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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.FRect) float32 {
return r.X + r.W
}
func rectBottom(r *sdl.FRect) float32 {
return r.Y + r.H
}
type vector2 struct {
x, y float32
}
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.FRect {
const ballSize = 30
return &sdl.FRect{
X: b.pos.x - ballSize/2,
Y: b.pos.y - ballSize/2,
W: ballSize,
H: ballSize,
}
}
func (b *ball) predictIntersection(targetX float32) (float32, 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 - float32(screenHeight*bounces), true
}
return prediction + float32(screenHeight*(bounces+1)), true
}
if prediction > screenHeight {
bounces := int(prediction / screenHeight)
if bounces%2 == 0 {
return prediction - float32(screenHeight*bounces), true
}
return -prediction + float32(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 float32
side side
}
func (p *paddle) bounds() *sdl.FRect {
const (
paddleHeight = 200
thickness = 10
padding = 100
)
r := &sdl.FRect{
X: padding - thickness/2,
Y: 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)
renderRate := time.NewTicker(time.Second / 60)
defer renderRate.Stop()
for frameStart := range renderRate.C {
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
}
}
}
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(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:
if _, err := ping.Play(-1, 0); err != nil {
fmt.Fprintln(os.Stderr, err)
}
d := (ball.pos.y - paddle1.pos) / (paddle1.bounds().H/2 + ball.bounds().H)
if d < 0 {
d = -d
}
angle := d * 75 * 2 * math.Pi / 360
if ball.pos.y < paddle1.pos {
angle = -angle
}
speed := ballSpeed * (1 + 4*d)
ball.velocity = vector2{speed * float32(math.Cos(float64(angle))), speed * float32(math.Sin(float64(angle)))}
case ball.bounds().HasIntersection(paddle2.bounds()) && ball.velocity.x >= 0:
if _, err := ping.Play(-1, 0); err != nil {
fmt.Fprintln(os.Stderr, err)
}
d := (ball.pos.y - paddle2.pos) / (paddle2.bounds().H/2 + ball.bounds().H)
if d < 0 {
d = -d
}
angle := d * 75 * 2 * math.Pi / 360
if ball.pos.y < paddle2.pos {
angle = -angle
}
angle += math.Pi
speed := ballSpeed * (1 + 4*d)
ball.velocity = vector2{speed * float32(math.Cos(float64(angle))), speed * float32(math.Sin(float64(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:
if _, err := ping.Play(-1, 0); err != nil {
fmt.Fprintln(os.Stderr, err)
}
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.FillRectF(paddle1.bounds()); err != nil {
fmt.Fprintln(os.Stderr, err)
}
if err := renderer.FillRectF(paddle2.bounds()); err != nil {
fmt.Fprintln(os.Stderr, err)
}
if err := renderer.FillRectF(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()
}
panic("unreachable")
}
func main() {
if err := pong(); err != nil {
fmt.Fprintln(os.Stderr, err)
os.Exit(1)
}
}
|