Added support for the CMake build system
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1550 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
parent
aa612ec63a
commit
a991fe8e4d
144 changed files with 2086 additions and 7033 deletions
190
examples/pong/Pong.cpp
Normal file
190
examples/pong/Pong.cpp
Normal file
|
@ -0,0 +1,190 @@
|
|||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Headers
|
||||
////////////////////////////////////////////////////////////
|
||||
#include <SFML/Graphics.hpp>
|
||||
#include <SFML/Audio.hpp>
|
||||
#include <cmath>
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Entry point of application
|
||||
///
|
||||
/// \return Application exit code
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
int main()
|
||||
{
|
||||
// Defines PI
|
||||
const float PI = 3.14159f;
|
||||
|
||||
// Create the window of the application
|
||||
sf::RenderWindow window(sf::VideoMode(800, 600, 32), "SFML Pong");
|
||||
|
||||
// Load the sounds used in the game
|
||||
sf::SoundBuffer ballSoundBuffer;
|
||||
if (!ballSoundBuffer.LoadFromFile("resources/ball.wav"))
|
||||
{
|
||||
return EXIT_FAILURE;
|
||||
}
|
||||
sf::Sound ballSound(ballSoundBuffer);
|
||||
|
||||
// Load the images used in the game
|
||||
sf::Image backgroundImage, leftPaddleImage, rightPaddleImage, ballImage;
|
||||
if (!backgroundImage.LoadFromFile("resources/background.jpg") ||
|
||||
!leftPaddleImage.LoadFromFile("resources/paddle_left.png") ||
|
||||
!rightPaddleImage.LoadFromFile("resources/paddle_right.png") ||
|
||||
!ballImage.LoadFromFile("resources/ball.png"))
|
||||
{
|
||||
return EXIT_FAILURE;
|
||||
}
|
||||
|
||||
// Load the text font
|
||||
sf::Font font;
|
||||
if (!font.LoadFromFile("resources/sansation.ttf"))
|
||||
return EXIT_FAILURE;
|
||||
|
||||
// Initialize the end text
|
||||
sf::Text end;
|
||||
end.SetFont(font);
|
||||
end.SetCharacterSize(60);
|
||||
end.Move(150.f, 200.f);
|
||||
end.SetColor(sf::Color(50, 50, 250));
|
||||
|
||||
// Create the sprites of the background, the paddles and the ball
|
||||
sf::Sprite background(backgroundImage);
|
||||
sf::Sprite leftPaddle(leftPaddleImage);
|
||||
sf::Sprite rightPaddle(rightPaddleImage);
|
||||
sf::Sprite ball(ballImage);
|
||||
|
||||
leftPaddle.Move(10, (window.GetView().GetSize().y - leftPaddle.GetSize().y) / 2);
|
||||
rightPaddle.Move(window.GetView().GetSize().x - rightPaddle.GetSize().x - 10, (window.GetView().GetSize().y - rightPaddle.GetSize().y) / 2);
|
||||
ball.Move((window.GetView().GetSize().x - ball.GetSize().x) / 2, (window.GetView().GetSize().y - ball.GetSize().y) / 2);
|
||||
|
||||
// Define the paddles properties
|
||||
sf::Clock AITimer;
|
||||
const float AITime = 0.1f;
|
||||
float leftPaddleSpeed = 400.f;
|
||||
float rightPaddleSpeed = 400.f;
|
||||
|
||||
// Define the ball properties
|
||||
float ballSpeed = 400.f;
|
||||
float ballAngle;
|
||||
do
|
||||
{
|
||||
// Make sure the ball initial angle is not too much vertical
|
||||
ballAngle = sf::Randomizer::Random(0.f, 2 * PI);
|
||||
} while (std::abs(std::cos(ballAngle)) < 0.7f);
|
||||
|
||||
bool isPlaying = true;
|
||||
while (window.IsOpened())
|
||||
{
|
||||
// Handle events
|
||||
sf::Event event;
|
||||
while (window.GetEvent(event))
|
||||
{
|
||||
// Window closed or escape key pressed : exit
|
||||
if ((event.Type == sf::Event::Closed) ||
|
||||
((event.Type == sf::Event::KeyPressed) && (event.Key.Code == sf::Key::Escape)))
|
||||
{
|
||||
window.Close();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (isPlaying)
|
||||
{
|
||||
// Move the player's paddle
|
||||
if (window.GetInput().IsKeyDown(sf::Key::Up) && (leftPaddle.GetPosition().y > 5.f))
|
||||
