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
Vendored
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+6 -11
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@@ -1,21 +1,16 @@
cmake_minimum_required(VERSION 3.16) cmake_minimum_required(VERSION 3.16)
set(CMAKE_CXX_STANDARD 23)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
project(pong) project(pong)
set(CMAKE_C_STANDARD 23)
set(CMAKE_C_STANDARD_REQUIRED ON)
include_directories(include)
set(SOURCES set(SOURCES
src/main.cpp src/main.cpp
src/input.cpp src/engine.cpp
src/window.cpp
src/elements.cpp
src/timer.cpp src/timer.cpp
) )
add_executable(pong ${SOURCES}) add_executable(pong ${SOURCES})
target_include_directories(pong PRIVATE include)
find_package(Curses REQUIRED) find_package(Curses REQUIRED)
include_directories(${CURSES_INCLUDE_DIR}) target_link_libraries(pong PRIVATE ${CURSES_LIBRARIES})
target_link_libraries(pong ${CURSES_LIBRARIES})
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
-49
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@@ -1,49 +0,0 @@
#ifndef ELEMENTS_HPP
#define ELEMENTS_HPP
#include "globals.hpp"
enum Direction {
NONE, UP, DOWN
};
struct vec2 {
vec2() : y(0), x(0) {};
vec2(int r, int c, char s) : y(r), x(c), m_symbol(s) {}
int x, y;
char m_symbol;
};
struct Ball {
Ball() : m_vx(1), m_vy(-1) {};
vec2* m_origin;
int m_vx;
int m_vy;
bool determine_next_valid_position();
};
struct Paddle {
Paddle() : m_score(0) {};
int m_score;
int m_size;
vec2** m_nodes;
enum Direction m_dir;
void determine_new_position(vec2* (*board)[COL]);
};
class Engine {
public:
Engine();
~Engine();
void run();
private:
};
void on_collision_with_ball(vec2** segments, Ball &ball, int t_size);
Ball create_ball(vec2** segments, int row, int col, char symbol, int t_size);
Paddle create_paddle(vec2** segments, int starting_index, int ending_index, int column, char symbol);
#endif
+59
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@@ -0,0 +1,59 @@
#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
-7
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@@ -1,7 +0,0 @@
#ifndef GLOBALS_HPP
#define GLOBALS_HPP
constexpr unsigned int ROW = 15;
constexpr unsigned int COL = 31;
#endif
-10
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@@ -1,10 +0,0 @@
#ifndef INPUT_HPP
#define INPUT_HPP
#include "elements.hpp"
struct Input {
int m_getch = 0;
void get_input(enum Direction &left, enum Direction &right, bool &running);
};
#endif // INPUT_HPP
-13
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@@ -1,13 +0,0 @@
#ifndef WINDOW_HPP
#define WINDOW_HPP
#include "globals.hpp"
#include "elements.hpp"
struct Window {
vec2* m_board[ROW][COL] = {};
void clear_display();
void draw_display(int milliseconds);
void update_display(vec2** segments);
};
#endif
-68
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@@ -1,68 +0,0 @@
#include "elements.hpp"
#include "globals.hpp"
Ball create_ball(vec2** segments, int row, int col, char symbol, int t_size) {
Ball ball;
segments[t_size - 1] = new vec2 { row, col, symbol };
ball.m_origin = segments[t_size - 1];
return ball;
}
Paddle create_paddle(vec2** segments, int starting_index, int ending_index, int column, char symbol) {
Paddle paddle;
paddle.m_size = ending_index - starting_index;
paddle.m_nodes = new vec2*[paddle.m_size];
int starting_y_index = (ROW / 2) - (paddle.m_size / 2);
for(int i = 0; i < paddle.m_size; i++) {
paddle.m_nodes[i] = new vec2 { starting_y_index + i, column, symbol };
segments[starting_index + i] = paddle.m_nodes[i];
}
return paddle;
}
void Paddle::determine_new_position(vec2* (*board)[COL]) {
if(m_dir == UP) {
if(board[(m_nodes[0]->y) - 1][m_nodes[0]->x] == nullptr) {
for(int i = 0; i < m_size; i++) {
m_nodes[i]->y--;
}
}
} else if(m_dir == DOWN) {
if(board[(m_nodes[m_size - 1]->y) + 1][m_nodes[m_size - 1]->x] == nullptr) {
for(int i = 0; i < m_size; i++) {
m_nodes[i]->y++;
}
}
}
m_dir = NONE;
}
void on_collision_with_ball(vec2** segments, Ball &ball, int t_size) {
for(int i = 0; i < t_size - 1; i++) {
if(segments[i]->y != ball.m_origin->y) continue;
if(segments[i]->x != ball.m_origin->x) continue;
if (ball.m_vx == 1) ball.m_vx = -1;
else ball.m_vx = 1;
}
}
bool Ball::determine_next_valid_position() {
if(m_origin->y <= 0 || m_origin->y >= ROW - 1) {
if (m_vy == 1) m_vy = -1;
else m_vy = 1;
}
if(m_origin->x <= 0 || m_origin->x >= COL - 1) return false;
if(m_vx == 1) {
m_origin->x++;
}
else if(m_vx == -1) {
m_origin->x--;
}
if(m_vy == 1) {
m_origin->y++;
}
else if(m_vy == -1) {
m_origin->y--;
}
return true;
}
+125
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@@ -0,0 +1,125 @@
#include <engine.hpp>
#include <iostream>
#include <chrono>
#include <thread>
#include <ranges>
void Window::clear_display() {
for(auto &row : view) {
row.fill('.');
}
}
void Window::draw_display() {
std::cout << "\033[H" << std::flush; // Clear screen
for(const auto &row : view) {
for(const auto val : row) {
if(val == '.') std::cout << ". ";
else std::cout << val << " ";
}
std::cout << "\r\n";
}
}
void Window::update_display(const vec2 &ball, const Paddle &p1, const Paddle &p2) {
view[ball.b][ball.a] = '*';
for(auto &i : p1.nodes) {
view[i.b][i.a] = p1.symbol;
}
for(auto &i : p2.nodes) {
view[i.b][i.a] = p2.symbol;
}
}
Paddle::Paddle(const vec2 init_pos) {
for(int i : std::ranges::views::iota(0, (int)nodes.size())) {
nodes[i].set(init_pos.a, init_pos.b + i);
}
}
void Paddle::move() {
if(dir == Direction::UP && nodes.front().b > 0) {
for(auto &i : nodes) { i.b--; }
} else if(dir == Direction::DOWN && nodes.back().b < ROW - 1) {
for(auto &i : nodes) { i.b++; }
}
dir = Direction::NONE;
}
Engine::Engine() {
initscr();
cbreak();
noecho();
curs_set(0);
nodelay(stdscr, true);
}
void Engine::on_collision_with_ball() {
for(const auto &i : p1.nodes) {
if(i == ball) {
if (ball_direction.a == 1) ball_direction.a = -1;
else ball_direction.a = 1;
}
}
for(const auto &i : p2.nodes) {
if(i == ball) {
if (ball_direction.a == 1) ball_direction.a = -1;
else ball_direction.a = 1;
}
}
}
void Engine::run() {
while(process_input() && exit_process()) {
if(!move_ball()) {
if(ball.a < 1) { score.b++; }
else if(ball.a > COL - 2) { score.a++; }
ball.set(COL / 2, ROW / 2);
}
p1.move();
p2.move();
on_collision_with_ball();
win.clear_display();
win.update_display(ball, p1, p2);
win.draw_display();
std::cout << "Time left: " << time_seconds << ", Score ( " << score.a << " : " << score.b << " )\n";
std::this_thread::sleep_for(std::chrono::milliseconds(150)); // 1000 / fps; 200ms = 5fps
}
}
bool Engine::process_input() {
int ch;
while((ch = getch()) != ERR) {
if(ch == 'q') { return false; }
if(ch == 'w') { p1.dir = Direction::UP; }
else if(ch == 's') { p1.dir = Direction::DOWN; }
if(ch == 65) { p2.dir = Direction::UP; }
else if(ch == 66) { p2.dir = Direction::DOWN; }
}
return true;
}
bool Engine::exit_process() {
if(time_seconds <= 0) {
std::cout << ((score.a > score.b ) ? "Player 1 wins\n" : (score.a == score.b) ? "It's a tie\n" : "Player 2 wins\n");
