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Assets/Fonts/LTYPE.TTF

54.7 KB
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Assets/Sprites/spritestrip-768.png

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Assets/Sprites/spritestrip-800.png

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GameEngine.cpp

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GameEngine.h

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#pragma once
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#include <iostream>
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#include <string>
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#include <algorithm>
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#include <SDL.h>
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#include <SDL_ttf.h> // to render ttf fonts
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#include "Sprite.h"
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using namespace std;
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#define WINDOW_WIDTH 800
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#define WINDOW_HEIGHT 600
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class GameEngine
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{
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private:
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SDL_Event event; // to handle events
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int mouseX, mouseY; // for mouse coordinates
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SDL_Window* window; // moved from InitGameEngine
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SDL_Renderer* renderer;
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bool isRunning = true;
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TTF_Font* font; // font declarations
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SDL_Surface* fontSurface;
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SDL_Texture* fontTexture;
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SDL_Rect textRectScore; // defines 'score' text on screen
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void RenderFont(const char* text, int x, int y, bool isRefreshText); // font related function
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int p1score = 0; // for demo score is hardcoded, this score will be tracked and made in a different function
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int aiscore = 0; // AI paddle score
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string s1 = to_string(p1score);
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string s2 = to_string(aiscore);
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string aiwins = ".";
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string p1wins = ".";
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Sprite* background; // Sprite Actors
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Sprite* paddleHuman;
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Sprite* paddleAI;
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Sprite* ball;
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void InitializeSpriteBackground(const char* loadPath, int cellX, int cellY, int cellWidth, int cellHeight,
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int destX, int destY, int destW, int destH);
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void InitializeSpritepaddleHuman(const char* loadPath, int cellX, int cellY, int cellWidth, int cellHeight,
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int destX, int destY, int destW, int destH);
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void InitializeSpritepaddleAI(const char* loadPath, int cellX, int cellY, int cellWidth, int cellHeight,
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int destX, int destY, int destW, int destH);
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void InitializeSpriteBall(const char* loadPath, int cellX, int cellY, int cellWidth, int cellHeight,
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int destX, int destY, int destW, int destH);
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SDL_Rect divider; // Visual Improvements: center divider
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SDL_Rect p1goal;
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SDL_Rect aigoal;
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SDL_Rect hide1;
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SDL_Rect hide2;
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public:
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int speed_x, speed_y; // x and y speeds of the ball
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int direction[2] = { -1, 1 }; // x and y array directions
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static GameEngine* Instance(); // function returns
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bool InitGameEngine();
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bool CheckCollision(SDL_Rect A, SDL_Rect B);
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void PaddleHumanMoveMouse(); // Sprite, to:
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void UpdateBallPosition();
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void ReverseBallPositionY();
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void ResetBallPositionX();
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void PaddleAIMove();
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void ResetPaddleAIBallNotAIArea();
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void BallInAIArea();
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void CheckBallPaddleCollision();
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void BallInPaddleHumanGoalArea();
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void BallInPaddleAIGoalArea(); // Sprite, from
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bool NotAIArea(SDL_Rect BALL, SDL_Rect AIAREA);
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bool InAIArea(SDL_Rect BALL, SDL_Rect AIAREA);
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void PlayerServe();
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void AIServe();
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void AI();
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void AddToPlayerScore();
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void AddToAIScore();
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void KeepPlayerScore();
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void KeepAIScore();
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void PlayerWins();
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void AIWins();
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void InitGameWorld();
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void Render();
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void Input();
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void Quit();
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void Update();
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bool IsRunning() { return isRunning; }
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};

Source.cpp

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#include "GameEngine.h"
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int main(int argc, char * argv[]) {
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//GameEngine* game = new GameEngine();
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if(!GameEngine::Instance()->InitGameEngine()) return -1;
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GameEngine::Instance()->InitGameWorld();
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while (GameEngine::Instance()->IsRunning()) { // Setup game loop
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GameEngine::Instance()->Input();
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GameEngine::Instance()->Update();
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GameEngine::Instance()->Render();
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}
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GameEngine::Instance()->Quit(); //system("pause"); // not needed because of Quit()
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return 0;
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}

Sprite.cpp

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#include "Sprite.h"
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#include "GameEngine.h"
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Sprite::Sprite(const char* spritePath, SDL_Rect srcRect, SDL_Rect destRect, SDL_Renderer* renderer) {
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sprite = IMG_Load(spritePath); // Step 1: Load sprite via IMG_Load function (part of SDL2_image package)
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spriteSrcRect = srcRect;
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spriteDestRect = destRect;
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texture = SDL_CreateTextureFromSurface(renderer, sprite); // Step 2: create a texture from the sprite surface
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}
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Sprite::~Sprite() {
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SDL_FreeSurface(sprite);
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SDL_DestroyTexture(texture);
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}
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void Sprite::Render(SDL_Renderer* renderer) { // Render function
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SDL_RenderCopy(renderer, texture, &spriteSrcRect, &spriteDestRect);
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}

Sprite.h

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#pragma once
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#include <SDL.h>
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#include <SDL_image.h>
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class Sprite
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{
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private:
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SDL_Rect spriteSrcRect; // defines part of spreadsheet we'd like to render
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SDL_Surface* sprite; //the handle to the image
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SDL_Texture* texture; // texture holds sprite as a texture after loading the above
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public:
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SDL_Rect spriteDestRect; // position we'd like to render the above
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Sprite(const char* spritePath, SDL_Rect srcRect, SDL_Rect destRect, SDL_Renderer* renderer);
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~Sprite();
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void Render(SDL_Renderer* renderer);
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};

ThePongGameW2022.sln

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EndProject
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Global
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ThePongGameW2022.vcxproj

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ThePongGameW2022.vcxproj.filters

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