leftPaddle.Move(0.f, -leftPaddleSpeed * window.GetFrameTime());
|
||||
if (window.GetInput().IsKeyDown(sf::Key::Down) && (leftPaddle.GetPosition().y < window.GetView().GetSize().y - leftPaddle.GetSize().y - 5.f))
|
||||
leftPaddle.Move(0.f, leftPaddleSpeed * window.GetFrameTime());
|
||||
|
||||
// Move the computer's paddle
|
||||
if (((rightPaddleSpeed < 0.f) && (rightPaddle.GetPosition().y > 5.f)) ||
|
||||
((rightPaddleSpeed > 0.f) && (rightPaddle.GetPosition().y < window.GetView().GetSize().y - rightPaddle.GetSize().y - 5.f)))
|
||||
{
|
||||
rightPaddle.Move(0.f, rightPaddleSpeed * window.GetFrameTime());
|
||||
}
|
||||
|
||||
// Update the computer's paddle direction according to the ball position
|
||||
if (AITimer.GetElapsedTime() > AITime)
|
||||
{
|
||||
AITimer.Reset();
|
||||
if ((rightPaddleSpeed < 0) && (ball.GetPosition().y + ball.GetSize().y > rightPaddle.GetPosition().y + rightPaddle.GetSize().y))
|
||||
rightPaddleSpeed = -rightPaddleSpeed;
|
||||
if ((rightPaddleSpeed > 0) && (ball.GetPosition().y < rightPaddle.GetPosition().y))
|
||||
rightPaddleSpeed = -rightPaddleSpeed;
|
||||
}
|
||||
|
||||
// Move the ball
|
||||
float factor = ballSpeed * window.GetFrameTime();
|
||||
ball.Move(std::cos(ballAngle) * factor, std::sin(ballAngle) * factor);
|
||||
|
||||
// Check collisions between the ball and the screen
|
||||
if (ball.GetPosition().x < 0.f)
|
||||
{
|
||||
isPlaying = false;
|
||||
end.SetString("You lost !\n(press escape to exit)");
|
||||
}
|
||||
if (ball.GetPosition().x + ball.GetSize().x > window.GetView().GetSize().x)
|
||||
{
|
||||
isPlaying = false;
|
||||
end.SetString("You won !\n(press escape to exit)");
|
||||
}
|
||||
if (ball.GetPosition().y < 0.f)
|
||||
{
|
||||
ballSound.Play();
|
||||
ballAngle = -ballAngle;
|
||||
ball.SetY(0.1f);
|
||||
}
|
||||
if (ball.GetPosition().y + ball.GetSize().y > window.GetView().GetSize().y)
|
||||
{
|
||||
ballSound.Play();
|
||||
ballAngle = -ballAngle;
|
||||
ball.SetY(window.GetView().GetSize().y - ball.GetSize().y - 0.1f);
|
||||
}
|
||||
|
||||
// Check the collisions between the ball and the paddles
|
||||
// Left Paddle
|
||||
if (ball.GetPosition().x < leftPaddle.GetPosition().x + leftPaddle.GetSize().x &&
|
||||
ball.GetPosition().x > leftPaddle.GetPosition().x + (leftPaddle.GetSize().x / 2.0f) &&
|
||||
ball.GetPosition().y + ball.GetSize().y >= leftPaddle.GetPosition().y &&
|
||||
ball.GetPosition().y <= leftPaddle.GetPosition().y + leftPaddle.GetSize().y)
|
||||
{
|
||||
ballSound.Play();
|
||||
ballAngle = PI - ballAngle;
|
||||
ball.SetX(leftPaddle.GetPosition().x + leftPaddle.GetSize().x + 0.1f);
|
||||
}
|
||||
|
||||
// Right Paddle
|
||||
if (ball.GetPosition().x + ball.GetSize().x > rightPaddle.GetPosition().x &&
|
||||
ball.GetPosition().x + ball.GetSize().x < rightPaddle.GetPosition().x + (rightPaddle.GetSize().x / 2.0f) &&
|
||||
ball.GetPosition().y + ball.GetSize().y >= rightPaddle.GetPosition().y &&
|
||||
ball.GetPosition().y <= rightPaddle.GetPosition().y + rightPaddle.GetSize().y)
|
||||
{
|
||||
ballSound.Play();
|
||||
ballAngle = PI - ballAngle;
|
||||
ball.SetX(rightPaddle.GetPosition().x - ball.GetSize().x - 0.1f);
|
||||
}
|
||||
}
|
||||
|
||||
// Clear the window
|
||||
window.Clear();
|
||||
|
||||
// Draw the background, paddles and ball sprites
|
||||
window.Draw(background);
|
||||
window.Draw(leftPaddle);
|
||||
window.Draw(rightPaddle);
|
||||
window.Draw(ball);
|
||||
|
||||
// If the game is over, display the end message
|
||||
if (!isPlaying)
|
||||
window.Draw(end);
|
||||
|
||||
// Display things on screen
|
||||
window.Display();
|
||||
}
|
||||
|
||||
return EXIT_SUCCESS;
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue