complete rewrite of code as unlike snake and tic_tac_toe, this required bigger changes and more volatile changes all at once
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#ifndef ENGINE_HPP
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#define ENGINE_HPP
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#include <array>
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#include <ncurses.h>
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constexpr int ROW = 15;
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constexpr int COL = 31;
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constexpr int SIZE { 5 };
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enum class Direction {
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NONE, UP, DOWN
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};
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struct vec2 {
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int a, b;
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vec2() : b(0), a(0) {};
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vec2(int x, int y) : a(x), b(y) {};
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void set(int a1, int b1) { a = a1; b = b1; };
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auto operator <=> (const vec2&) const = default;
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};
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struct Paddle {
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Paddle(const vec2 init_pos);
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std::array<vec2, SIZE> nodes;
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const char symbol { '|' };
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enum Direction dir = Direction::NONE;
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void move();
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};
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struct Window {
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std::array<std::array<char, COL>, ROW> view = {};
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void clear_display();
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void draw_display();
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void update_display(const vec2 &ball, const Paddle &p1, const Paddle &p2);
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};
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class Engine {
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public:
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Engine();
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~Engine() { endwin(); };
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void run();
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private:
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Window win;
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int time_seconds { 30 };
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vec2 score { 0, 0 };
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vec2 ball { (COL / 2), (ROW / 2) };
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vec2 ball_direction { 1, 1 };
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Paddle p1 { { 1, (ROW / 2) - (SIZE / 2) } };
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Paddle p2 { { COL - 2, (ROW / 2) - (SIZE / 2) } };
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bool exit_process();
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bool process_input();
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bool move_ball();
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void on_collision_with_ball();
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};
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#endif
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