Start trying own game
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245
Capter1/Game.cpp
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245
Capter1/Game.cpp
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#include "Game.h"
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const int thickness = 15;
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const float paddleH = 100.0f;
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Game::Game():mWindow(nullptr),mRenderer(nullptr),mTicksCount(0),mIsRunning(true),mPaddleDir(0)
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{
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}
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bool Game::Initialize()
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{
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// Initialize SDL
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int sdlResult = SDL_Init(SDL_INIT_VIDEO);
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if (sdlResult != 0)
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{
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SDL_Log("Unable to initialize SDL: %s", SDL_GetError());
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return false;
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}
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// Create an SDL Window
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mWindow = SDL_CreateWindow(
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"Game Programming in C++ (Chapter 1)", // Window title
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100, // Top left x-coordinate of window
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100, // Top left y-coordinate of window
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1024, // Width of window
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768, // Height of window
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0 // Flags (0 for no flags set)
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);
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if (!mWindow)
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{
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SDL_Log("Failed to create window: %s", SDL_GetError());
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return false;
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}
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//// Create SDL renderer
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mRenderer = SDL_CreateRenderer(
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mWindow, // Window to create renderer for
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-1, // Usually -1
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SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC
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);
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if (!mRenderer)
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{
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SDL_Log("Failed to create renderer: %s", SDL_GetError());
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return false;
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}
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//
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mPaddlePos.x = 10.0f;
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mPaddlePos.y = 768.0f/2.0f;
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mBallPos.x = 1024.0f/2.0f;
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mBallPos.y = 768.0f/2.0f;
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mBallVel.x = -200.0f;
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mBallVel.y = 235.0f;
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return true;
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}
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void Game::RunLoop()
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{
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while (mIsRunning)
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{
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ProcessInput();
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UpdateGame();
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GenerateOutput();
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}
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}
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void Game::ProcessInput()
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{
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SDL_Event event;
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while (SDL_PollEvent(&event))
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{
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switch (event.type)
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{
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// If we get an SDL_QUIT event, end loop
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case SDL_QUIT:
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mIsRunning = false;
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break;
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}
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}
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// Get state of keyboard
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const Uint8* state = SDL_GetKeyboardState(NULL);
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// If escape is pressed, also end loop
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if (state[SDL_SCANCODE_ESCAPE])
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{
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mIsRunning = false;
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}
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// Update paddle direction based on W/S keys
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mPaddleDir = 0;
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if (state[SDL_SCANCODE_W])
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{
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mPaddleDir -= 1;
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}
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if (state[SDL_SCANCODE_S])
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{
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mPaddleDir += 1;
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}
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}
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void Game::UpdateGame()
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{
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// Wait until 16ms has elapsed since last frame
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while (!SDL_TICKS_PASSED(SDL_GetTicks(), mTicksCount + 16))
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;
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// Delta time is the difference in ticks from last frame
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// (converted to seconds)
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float deltaTime = (SDL_GetTicks() - mTicksCount) / 1000.0f;
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// Clamp maximum delta time value
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if (deltaTime > 0.05f)
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{
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deltaTime = 0.05f;
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}
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// Update tick counts (for next frame)
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mTicksCount = SDL_GetTicks();
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// Update paddle position based on direction
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if (mPaddleDir != 0)
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{
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mPaddlePos.y += mPaddleDir * 300.0f * deltaTime;
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// Make sure paddle doesn't move off screen!
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if (mPaddlePos.y < (paddleH/2.0f + thickness))
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{
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mPaddlePos.y = paddleH/2.0f + thickness;
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}
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else if (mPaddlePos.y > (768.0f - paddleH/2.0f - thickness))
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{
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mPaddlePos.y = 768.0f - paddleH/2.0f - thickness;
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}
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}
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// Update ball position based on ball velocity
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mBallPos.x += mBallVel.x * deltaTime;
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mBallPos.y += mBallVel.y * deltaTime;
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// Bounce if needed
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// Did we intersect with the paddle?
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float diff = mPaddlePos.y - mBallPos.y;
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// Take absolute value of difference
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diff = (diff > 0.0f) ? diff : -diff;
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if (
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// Our y-difference is small enough
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diff <= paddleH / 2.0f &&
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// We are in the correct x-position
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mBallPos.x <= 25.0f && mBallPos.x >= 20.0f &&
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// The ball is moving to the left
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mBallVel.x < 0.0f)
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{
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mBallVel.x *= -1.0f;
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}
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// Did the ball go off the screen? (if so, end game)
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else if (mBallPos.x <= 0.0f)
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{
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mIsRunning = false;
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}
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// Did the ball collide with the right wall?
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else if (mBallPos.x >= (1024.0f - thickness) && mBallVel.x > 0.0f)
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{
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mBallVel.x *= -1.0f;
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}
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// Did the ball collide with the top wall?
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if (mBallPos.y <= thickness && mBallVel.y < 0.0f)
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{
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mBallVel.y *= -1;
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}
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// Did the ball collide with the bottom wall?
