1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
|
#define SDL_DISABLE_IMMINTRIN_H
#include <limits.h>
#include <stdlib.h>
#include <time.h>
#include <SDL2/SDL.h>
#define WINDOW_W 800
#define WINDOW_H 600
#define MARGIN 20
#define PLAYER_W 10
#define PLAYER_H 100
#define PLAYER_V 5
#define BALL_SIZE 10
typedef struct {
float x, y;
char dir;
int score;
int stuck;
} Player;
typedef struct {
float x, y;
float vx, vy;
} Ball;
void initBall(Ball *b) {
b->x = WINDOW_W / 2;
b->y = WINDOW_H / 2;
b->vx = 2 * (rand() % 2 ? 1 : -1);
b->vy = 2 * (rand() % 2 ? 1 : -1);
}
int abs(int n) {
return (n >= 0 ? n : -n);
}
void limit(float *n, float min, float max) {
if (abs(*n) > max) *n = *n > 0 ? max : -max;
else if (abs(*n) < min) *n = *n > 0 ? min : -min;
}
float randfloat(float from, float to) {
return from + (to - from) * ((float)rand()/INT_MAX);
}
void collision(Ball *b, Player *p) {
if (b->x + BALL_SIZE >= p->x &&
b->x <= p->x + PLAYER_W &&
b->y + BALL_SIZE >= p->y &&
b->y <= p->y + PLAYER_H) {
if (!p->stuck) {
b->vx = -b->vx;
b->vx *= randfloat(0.5, 1.5);
limit(&b->vx, 4, 8);
b->vy += randfloat(0.2, 0.8) * p->dir;
limit(&b->vy, 2, 8);
p->stuck = 1;
}
}
else {
p->stuck = 0;
}
}
void move(Player *p, float n) {
if (n > 0) p->dir = 1;
else if (n < 0) p->dir = -1;
p->y += n;
if (p->y > WINDOW_H - PLAYER_H) {
p->y = WINDOW_H - PLAYER_H;
p->dir = 0;
}
else if (p->y < 0) {
p->y = 0;
p->dir = 0;
}
}
void input(Player *p) {
const Uint8 *state = SDL_GetKeyboardState(0);
if (state[SDL_SCANCODE_UP])
move(p, -PLAYER_V);
else if (state[SDL_SCANCODE_DOWN])
move(p, PLAYER_V);
else
p->dir = 0;
}
void ai(Ball *b, Player *p) {
if (abs(b->x - p->x) < 300) {
if (b->y - p->y > PLAYER_H - 10 - BALL_SIZE)
move(p, PLAYER_V);
else if (b->y - p->y < 10)
move(p, -PLAYER_V);
}
else {
if (p->y >= WINDOW_H * 5 / 6 - PLAYER_H) {
p->dir = -1;
}
else if (p->y <= WINDOW_H / 6) {
p->dir = 1;
}
move(p, p->dir * PLAYER_V);
}
}
void update(Ball *b, Player *p1, Player *p2) {
b->x += b->vx;
b->y += b->vy;
if (b->y < 0 || b->y + BALL_SIZE > WINDOW_H)
b->vy = -b->vy;
if (b->x < 0) {
p2->score++;
initBall(b);
}
if (b->x + BALL_SIZE > WINDOW_W) {
p1->score++;
initBall(b);
}
if (p1->score > 5 || p2->score > 5) {
p1->score = 0;
p2->score = 0;
}
collision(b, p1);
collision(b, p2);
input(p1);
ai(b, p2);
}
void render(SDL_Renderer *r, Ball *b, Player *p1, Player *p2) {
SDL_SetRenderDrawColor(r, 0, 0, 0, 255);
SDL_RenderClear(r);
SDL_SetRenderDrawColor(r, 40, 40, 40, 255);
SDL_Rect canvas = {0, 0, WINDOW_W, WINDOW_H};
SDL_RenderFillRect(r, &canvas);
SDL_SetRenderDrawColor(r, 255, 255, 255, 255);
SDL_Rect net[10];
for (int i = 0; i < 10; i++) {
net[i].x = WINDOW_W / 2;
net[i].y = i * (WINDOW_H / 10) + 10;
net[i].w = 10;
net[i].h = WINDOW_H / 10 - 20;
}
SDL_RenderFillRects(r, net, 10);
SDL_SetRenderDrawColor(r, 255, 255, 255, 255);
SDL_Rect ball_r = {b->x, b->y, BALL_SIZE, BALL_SIZE};
SDL_RenderFillRect(r, &ball_r);
int p1factor = 255 - p1->score * 50;
SDL_SetRenderDrawColor(r, 255, p1factor, p1factor, 255);
SDL_Rect p1_r = {p1->x, p1->y, PLAYER_W, PLAYER_H};
SDL_RenderFillRect(r, &p1_r);
int p2factor = 255 - p2->score * 50;
SDL_SetRenderDrawColor(r, 255, p2factor, p2factor, 255);
SDL_Rect p2_r = {p2->x, p2->y, PLAYER_W, PLAYER_H};
SDL_RenderFillRect(r, &p2_r);
SDL_RenderPresent(r);
SDL_Delay(10);
}
int main() {
srand(time(0));
SDL_Init(SDL_INIT_VIDEO);
SDL_Window *w;
SDL_Renderer *r;
SDL_CreateWindowAndRenderer(WINDOW_W, WINDOW_H, SDL_WINDOW_RESIZABLE, &w, &r);
SDL_RenderSetLogicalSize(r, WINDOW_W, WINDOW_H);
Player p1, p2;
Ball b;
p1.x = MARGIN;
p1.y = WINDOW_H / 2;
p2.x = WINDOW_W - MARGIN - PLAYER_W;
p2.y = WINDOW_H / 2;
p1.score = p2.score = 0;
p1.stuck = p2.stuck = 0;
p1.dir = p2.dir = 0;
initBall(&b);
SDL_Event e;
while (e.type != SDL_QUIT) {
SDL_PollEvent(&e);
update(&b, &p1, &p2);
render(r, &b, &p1, &p2);
}
SDL_DestroyRenderer(r);
SDL_DestroyWindow(w);
SDL_Quit();
return 0;
}
|