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path: root/pongo.go
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package main

import (
	_ "embed"
	"fmt"
	"github.com/veandco/go-sdl2/mix"
	"github.com/veandco/go-sdl2/sdl"
	"gitlab.com/rhogenson/pongo/numbers"
	"math"
	"os"
	"time"
)

const (
	screenWidth  = 1920
	screenHeight = 1080

	ballSpeed   = 5
	paddleSpeed = 5
)

func rectRight(r *sdl.Rect) int32 {
	return r.X + r.W
}

func rectBottom(r *sdl.Rect) int32 {
	return r.Y + r.H
}

type vector2 struct {
	x, y float64
}

func (v vector2) add(w vector2) vector2 {
	return vector2{v.x + w.x, v.y + w.y}
}

type ball struct {
	pos      vector2
	velocity vector2
}

func (b *ball) bounds() *sdl.Rect {
	const ballSize = 30
	return &sdl.Rect{
		X: int32(b.pos.x - ballSize/2),
		Y: int32(b.pos.y - ballSize/2),
		W: ballSize,
		H: ballSize,
	}
}

func (b *ball) predictIntersection(targetX float64) (float64, bool) {
	if b.velocity.x <= 0 {
		return 0, false
	}
	x := b.pos.x
	y := b.pos.y
	velocity := b.velocity
	dist := targetX - x
	prediction := y + velocity.y*dist/velocity.x
	if prediction < 0 {
		bounces := int(-prediction / screenHeight)
		if bounces%2 == 0 {
			return -prediction - float64(screenHeight*bounces), true
		}
		return prediction + float64(screenHeight*(bounces+1)), true
	}
	if prediction > screenHeight {
		bounces := int(prediction / screenHeight)
		if bounces%2 == 0 {
			return prediction - float64(screenHeight*bounces), true
		}
		return -prediction + float64(screenHeight*(bounces+1)), true
	}
	return prediction, true
}

type side int

const (
	left side = iota
	right
)

func (b *ball) reset(side side) {
	b.pos = vector2{screenWidth / 2, screenHeight / 2}
	b.velocity = vector2{x: ballSpeed}
	if side == left {
		b.velocity.x = -b.velocity.x
	}
}

type paddle struct {
	pos  float64
	side side
}

func (p *paddle) bounds() *sdl.Rect {
	const (
		paddleHeight = 200
		thickness    = 10
		padding      = 100
	)
	r := &sdl.Rect{
		X: padding - thickness/2,
		Y: int32(p.pos - paddleHeight/2),
		W: thickness,
		H: paddleHeight,
	}
	if p.side == right {
		r.X = screenWidth - padding - thickness/2
	}
	return r
}

//go:embed ping.wav
var pingWAV []byte

func pong() error {
	if err := sdl.Init(sdl.INIT_AUDIO & sdl.INIT_VIDEO & sdl.INIT_EVENTS); err != nil {
		return err
	}
	defer sdl.Quit()
	if err := mix.OpenAudio(44100, mix.DEFAULT_FORMAT, 2, 4096); err != nil {
		return err
	}
	defer mix.CloseAudio()

	ping, err := mix.QuickLoadWAV(pingWAV)
	if err != nil {
		return err
	}
	defer ping.Free()

	window, renderer, err := sdl.CreateWindowAndRenderer(screenWidth, screenHeight, sdl.WINDOW_OPENGL&sdl.WINDOW_BORDERLESS)
	if err != nil {
		return err
	}
	defer window.Destroy()
	defer renderer.Destroy()

	upPressed := false
	downPressed := false

	playerScore := 0
	aiScore := 0

	var ball ball
	ball.reset(left)

	paddle1 := paddle{pos: screenHeight / 2, side: left}
	paddle2 := paddle{pos: screenHeight / 2, side: right}

	lastFrameTime := time.Now()
	accumulator := time.Duration(0)

	for {
		for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
			switch t := event.(type) {
			case *sdl.QuitEvent:
				return nil
			case *sdl.KeyboardEvent:
				switch t.Keysym.Sym {
				case sdl.K_UP:
					upPressed = t.State == sdl.PRESSED
				case sdl.K_DOWN:
					downPressed = t.State == sdl.PRESSED
				}
			}
		}

		frameStart := time.Now()
		accumulator += frameStart.Sub(lastFrameTime)
		lastFrameTime = frameStart

