complete rewrite of code as unlike snake and tic_tac_toe, this required bigger changes and more volatile changes all at once

This commit is contained in:
DarthMooMancer
2025-11-12 01:22:44 -05:00
parent 69f7393adb
commit 67b13ab164
12 changed files with 193 additions and 270 deletions
+59
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#ifndef ENGINE_HPP
#define ENGINE_HPP
#include <array>
#include <ncurses.h>
constexpr int ROW = 15;
constexpr int COL = 31;
constexpr int SIZE { 5 };
enum class Direction {
NONE, UP, DOWN
};
struct vec2 {
int a, b;
vec2() : b(0), a(0) {};
vec2(int x, int y) : a(x), b(y) {};
void set(int a1, int b1) { a = a1; b = b1; };
auto operator <=> (const vec2&) const = default;
};
struct Paddle {
Paddle(const vec2 init_pos);
std::array<vec2, SIZE> nodes;
const char symbol { '|' };
enum Direction dir = Direction::NONE;
void move();
};
struct Window {
std::array<std::array<char, COL>, ROW> view = {};
void clear_display();
void draw_display();
void update_display(const vec2 &ball, const Paddle &p1, const Paddle &p2);
};
class Engine {
public:
Engine();
~Engine() { endwin(); };
void run();
private:
Window win;
int time_seconds { 30 };
vec2 score { 0, 0 };
vec2 ball { (COL / 2), (ROW / 2) };
vec2 ball_direction { 1, 1 };
Paddle p1 { { 1, (ROW / 2) - (SIZE / 2) } };
Paddle p2 { { COL - 2, (ROW / 2) - (SIZE / 2) } };
bool exit_process();
bool process_input();
bool move_ball();
void on_collision_with_ball();
};
#endif