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index 0000000..b725a2c --- /dev/null +++ b/src/main.rs @@ -0,0 +1,161 @@ +#![cfg_attr(not(debug_assertions), windows_subsystem = "windows")] +// https://tetra.seventeencups.net/tutorial/01-creating-a-project +use tetra::graphics::{self, Color, Rectangle, Texture}; +use tetra::input::{self, Key}; +use tetra::math::Vec2; +use tetra::window; +use tetra::{Context, ContextBuilder, State}; + +const WINDOW_WIDTH:f32 = 640.0; +const WINDOW_HEIGHT:f32 = 480.0; +const PADDLE_SPEED:f32 = 8.0; +const BALL_SPEED:f32 = 5.0; +const PADDLE_SPIN: f32 = 4.0; +const BALL_ACC:f32 = 0.05; + +struct Entity { + texture: Texture, + position: Vec2, + velocity: Vec2, +} + +impl Entity{ + fn new(texture: Texture,position: Vec2) -> Self{ + Entity::with_velocity(texture,position,Vec2::zero()) + } + fn with_velocity(texture: Texture,position: Vec2,velocity: Vec2) -> Self { + Entity{ + texture, + position, + velocity, + } + } + fn centre(&self)-> Vec2{ + Vec2::new( + self.position.x + (self.width() / 2.0), + self.position.y + (self.height() / 2.0), + ) + } + fn width(&self) -> f32{ + self.texture.width() as f32 + } + fn height(&self) -> f32{ + self.texture.height() as f32 + } + fn bounds(&self) -> Rectangle { + Rectangle::new( + self.position.x, + self.position.y, + self.width(), + self.height(), + ) + } +} + +struct GameState { + player1: Entity, + player2: Entity, + ball: Entity, +} + +impl GameState{ + fn new(ctx: &mut Context) -> tetra::Result{ + let player1_texture:Texture = Texture::new(ctx,"./resources/player1.png")?; + let player2_texture:Texture = Texture::new(ctx,"./resources/player2.png")?; + let ball_texture:Texture = Texture::new(ctx,"./resources/ball.png")?; + + let player1_position = + Vec2::new(16.0,(WINDOW_HEIGHT - player1_texture.height() as f32) / 2.0); + let player2_position = + Vec2::new(WINDOW_WIDTH - player2_texture.width() as f32 -16.0,(WINDOW_HEIGHT - player2_texture.height() as f32) / 2.0); + let ball_position = + Vec2::new(WINDOW_WIDTH / 2.0 - (ball_texture.width() as f32 / 2.0) as f32,WINDOW_HEIGHT / 2.0 - (ball_texture.height() as f32 / 2.0) as f32); + + let ball_speed = Vec2::new(-BALL_SPEED,0.0); + + Ok(GameState { + player1: Entity::new(player1_texture,player1_position), + player2: Entity::new(player2_texture,player2_position), + ball: Entity::with_velocity(ball_texture,ball_position,ball_speed), + }) + } +} + +impl State for GameState{ + + fn draw(&mut self, ctx: &mut Context) -> tetra::Result { + graphics::clear(ctx,Color::rgb(0.329,0.584,0.929)); + + self.player1.texture.draw(ctx,self.player1.position); + self.player2.texture.draw(ctx,self.player2.position); + self.ball.texture.draw(ctx,self.ball.position); + + Ok(()) + } + fn update(&mut self,ctx: &mut Context) -> tetra::Result{ + //Player 1 movements + if input::is_key_down(ctx, Key::W) && self.player1.position.y as i32 > 0{ + self.player1.position.y -= PADDLE_SPEED; + } + if input::is_key_down(ctx, Key::S) && ((self.player1.position.y as i32 + self.player1.texture.height()) as f32) < WINDOW_HEIGHT{ + self.player1.position.y += PADDLE_SPEED; + } + //player 2 movements + if input::is_key_down(ctx, Key::Up) && self.player2.position.y as i32 > 0{ + self.player2.position.y -= PADDLE_SPEED; + } + if input::is_key_down(ctx, Key::Down) && ((self.player2.position.y as i32 + self.player1.texture.height()) as f32) < WINDOW_HEIGHT{ + self.player2.position.y += PADDLE_SPEED; + } + + //Collisions + + let player1_bounds:Rectangle = self.player1.bounds(); + let player2_bounds:Rectangle = self.player2.bounds(); + let ball_bounds:Rectangle = self.ball.bounds(); + + let paddle_hit = if ball_bounds.intersects(&player1_bounds) { + Some(&self.player1) + }else if ball_bounds.intersects(&player2_bounds){ + Some(&self.player2) + }else{ + None + }; + + if let Some(paddle) = paddle_hit{ + //increase ball velocity before flipping it + self.ball.velocity.x = + -(self.ball.velocity.x + (BALL_ACC * self.ball.velocity.x.signum())); + + //Calculate the offset between the paddle center and the ball + let offset = (paddle.centre().y - self.ball.centre().y) / paddle.height(); + + self.ball.velocity.y += PADDLE_SPIN * -offset; + } + + self.ball.position += self.ball.velocity; + + //check borders + if self.ball.position.y <= 0.0 || self.ball.position.y + self.ball.height() >= WINDOW_HEIGHT{ + self.ball.velocity.y = -self.ball.velocity.y; + } + //check winner + if self.ball.position.x <= 0.0{ + window::quit(ctx); + println!("Player 2 won!"); + } + if self.ball.position.x + self.ball.width() >= WINDOW_WIDTH{ + window::quit(ctx); + println!("Player 1 won!"); + } + + Ok(()) + } +} + +fn main() -> tetra::Result{ + ContextBuilder::new("Pong",WINDOW_WIDTH as i32,WINDOW_HEIGHT as i32) + .quit_on_escape(true) + .build()? + .run(GameState::new) +}