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Game.h
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Game.h
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// ----------------------------------------------------------------
// From Game Programming in C++ by Sanjay Madhav
// Copyright (C) 2017 Sanjay Madhav. All rights reserved.
//
// Released under the BSD License
// See LICENSE in root directory for full details.
// ----------------------------------------------------------------
#pragma once
#include "SDL/SDL.h"
#include <stdio.h>
#include <vector>
#include <string>
#include <math.h>
#include "Paddle.h"
#include "Ball.h"
#include "Utils.h"
using namespace std;
enum class GameState { StartScreen, Playing };
enum class GameMode { SinglePlayer, MultiPlayer, IA, None };
class Game
{
public:
Game();
bool Initialize();
void LoadBackground();
void RunLoop();
void Shutdown();
private:
void ProcessInput();
void UpdateGame();
void GenerateOutput();
bool LoadBitmap(
std::string bitmapFileName,
SDL_Surface* surface,
SDL_Texture* texture,
SDL_Rect* screenDest,
SDL_Renderer* renderer
);
void ProcessMenuInput(const Uint8* keyboardState);
void ProcessBotInput(const Uint8* keyboardState);
void ProcessMultiplayerInput(const Uint8* keyboardState);
void ProcessSingleplayerInput(const Uint8* keyboardState);
void UpdatePaddle(Paddle* paddle, float deltaTime);
void UpdateScoreBoard(int firstPlayerScore, int secondPlayerScore = -1);
void AddNewBall(Vector2 velocity = Vector2(-200.f, 500.f));
void CheckBallCollisionWithWalls(Ball* ball);
void ResetGame();
void InitializeVariables();
SDL_Window* window;
SDL_Surface* screenSurface = NULL;
SDL_Surface* menuSurface = NULL;
SDL_Texture* menuTexture = NULL;
SDL_Surface* fieldSurface = NULL;
SDL_Texture* fieldTexture = NULL;
SDL_Renderer* renderer = NULL;
Uint32 ticksCount;
bool isRunning;
GameState gameState;
GameMode gameMode;
Paddle firstPaddle;
Paddle secondPaddle;
vector<Ball> balls;
int firstPlayerScore, secondPlayerScore;
std::string menuBitmapName;
std::string fieldBitmapName;
};