Initial Version Working

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2022-05-09 11:44:36 +02:00
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[package]
name = "RustyPong"
version = "0.1.0"
edition = "2021"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies]
tetra = "0.7"
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#![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<f32>,
velocity: Vec2<f32>,
}
impl Entity{
fn new(texture: Texture,position: Vec2<f32>) -> Self{
Entity::with_velocity(texture,position,Vec2::zero())
}
fn with_velocity(texture: Texture,position: Vec2<f32>,velocity: Vec2<f32>) -> Self {
Entity{
texture,
position,
velocity,
}
}
fn centre(&self)-> Vec2<f32>{
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<GameState>{
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)
}