GetSize().x)
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if (ball.GetPosition().x + ball.GetSize().x > window.GetView().GetSize().x)
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{
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IsPlaying = false;
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End.SetText("You won !\n(press escape to exit)");
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isPlaying = false;
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end.SetText("You won !\n(press escape to exit)");
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}
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if (Ball.GetPosition().y < 0.f)
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if (ball.GetPosition().y < 0.f)
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{
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BallSound.Play();
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BallAngle = -BallAngle;
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Ball.SetY(0.1f);
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ballSound.Play();
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ballAngle = -ballAngle;
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ball.SetY(0.1f);
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}
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if (Ball.GetPosition().y + Ball.GetSize().y > App.GetView().GetSize().y)
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if (ball.GetPosition().y + ball.GetSize().y > window.GetView().GetSize().y)
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{
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BallSound.Play();
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BallAngle = -BallAngle;
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Ball.SetY(App.GetView().GetSize().y - Ball.GetSize().y - 0.1f);
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ballSound.Play();
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ballAngle = -ballAngle;
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ball.SetY(window.GetView().GetSize().y - ball.GetSize().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.GetPosition().x < LeftPaddle.GetPosition().x + LeftPaddle.GetSize().x &&
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Ball.GetPosition().x > LeftPaddle.GetPosition().x + (LeftPaddle.GetSize().x / 2.0f) &&
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Ball.GetPosition().y + Ball.GetSize().y >= LeftPaddle.GetPosition().y &&
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Ball.GetPosition().y <= LeftPaddle.GetPosition().y + LeftPaddle.GetSize().y)
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if (ball.GetPosition().x < leftPaddle.GetPosition().x + leftPaddle.GetSize().x &&
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ball.GetPosition().x > leftPaddle.GetPosition().x + (leftPaddle.GetSize().x / 2.0f) &&
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ball.GetPosition().y + ball.GetSize().y >= leftPaddle.GetPosition().y &&
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ball.GetPosition().y <= leftPaddle.GetPosition().y + leftPaddle.GetSize().y)
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{
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BallSound.Play();
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BallAngle = PI - BallAngle;
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Ball.SetX(LeftPaddle.GetPosition().x + LeftPaddle.GetSize().x + 0.1f);
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ballSound.Play();
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ballAngle = PI - ballAngle;
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ball.SetX(leftPaddle.GetPosition().x + leftPaddle.GetSize().x + 0.1f);
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}
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// Right Paddle
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if (Ball.GetPosition().x + Ball.GetSize().x > RightPaddle.GetPosition().x &&
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Ball.GetPosition().x + Ball.GetSize().x < RightPaddle.GetPosition().x + (RightPaddle.GetSize().x / 2.0f) &&
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Ball.GetPosition().y + Ball.GetSize().y >= RightPaddle.GetPosition().y &&
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Ball.GetPosition().y <= RightPaddle.GetPosition().y + RightPaddle.GetSize().y)
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if (ball.GetPosition().x + ball.GetSize().x > rightPaddle.GetPosition().x &&
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ball.GetPosition().x + ball.GetSize().x < rightPaddle.GetPosition().x + (rightPaddle.GetSize().x / 2.0f) &&
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ball.GetPosition().y + ball.GetSize().y >= rightPaddle.GetPosition().y &&
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ball.GetPosition().y <= rightPaddle.GetPosition().y + rightPaddle.GetSize().y)
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{
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BallSound.Play();
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BallAngle = PI - BallAngle;
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Ball.SetX(RightPaddle.GetPosition().x - Ball.GetSize().x - 0.1f);
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ballSound.Play();
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ballAngle = PI - ballAngle;
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ball.SetX(rightPaddle.GetPosition().x - ball.GetSize().x - 0.1f);
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}
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}
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// Clear the window
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App.Clear();
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window.Clear();
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// Draw the background, paddles and ball sprites
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App.Draw(Background);
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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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window.Draw(background);
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window.Draw(leftPaddle);
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window.Draw(rightPaddle);
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window.Draw(ball);
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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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if (!isPlaying)
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window.Draw(end);
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// Display things on screen
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App.Display();
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window.Display();
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}
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return EXIT_SUCCESS;
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