refactored drawing method

This commit is contained in:
DarthMooMancer
2025-11-12 12:29:17 -05:00
parent 09c2ff32e1
commit f424ee3d61
3 changed files with 52 additions and 63 deletions
Vendored
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+8 -12
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@@ -7,17 +7,13 @@
constexpr int ROW = 15; constexpr int ROW = 15;
constexpr int COL = 31; constexpr int COL = 31;
constexpr int SIZE { 5 }; constexpr int SIZE { 3 };
enum class Direction {
NONE, UP, DOWN
};
struct vec2 { struct vec2 {
int a, b; int x, y;
vec2() : b(0), a(0) {}; vec2() : y(0), x(0) {};
vec2(int x, int y) : a(x), b(y) {}; vec2(int x, int y) : x(x), y(y) {};
void set(int a1, int b1) { a = a1; b = b1; }; void set(int a1, int b1) { x = a1; y = b1; };
auto operator <=> (const vec2&) const = default; auto operator <=> (const vec2&) const = default;
}; };
@@ -25,14 +21,14 @@ struct Paddle {
Paddle(const vec2 init_pos); Paddle(const vec2 init_pos);
std::array<vec2, SIZE> nodes; std::array<vec2, SIZE> nodes;
const char symbol { '|' }; const char symbol { '|' };
enum Direction dir = Direction::NONE; enum class Dir { NONE, UP, DOWN } dir;
void move(); void move();
}; };
struct Window { struct Window {
std::array<std::array<char, COL>, ROW> view = {}; std::array<std::array<char, COL>, ROW> view = {};
void clear_display(); void clear_display();
void draw_display(); void draw_display() const;
void update_display(const vec2 &ball, const Paddle &p1, const Paddle &p2); void update_display(const vec2 &ball, const Paddle &p1, const Paddle &p2);
}; };
@@ -49,7 +45,7 @@ private:
vec2 ball { (COL / 2), (ROW / 2) }; vec2 ball { (COL / 2), (ROW / 2) };
vec2 ball_direction { 1, 1 }; vec2 ball_direction { 1, 1 };
Paddle p1 { { 1, (ROW / 2) - (SIZE / 2) } }; Paddle p1 { { 1, (ROW / 2) - (SIZE / 2) } };
Paddle p2 { { COL - 2, (ROW / 2) - (SIZE / 2) } }; Paddle p2 { { COL - 2, (ROW / 2) - (SIZE / 2) - 1 } };
std::chrono::steady_clock::time_point last_clock_update; std::chrono::steady_clock::time_point last_clock_update;
bool exit_process(); bool exit_process();
+44 -51
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@@ -1,8 +1,8 @@
#include <engine.hpp> #include <engine.hpp>
#include <iostream> #include <iostream>
#include <chrono>
#include <thread>
#include <ranges> #include <ranges>
#include <algorithm>
#include <thread>
void Window::clear_display() { void Window::clear_display() {
for(auto &row : view) { for(auto &row : view) {
@@ -10,40 +10,43 @@ void Window::clear_display() {
} }
} }
void Window::draw_display() { void Window::draw_display() const {
std::cout << "\033[H" << std::flush; // Clear screen std::cout << "\033[H" << std::flush; // Clear screen
std::string output;
for(const auto &row : view) { for(const auto &row : view) {
for(const auto val : row) { for(const auto val : row) {
if(val == '.') std::cout << ". "; output += std::isprint(val) ? val : '.';
else std::cout << val << " "; output += ' ';
} }
std::cout << "\r\n"; output.append("\r\n");
} }
std::cout << output;
} }
void Window::update_display(const vec2 &ball, const Paddle &p1, const Paddle &p2) { void Window::update_display(const vec2 &ball, const Paddle &p1, const Paddle &p2) {
view[ball.b][ball.a] = '*'; view[ball.y][ball.x] = '*';
for(auto &i : p1.nodes) { for(auto &i : p1.nodes) {
view[i.b][i.a] = p1.symbol; view[i.y][i.x] = p1.symbol;
} }
for(auto &i : p2.nodes) { for(auto &i : p2.nodes) {
view[i.b][i.a] = p2.symbol; view[i.y][i.x] = p2.symbol;
} }
} }
Paddle::Paddle(const vec2 init_pos) { Paddle::Paddle(const vec2 init_pos) {
for(int i : std::ranges::views::iota(0, (int)nodes.size())) { for(int i : std::ranges::views::iota(0, (int)nodes.size())) {
nodes[i].set(init_pos.a, init_pos.b + i); nodes[i].set(init_pos.x, init_pos.y + i);
} }
} }
void Paddle::move() { void Paddle::move() {
if(dir == Direction::UP && nodes.front().b > 0) { if(dir == Dir::UP && nodes.front().y > 0) {
for(auto &i : nodes) { i.b--; } for(auto &i : nodes) { i.y--; }
} else if(dir == Direction::DOWN && nodes.back().b < ROW - 1) {
for(auto &i : nodes) { i.b++; }
} }
dir = Direction::NONE; else if(dir == Dir::DOWN && nodes.back().y < ROW - 1) {
for(auto &i : nodes) { i.y++; }
}
dir = Dir::NONE;
} }
Engine::Engine() { Engine::Engine() {
@@ -52,29 +55,15 @@ Engine::Engine() {
noecho(); noecho();
curs_set(0); curs_set(0);
nodelay(stdscr, true); nodelay(stdscr, true);
keypad(stdscr, true);
last_clock_update = std::chrono::steady_clock::now(); last_clock_update = std::chrono::steady_clock::now();
} }
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() { void Engine::run() {
while(process_input() && exit_process()) { while(process_input() && exit_process()) {
if(!move_ball()) { if(!move_ball()) {
if(ball.a < 1) { score.b++; } if(ball.x < 1) { score.y++; }
else if(ball.a > COL - 2) { score.a++; } else if(ball.x > COL - 2) { score.x++; }
ball.set(COL / 2, ROW / 2); ball.set(COL / 2, ROW / 2);
} }
p1.move(); p1.move();
@@ -89,28 +78,29 @@ void Engine::run() {
clock -= elapsed_time; clock -= elapsed_time;
last_clock_update = current_time; last_clock_update = current_time;
} }
std::cout << "Time left: " << clock << ", Score ( " << score.a << " : " << score.b << " )\n"; std::cout << std::format("Time left: {}, Score ({}, {})\n", clock, score.x, score.y);
// std::cout << "Time left: " << clock << ", Score ( " << score.x << " : " << score.y << " )\n";
std::this_thread::sleep_for(std::chrono::milliseconds(150)); // 1000 / fps; 200ms = 5fps std::this_thread::sleep_for(std::chrono::milliseconds(150)); // 1000 / fps; 200ms = 5fps
} }
} }
bool Engine::process_input() { bool Engine::process_input() {
int ch; int key;
while((ch = getch()) != ERR) { while((key = getch()) != ERR) {
if(ch == 'q') { return false; } if(key == 'q') { return false; }
if(ch == 'w') { p1.dir = Direction::UP; } if(key == 'w') { p1.dir = Paddle::Dir::UP; }
else if(ch == 's') { p1.dir = Direction::DOWN; } else if(key == 's') { p1.dir = Paddle::Dir::DOWN; }
if(ch == 65) { p2.dir = Direction::UP; } if(key == KEY_UP) { p2.dir = Paddle::Dir::UP; }
else if(ch == 66) { p2.dir = Direction::DOWN; } else if(key == KEY_DOWN) { p2.dir = Paddle::Dir::DOWN; }
} }
return true; return true;
} }
bool Engine::exit_process() { bool Engine::exit_process() {
if(time_seconds <= 0) { if(clock <= 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::cout << ((score.x > score.y ) ? "Player 1 wins\n" : (score.x == score.y) ? "It's a tie\n" : "Player 2 wins\n");
std::this_thread::sleep_for(std::chrono::seconds(1)); std::this_thread::sleep_for(std::chrono::seconds(1));
return false; return false;
} }
@@ -118,15 +108,18 @@ bool Engine::exit_process() {
} }
bool Engine::move_ball() { bool Engine::move_ball() {
if(ball.b <= 0 || ball.b >= ROW - 1) { if(ball.y <= 0 || ball.y >= ROW - 1) {
if (ball_direction.b == 1) ball_direction.b = -1; ball_direction.y *= -1;
else ball_direction.b = 1;
} }
if(ball.a <= 0 || ball.a >= COL - 1) return false; if(ball.x <= 0 || ball.x >= COL - 1) return false;
if(ball_direction.a == 1) { ball.a++; } ball.x += ball_direction.x;
else if(ball_direction.a == -1) { ball.a--; } ball.y += ball_direction.y;
if(ball_direction.b == 1) { ball.b++; }
else if(ball_direction.b == -1) { ball.b--; }
return true; return true;
} }
void Engine::on_collision_with_ball() {
if(std::ranges::any_of(p1.nodes, [&](const auto& node) { return node == ball; })
|| std::ranges::any_of(p2.nodes, [&](const auto& node) { return node == ball; })) {
ball_direction.x *= -1;
}
}