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pong.c
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/* pong */
#include <stddef.h>
#include <stdbool.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include "matelight.h"
#define MODE_GAME 0
#define MODE_DEAD 1
#define PADDLE_1 0
#define PADDLE_2 1
#define PADDLE_WIDTH 4
#define PADDLE_1_Y 1
#define PADDLE_2_Y (grid_height - 2)
#define PADDLE_1_X 1
#define PADDLE_2_X (grid_width - 2)
#define MOVE_NONE 0
#define MOVE_LEFT -1
#define MOVE_RIGHT 1
#define DIR_UP (M_PI * 1.5)
#define DIR_DOWN (M_PI * 0.5)
#define DIR_LEFT (M_PI * 1.0)
#define DIR_RIGHT (M_PI * 0.0)
static int game_mode = MODE_DEAD;
static bool game_pause = false;
static int paddle_1_pos = 0;
static int paddle_1_dir = MOVE_NONE;
static int paddle_2_pos = 0;
static int paddle_2_dir = MOVE_NONE;
static double ball_y = 0.0;
static double ball_x = 0.0;
static double ball_dir = 0.0;
static void setup_game(bool start)
{
game_mode = start ? MODE_GAME : MODE_DEAD;
game_pause = false;
if (grid_widescreen) {
paddle_1_pos = (grid_height / 2) - (PADDLE_WIDTH / 2);
paddle_2_pos = (grid_height / 2) - (PADDLE_WIDTH / 2);
} else {
paddle_1_pos = (grid_width / 2) - (PADDLE_WIDTH / 2);
paddle_2_pos = (grid_width / 2) - (PADDLE_WIDTH / 2);
}
paddle_1_dir = MOVE_NONE;
paddle_2_dir = MOVE_NONE;
ball_y = (double)(grid_height / 2);
ball_x = (double)(grid_width / 2);
if (grid_widescreen) {
ball_dir = DIR_RIGHT;
} else {
ball_dir = DIR_DOWN;
}
}
static void activate(bool start)
{
setup_game(start);
}
static void deactivate(void)
{
setup_game(false);
}
static bool doit(void)
{
double hit_offset;
if (game_pause)
return true;
/* move 1. paddle */
paddle_1_pos += paddle_1_dir;
if (paddle_1_pos < 0) paddle_1_pos = 0;
if (grid_widescreen) {
if (paddle_1_pos > (grid_height - PADDLE_WIDTH)) paddle_1_pos = grid_height - PADDLE_WIDTH;
} else {
if (paddle_1_pos > (grid_width - PADDLE_WIDTH)) paddle_1_pos = grid_width - PADDLE_WIDTH;
}
/* move 2. paddle */
paddle_2_pos += paddle_2_dir;
if (paddle_2_pos < 0) paddle_2_pos = 0;
if (grid_widescreen) {
if (paddle_2_pos > (grid_height - PADDLE_WIDTH)) paddle_2_pos = grid_height - PADDLE_WIDTH;
} else {
if (paddle_2_pos > (grid_width - PADDLE_WIDTH)) paddle_2_pos = grid_width - PADDLE_WIDTH;
}
/* move ball */
ball_x += cos(ball_dir);
ball_y += sin(ball_dir);
/* check if ball is outside grid */
if (grid_widescreen) {
if (ball_x < 0.0 || ball_x >= (double)grid_width) {
ball_y = -1.0;
ball_x = -1.0;
return false;
}
} else {
if (ball_y < 0.0 || ball_y >= (double)grid_height) {
ball_y = -1.0;
ball_x = -1.0;
return false;
}
}
if (grid_widescreen) {
/* check ball/1. paddle collision */
if (lround(ball_x) == PADDLE_1_X && lround(ball_y) >= paddle_1_pos && lround(ball_y) < (paddle_1_pos + PADDLE_WIDTH)) {
hit_offset = ((((ball_y - (double)paddle_1_pos) + 0.5) / (double)PADDLE_WIDTH) * 2.0) - 1.0;