		const simulationSpeed = time.Second / 120
		for ; accumulator >= simulationSpeed; accumulator -= simulationSpeed {
			switch {
			case upPressed && paddle1.bounds().Y >= 0:
				paddle1.pos -= paddleSpeed
			case downPressed && rectBottom(paddle1.bounds()) <= screenHeight:
				paddle1.pos += paddleSpeed
			}

			if prediction, ok := ball.predictIntersection(float64(paddle2.bounds().X)); ok {
				switch {
				case paddle2.pos <= prediction-paddleSpeed && rectBottom(paddle2.bounds()) <= screenHeight:
					paddle2.pos += paddleSpeed
				case paddle2.pos >= prediction+paddleSpeed && paddle2.bounds().Y >= 0:
					paddle2.pos -= paddleSpeed
				}
			}

			ball.pos = ball.pos.add(ball.velocity)
			switch {
			case ball.bounds().HasIntersection(paddle1.bounds()) && ball.velocity.x <= 0:
				ping.Play(-1, 0)
				d := ball.pos.y - paddle1.pos
				if d < 0 {
					d = -d
				}
				angle := d / (float64(paddle1.bounds().H)/2 + float64(ball.bounds().H)) * (75 * 2 * math.Pi / 360)
				if ball.pos.y < paddle1.pos {
					angle = -angle
				}
				speed := ballSpeed * (1 + 4*d/(float64(paddle1.bounds().H)/2+float64(ball.bounds().H)))
				ball.velocity = vector2{speed * math.Cos(angle), speed * math.Sin(angle)}
			case ball.bounds().HasIntersection(paddle2.bounds()) && ball.velocity.x >= 0:
				ping.Play(-1, 0)
				d := ball.pos.y - paddle2.pos
				if d < 0 {
					d = -d
				}
				angle := d / (float64(paddle2.bounds().H)/2 + float64(ball.bounds().H)) * (75 * 2 * math.Pi / 360)
				if ball.pos.y < paddle2.pos {
					angle = -angle
				}
				angle += math.Pi
				speed := ballSpeed * (1 + 4*d/(float64(paddle2.bounds().H)/2+float64(ball.bounds().H)))
				ball.velocity = vector2{speed * math.Cos(angle), speed * math.Sin(angle)}
			case rectRight(ball.bounds()) <= 0:
				aiScore++
				ball.reset(right)
			case ball.bounds().X >= screenWidth:
				playerScore++
				ball.reset(left)
			case ball.bounds().Y <= 0 && ball.velocity.y < 0 || rectBottom(ball.bounds()) >= screenHeight && ball.velocity.y > 0:
				ping.Play(-1, 0)
				ball.velocity.y = -ball.velocity.y
			}
		}

		if err := renderer.SetDrawColor(0, 0, 0, 255); err != nil {
			fmt.Fprintln(os.Stderr, err)
		}
		if err := renderer.FillRect(nil); err != nil {
			fmt.Fprintln(os.Stderr, err)
		}
		if err := renderer.SetDrawColor(130, 130, 130, 255); err != nil {
			fmt.Fprintln(os.Stderr, err)
		}
		if err := renderer.FillRect(&sdl.Rect{X: screenWidth / 2, Y: 0, W: 1, H: screenHeight}); err != nil {
			fmt.Fprintln(os.Stderr, err)
		}

		if err := renderer.SetDrawColor(245, 245, 245, 255); err != nil {
			fmt.Fprintln(os.Stderr, err)
		}
		if err := renderer.FillRect(paddle1.bounds()); err != nil {
			fmt.Fprintln(os.Stderr, err)
		}
		if err := renderer.FillRect(paddle2.bounds()); err != nil {
			fmt.Fprintln(os.Stderr, err)
		}
		if err := renderer.FillRect(ball.bounds()); err != nil {
			fmt.Fprintln(os.Stderr, err)
		}

		if err := numbers.Draw(renderer, playerScore, 150, 30); err != nil {
			fmt.Fprintln(os.Stderr, err)
		}
		if err := numbers.Draw(renderer, aiScore, 1300, 30); err != nil {
			fmt.Fprintln(os.Stderr, err)
		}

		renderer.Present()
		time.Sleep(time.Second/60 - time.Since(frameStart))
	}
}

func main() {
	if err := pong(); err != nil {
		fmt.Fprintln(os.Stderr, err)
	}
}