summaryrefslogtreecommitdiffstats
path: root/pongo.go
blob: f4dc0382417be9345856fa443791cff945141943 (plain) (blame)
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
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
package main

import (
	_ "embed"
	"github.com/gen2brain/raylib-go/raylib"
	"math"
	"strconv"
)

const (
	screenWidth  = 1920
	screenHeight = 1080

	ballSpeed = 5

	paddleSpeed = 5
)

func printCenter(text string, size int32, color rl.Color) {
	rl.DrawText(text, screenWidth/2-rl.MeasureText(text, size), screenHeight/2, size, color)
}

type rect rl.Rectangle

func (r rect) bottom() float32 {
	return r.Y + r.Height
}

func (r rect) right() float32 {
	return r.X + r.Width
}

func (r rect) collides(s rect) bool {
	return rl.CheckCollisionRecs(rl.Rectangle(r), rl.Rectangle(s))
}

func (r rect) draw(color rl.Color) {
	rl.DrawRectangleRec(rl.Rectangle(r), color)
}

type ball struct {
	pos      rl.Vector2
	velocity rl.Vector2
}

func (b *ball) bounds() rect {
	const ballSize = 30
	return rect{
		X:      b.pos.X,
		Y:      b.pos.Y,
		Width:  ballSize,
		Height: 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 = rl.Vector2{X: screenWidth / 2, Y: screenHeight / 2}
	b.velocity = rl.Vector2{X: ballSpeed}
	if side == left {
		b.velocity.X = -b.velocity.X
	}
}

type paddle struct {
	pos  float32
	side side
}

func (p *paddle) bounds() rect {
	const (
		paddleHeight = 200
		thickness    = 10
		padding      = 100
	)
	r := rect{
		X:      padding - thickness/2,
		Y:      p.pos - paddleHeight/2,
		Width:  thickness,
		Height: paddleHeight,
	}
	if p.side == right {
		r.X = screenWidth - padding - thickness/2
	}
	return r
}

//go:embed ping.mp3
var pingMP3 []byte

func main() {
	rl.InitWindow(screenWidth, screenHeight, "pongo")
	defer rl.CloseWindow()
	rl.SetTargetFPS(120)

	rl.InitAudioDevice()
	defer rl.CloseAudioDevice()

	pingWave := rl.LoadWaveFromMemory(".mp3", pingMP3, int32(len(pingMP3)))
	defer rl.UnloadWave(pingWave)
	ping := rl.LoadSoundFromWave(pingWave)
	defer rl.UnloadSound(ping)

	playerScore := 0
	aiScore := 0

	var ball ball
	ball.reset(left)

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

	for !rl.WindowShouldClose() {
		switch {
		case rl.IsKeyDown(rl.KeyUp) && paddle1.bounds().Y >= 0:
			paddle1.pos -= paddleSpeed
		case rl.IsKeyDown(rl.KeyDown) && paddle1.bounds().bottom() <= screenHeight:
			paddle1.pos += paddleSpeed
		}

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

		ball.pos = rl.Vector2Add(ball.pos, ball.velocity)
		switch {
		case ball.bounds().collides(paddle1.bounds()):
			rl.PlaySound(ping)
			d := ball.pos.Y - paddle1.pos
			if d < 0 {
				d = -d
			}
			angle := d / (paddle1.bounds().Height/2 + ball.bounds().Height) * (75 * 2 * math.Pi / 360)
			if ball.pos.Y < paddle1.pos {
				angle = -angle
			}
			speed := ballSpeed * (1 + 4*d/(paddle1.bounds().Height/2+ball.bounds().Height))
			ball.velocity = rl.Vector2{X: speed * float32(math.Cos(float64(angle))), Y: speed * float32(math.Sin(float64(angle)))}
		case ball.bounds().collides(paddle2.bounds()):
			rl.PlaySound(ping)
			d := ball.pos.Y - paddle2.pos
			if d < 0 {
				d = -d
			}
			angle := d / (paddle2.bounds().Height/2 + ball.bounds().Height) * (75 * 2 * math.Pi / 360)
			if ball.pos.Y < paddle2.pos {
				angle = -angle
			}
			angle += math.Pi
			speed := ballSpeed * (1 + 4*d/(paddle2.bounds().Height/2+ball.bounds().Height))
			ball.velocity = rl.Vector2{X: speed * float32(math.Cos(float64(angle))), Y: speed * float32(math.Sin(float64(angle)))}
		case ball.bounds().right() <= paddle1.bounds().X:
			aiScore++
			ball.reset(right)
		case ball.bounds().X >= paddle2.bounds().X:
			playerScore++
			ball.reset(left)
		case ball.bounds().Y <= 0 || ball.bounds().bottom() >= screenHeight:
			ball.velocity.Y = -ball.velocity.Y
			rl.PlaySound(ping)
		}

		rl.BeginDrawing()

		rl.ClearBackground(rl.Black)
		rl.DrawLine(screenWidth/2, 0, screenWidth/2, screenHeight, rl.Gray)

		paddle1.bounds().draw(rl.RayWhite)
		paddle2.bounds().draw(rl.RayWhite)
		ball.bounds().draw(rl.RayWhite)

		const fontSize = 120
		rl.DrawText(strconv.Itoa(playerScore), int32(paddle1.bounds().X)+20, 30, fontSize, rl.RayWhite)
		rl.DrawText(strconv.Itoa(aiScore), int32(paddle2.bounds().X)-rl.MeasureText("9999", fontSize), 30, fontSize, rl.RayWhite)

		rl.EndDrawing()
	}
}