if (hit_offset > 5.0) {
ball_dir = DIR_RIGHT - ((M_PI * 0.3) * ((double)rand() / (double)RAND_MAX));
} else if (hit_offset > 0.0) {
ball_dir = DIR_RIGHT - ((M_PI * 0.2) * ((double)rand() / (double)RAND_MAX));
} else if (hit_offset <= 0.5) {
ball_dir = DIR_RIGHT + ((M_PI * 0.2) * ((double)rand() / (double)RAND_MAX));
} else {
ball_dir = DIR_RIGHT + ((M_PI * 0.3) * ((double)rand() / (double)RAND_MAX));
}
ball_x += 1.0;
}
/* check ball/2. paddle collision */
if (lround(ball_x) == PADDLE_2_X && lround(ball_y) >= paddle_2_pos && lround(ball_y) < (paddle_2_pos + PADDLE_WIDTH)) {
hit_offset = ((((ball_y - (double)paddle_2_pos) + 0.5) / (double)PADDLE_WIDTH) * 2.0) - 1.0;
if (hit_offset > 0.5) {
ball_dir = DIR_LEFT + ((M_PI * 0.3) * ((double)rand() / (double)RAND_MAX));
} else if (hit_offset > 0.0) {
ball_dir = DIR_LEFT + ((M_PI * 0.2) * ((double)rand() / (double)RAND_MAX));
} else if (hit_offset <= 0.5) {
ball_dir = DIR_LEFT - ((M_PI * 0.2) * ((double)rand() / (double)RAND_MAX));
} else {
ball_dir = DIR_LEFT - ((M_PI * 0.3) * ((double)rand() / (double)RAND_MAX));
}
ball_x -= 1.0;
}
} else {
/* check ball/1. paddle collision */
if (lround(ball_y) == PADDLE_1_Y && lround(ball_x) >= paddle_1_pos && lround(ball_x) < (paddle_1_pos + PADDLE_WIDTH)) {
hit_offset = ((((ball_x - (double)paddle_1_pos) + 0.5) / (double)PADDLE_WIDTH) * 2.0) - 1.0;
if (hit_offset > 5.0) {
ball_dir = DIR_DOWN - ((M_PI * 0.3) * ((double)rand() / (double)RAND_MAX));
} else if (hit_offset > 0.0) {
ball_dir = DIR_DOWN - ((M_PI * 0.2) * ((double)rand() / (double)RAND_MAX));
} else if (hit_offset <= 0.5) {
ball_dir = DIR_DOWN + ((M_PI * 0.2) * ((double)rand() / (double)RAND_MAX));
} else {
ball_dir = DIR_DOWN + ((M_PI * 0.3) * ((double)rand() / (double)RAND_MAX));
}
ball_y += 1.0;
}
/* check ball/2. paddle collision */
if (lround(ball_y) == PADDLE_2_Y && lround(ball_x) >= paddle_2_pos && lround(ball_x) < (paddle_2_pos + PADDLE_WIDTH)) {
hit_offset = ((((ball_x - (double)paddle_2_pos) + 0.5) / (double)PADDLE_WIDTH) * 2.0) - 1.0;
if (hit_offset > 0.5) {
ball_dir = DIR_UP + ((M_PI * 0.3) * ((double)rand() / (double)RAND_MAX));
} else if (hit_offset > 0.0) {
ball_dir = DIR_UP + ((M_PI * 0.2) * ((double)rand() / (double)RAND_MAX));
} else if (hit_offset <= 0.5) {
ball_dir = DIR_UP - ((M_PI * 0.2) * ((double)rand() / (double)RAND_MAX));
} else {
ball_dir = DIR_UP - ((M_PI * 0.3) * ((double)rand() / (double)RAND_MAX));
}
ball_y -= 1.0;
}
}
if (grid_widescreen) {
/* check ball/top wall collision */
if (ball_y <= 0.0) {
ball_dir = atan2(sin(ball_dir) * -1.0, cos(ball_dir));
ball_y = 0.0;
}
/* check ball/bottom wall collision */
if (ball_y >= (double)grid_height) {
ball_dir = atan2(sin(ball_dir) * -1.0, cos(ball_dir));
ball_y = (double)(grid_height - 1);
}
} else {
/* check ball/left wall collision */
if (ball_x <= 0.0) {
ball_dir = atan2(sin(ball_dir), cos(ball_dir) * -1.0);