std::this_thread::sleep_for(std::chrono::seconds(1));
return false;
}
return true;
}
bool Engine::move_ball() {
if(ball.b <= 0 || ball.b >= ROW - 1) {
if (ball_direction.b == 1) ball_direction.b = -1;
else ball_direction.b = 1;
}
if(ball.a <= 0 || ball.a >= COL - 1) return false;
if(ball_direction.a == 1) { ball.a++; }
else if(ball_direction.a == -1) { ball.a--; }
if(ball_direction.b == 1) { ball.b++; }
else if(ball_direction.b == -1) { ball.b--; }
return true;
}
-24
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@@ -1,24 +0,0 @@
#include "input.hpp"
#include <iostream>
#include <ncurses.h>
void Input::get_input(enum Direction &left, enum Direction &right, bool &running) {
while(running) {
initscr();
cbreak();
noecho();
m_getch = getch();
endwin();
if(m_getch == 119) left = UP;
else if(m_getch == 115) left = DOWN;
if(m_getch == 65) right = UP;
else if(m_getch == 66) right = DOWN;
if(m_getch == 113) running = false;
m_getch = 0;
}
}
+3 -57
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@@ -1,61 +1,7 @@
#include <iostream> #include <engine.hpp>
#include <thread>
#include "input.hpp"
#include "timer.hpp"
#include "window.hpp"
#include "elements.hpp"
#include "globals.hpp"
int main() { int main() {
int time_seconds = 30; Engine engine;
Input input; engine.run();
Timer timer;
Window window;
bool running = true;
vec2* segments[8] = {};
Paddle left = create_paddle(segments, 0, 3, 1, '|');
Paddle right = create_paddle(segments, 3, 6, COL - 2, '|');
Ball ball = create_ball(segments, (ROW / 2), (COL / 2), 'o', 8);
std::thread timer_thread([&] { timer.decrement_time(time_seconds, running); } );
std::thread input_thread([&] { input.get_input(left.m_dir, right.m_dir, running); } );
while (running) {
left.determine_new_position(window.m_board);
right.determine_new_position(window.m_board);
if(!ball.determine_next_valid_position()) {
if(ball.m_origin->x < 1) {
left.m_score++;
} else if(ball.m_origin->x > COL - 2) {
right.m_score++;
}
ball.m_origin->y = ROW / 2;
ball.m_origin->x = COL / 2;
}
on_collision_with_ball(segments, ball, 7);
if(time_seconds <= 0) {
if(left.m_score > right.m_score) {
std::cout << "Player 1 wins!\n";
} if(left.m_score < right.m_score) {
std::cout << "Player 2 wins!\n";
} if(left.m_score == right.m_score) {
std::cout << "It's a tie!\n";
}
running = false;
}
window.clear_display();
window.update_display(segments);
window.draw_display(130);
std::cout << "Time left: " << time_seconds << ", Score ( " << left.m_score << " : " << right.m_score << " )\n";
}
timer_thread.join();
input_thread.join();
for(int i = 8; i > 0; i--) {
if(segments[i] != nullptr) {
delete segments[i];
}
}
return 0; return 0;
} }
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@@ -1,31 +0,0 @@
#include "window.hpp"
#include <iostream>
#include <chrono>
#include <thread>
void Window::clear_display() {
for(int i = 0; i < ROW; i++) {
for(int j = 0; j < COL; j++) {
m_board[i][j] = nullptr;
}
}
}
void Window::draw_display(int milliseconds) {
std::cout << "\033[H" << std::flush; // Clear screen
for(int i = 0; i < ROW; i++) {
for(int j = 0; j < COL; j++) {
if(m_board[i][j] == nullptr) std::cout << ". ";
else std::cout << m_board[i][j]->m_symbol << " ";
}
std::cout << "\r\n";
}
std::this_thread::sleep_for(std::chrono::milliseconds(milliseconds)); // 1000 / fps; 200ms = 5fps
}
void Window::update_display(vec2** segments) {
for(int i = 10; i >= 0; i--) {
if(segments[i] == nullptr) continue;
m_board[segments[i]->y][segments[i]->x] = segments[i];
}
}