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else if (mBallPos.y >= (768 - thickness) &&
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mBallVel.y > 0.0f)
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{
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mBallVel.y *= -1;
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}
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}
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void Game::GenerateOutput()
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{
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// Set draw color to blue
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SDL_SetRenderDrawColor(
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mRenderer,
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0, // R
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0, // G
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255, // B
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255 // A
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);
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// Clear back buffer
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SDL_RenderClear(mRenderer);
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// Draw walls
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SDL_SetRenderDrawColor(mRenderer, 255, 255, 255, 255);
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// Draw top wall
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SDL_Rect wall{
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0, // Top left x
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0, // Top left y
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1024, // Width
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thickness // Height
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};
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SDL_RenderFillRect(mRenderer, &wall);
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// Draw bottom wall
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wall.y = 768 - thickness;
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SDL_RenderFillRect(mRenderer, &wall);
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// Draw right wall
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wall.x = 1024 - thickness;
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wall.y = 0;
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wall.w = thickness;
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wall.h = 1024;
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SDL_RenderFillRect(mRenderer, &wall);
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// Draw paddle
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SDL_Rect paddle{
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static_cast<int>(mPaddlePos.x),
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static_cast<int>(mPaddlePos.y - paddleH/2),
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thickness,
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static_cast<int>(paddleH)
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};
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SDL_RenderFillRect(mRenderer, &paddle);
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// Draw ball
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SDL_Rect ball{
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static_cast<int>(mBallPos.x - thickness/2),
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static_cast<int>(mBallPos.y - thickness/2),
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thickness,
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thickness
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};
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SDL_RenderFillRect(mRenderer, &ball);
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// Swap front buffer and back buffer
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SDL_RenderPresent(mRenderer);
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}
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void Game::Shutdown()
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{
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SDL_DestroyRenderer(mRenderer);
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SDL_DestroyWindow(mWindow);
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SDL_Quit();
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}
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47
Capter1/Game.h
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47
Capter1/Game.h
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#pragma once
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#include "SDL2/SDL.h"
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// Vector2 struct just stores x/y coordinates
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// (for now)
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struct Vector2
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{
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float x;
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float y;
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};
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// Game class
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class Game
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{
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public:
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Game();
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// Initialize the game
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bool Initialize();
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// Runs the game loop until the game is over
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void RunLoop();
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// Shutdown the game
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void Shutdown();
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private:
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// Helper functions for the game loop
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void ProcessInput();
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void UpdateGame();
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void GenerateOutput();
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// Window created by SDL
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SDL_Window* mWindow;
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// Renderer for 2D drawing
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SDL_Renderer* mRenderer;
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// Number of ticks since start of game
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Uint32 mTicksCount;
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// Game should continue to run
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bool mIsRunning;
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// Pong specific
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// Direction of paddle
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int mPaddleDir;
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// Position of paddle
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Vector2 mPaddlePos;
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// Position of ball
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Vector2 mBallPos;
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// Velocity of ball
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Vector2 mBallVel;
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};
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41
Capter1/ax_game.cpp
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41
Capter1/ax_game.cpp
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#include "ax_game.hpp"
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#include "ball.hpp"
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ax_game::ax_game()
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{
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ax_Window = nullptr;
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ax_Renderer = nullptr;
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ax_TickCounter = 0;
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ax_IsRunning = true;
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ax_ball_one = ball();
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}
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ax_game::~ax_game()
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{
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ax_ball_one.~ball();
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}
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bool ax_game::Init(){
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}
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void ax_game::RunLoop(){
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}
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void ax_game::Shutdown(){
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}
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void ax_game::Input(){
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}
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void ax_game::Update(){
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}
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void ax_game::Output(){
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}
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27
Capter1/ax_game.hpp
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27
Capter1/ax_game.hpp
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#pragma once
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#include "SDL2/SDL.h"
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#include "ball.hpp"
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class ax_game
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{
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private:
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void Input();
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void Update();
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void Output();
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SDL_Window *ax_Window;
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SDL_Renderer *ax_Renderer;
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Uint32 ax_TickCounter;
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bool ax_IsRunning;
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ball ax_ball_one;
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public:
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ax_game();
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~ax_game();
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bool Init();
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void RunLoop();
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void Shutdown();
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};
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11
Capter1/ball.cpp
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11
Capter1/ball.cpp
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#include "ball.hpp"
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ball::ball()
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{
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x = 0;
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y = 0;
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}
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ball::~ball()
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{
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}
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9
Capter1/ball.hpp
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9
Capter1/ball.hpp
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@@ -0,0 +1,9 @@
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class ball
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{
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private:
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float x;
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float y;
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public:
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ball();
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~ball();
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};
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BIN
Capter1/main
Executable file
BIN
Capter1/main
Executable file
Binary file not shown.
18
Capter1/main.cpp
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18
Capter1/main.cpp
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//#include "Game.h"
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#include "ax_game.hpp"
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int main(int argc, char** argv)
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{
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/*Game game;
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bool success = game.Initialize();
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if (success)
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{
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game.RunLoop();
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}
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game.Shutdown();
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*/
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return 0;
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}
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