ball_x = 0.0;
}
/* check ball/right wall collision */
if (ball_x >= (double)grid_width) {
ball_dir = atan2(sin(ball_dir), cos(ball_dir) * -1.0);
ball_x = (double)(grid_width - 1);
}
}
return true;
}
static void move(int paddle, int direction)
{
if (paddle == PADDLE_1) {
paddle_1_dir = direction;
} else if (paddle == PADDLE_2) {
paddle_2_dir = direction;
}
}
static void tick(void)
{
if (game_mode != MODE_GAME) return;
if (! doit())
game_mode = MODE_DEAD;
}
static void input(int player, int key_idx, bool key_val, int key_state)
{
int paddle_idx_1, paddle_idx_2;
(void)key_state;
switch (game_mode) {
case MODE_GAME:
if (key_idx == KEYPAD_START && key_val) {
if (! game_pause) {
game_pause = true;
} else {
game_pause = false;
}
}
if ((player % 2) == 0) {
paddle_idx_1 = PADDLE_1;
paddle_idx_2 = PADDLE_2;
} else {
paddle_idx_1 = PADDLE_2;
paddle_idx_2 = PADDLE_1;
}
if (key_idx == KEYPAD_LEFT || key_idx == KEYPAD_RIGHT || key_idx == KEYPAD_UP || key_idx == KEYPAD_DOWN) {
if ((key_idx == KEYPAD_LEFT || key_idx == KEYPAD_UP) && key_val) {
move(paddle_idx_1, MOVE_LEFT);
} else if ((key_idx == KEYPAD_RIGHT || key_idx == KEYPAD_DOWN) && key_val) {
move(paddle_idx_1, MOVE_RIGHT);
} else {
move(paddle_idx_1, MOVE_NONE);
}
}
if (key_idx == KEYPAD_B || key_idx == KEYPAD_A) {
if (key_idx == KEYPAD_B && key_val) {
move(paddle_idx_2, MOVE_LEFT);
} else if (key_idx == KEYPAD_A && key_val) {
move(paddle_idx_2, MOVE_RIGHT);
} else {
move(paddle_idx_2, MOVE_NONE);
}
}
break;
case MODE_DEAD:
switch (key_idx) {
case KEYPAD_LEFT:
case KEYPAD_RIGHT:
case KEYPAD_UP:
case KEYPAD_DOWN:
case KEYPAD_SELECT:
case KEYPAD_START:
case KEYPAD_B:
case KEYPAD_A:
if (key_val) {
setup_game(true);
}
break;
default:
break;
}
}
}
static void draw(char *screen)
{
int x, y;
// background
for (y = 0; y < grid_height; y++) {
for (x = 0; x < grid_width; x++) {
set_pixel(screen, y, x, COLOR_BLACK);
}
}
if (grid_widescreen) {
// 1. paddle
for (y = 0; y < PADDLE_WIDTH; y++) {
set_pixel(screen, paddle_1_pos + y, PADDLE_1_X, COLOR_WHITE);
}
// 2. paddle
for (y = 0; y < PADDLE_WIDTH; y++) {
set_pixel(screen, paddle_2_pos + y, PADDLE_2_X, COLOR_WHITE);
}
} else {
// 1. paddle
for (x = 0; x < PADDLE_WIDTH; x++) {
set_pixel(screen, PADDLE_1_Y, paddle_1_pos + x, COLOR_WHITE);
}
// 2. paddle
for (x = 0; x < PADDLE_WIDTH; x++) {
set_pixel(screen, PADDLE_2_Y, paddle_2_pos + x, COLOR_WHITE);
}
}
// ball
y = lround(ball_y);
x = lround(ball_x);
if (y >= 0 && y < grid_height && x >= 0 && x < grid_width) {
set_pixel(screen, y, x, COLOR_BLUE);
}
}
static void render(bool *display, char *screen)
{
if (game_mode == MODE_GAME) {
*display = true;
draw(screen);
} else {
*display = false;
}
}
static bool idle(void)
{
return game_mode != MODE_GAME;
}
const struct game pong_game = {
"pong",
true,
false,
0.1,
NULL,
activate,
deactivate,
input,
tick,
render,
idle,
};