game.c 10 KB

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  1. #include "cglm/call/vec2.h"
  2. #include "game.h"
  3. #include "scufeng/engine.h"
  4. #include "scufeng/util.h"
  5. typedef enum {
  6. BCR_PADDLE_L_GOAL,
  7. BCR_PADDLE_R_GOAL,
  8. } BALL_COLLISION_RESULT;
  9. const GameStateParameters game_default_params = {
  10. .paddles_w = 0.01f,
  11. .paddles_h = 0.10f,
  12. .paddle_l_x = (1.0f / 16),
  13. .ball_w = 0.005f,
  14. .ball_pos = { 0.5f, 0.5f },
  15. .paddle_speed = 0.7f,
  16. .ball_speed = 0.7f,
  17. };
  18. const char *GameStateEvent_to_str(const GameStateEvent evt) {
  19. #define X(evt) \
  20. case evt: \
  21. return #evt;
  22. switch (evt) {
  23. XGameStateEvent(X)
  24. }
  25. #undef X
  26. }
  27. GameState GameState_new(
  28. const GameStateParameters params,
  29. const bool ai_enabled
  30. ) {
  31. #define BALL_START_DIR { -1.0f, 0.0f }
  32. // clang-format off
  33. GameState state = {
  34. .ai_enabled = ai_enabled,
  35. .paddle_l = {
  36. .pos = { params.paddle_l_x, 0.5f },
  37. .w = params.paddles_w,
  38. .h = params.paddles_h,
  39. .dirv = GLM_VEC2_ZERO_INIT,
  40. .speed = params.paddle_speed
  41. },
  42. .paddle_r = {
  43. .pos = { 1.0f - params.paddle_l_x, 0.5f },
  44. .w = params.paddles_w,
  45. .h = params.paddles_h,
  46. .dirv = GLM_VEC2_ZERO_INIT,
  47. .speed = params.paddle_speed
  48. },
  49. .ball = {
  50. // .pos = { 0.5f, 0.5f },
  51. .pos = { params.ball_pos[0], params.ball_pos[1] },
  52. .w = params.ball_w,
  53. .h = params.ball_w,
  54. .dirv = BALL_START_DIR,
  55. .speed = params.ball_speed
  56. },
  57. .ball_start_pos = { params.ball_pos[0], params.ball_pos[1] },
  58. .ball_start_dir = BALL_START_DIR,
  59. .score_l = 0,
  60. .score_r = 0
  61. };
  62. // clang-format on
  63. return state;
  64. }
  65. static void paddle_collision_check(MovingObject *const paddle) {
  66. if (paddle->pos[1] - paddle->h / 2.0f < 0.0f) {
  67. paddle->pos[1] = paddle->h / 2.0f;
  68. }
  69. if (paddle->pos[1] + paddle->h / 2.0f > 1.0f) {
  70. paddle->pos[1] = 1.0f - paddle->h / 2.0f;
  71. }
  72. }
  73. static void paddle_r_change_dir_ai(GameState *const state) {
  74. const float ball_y = state->ball.pos[1];
  75. const float target_zone_range = state->paddle_r.h / 2.0f;
  76. const float target_zone_top = state->paddle_r.pos[1] - target_zone_range;
  77. const float target_zone_middle = state->paddle_r.pos[1];
  78. const float target_zone_bottom = state->paddle_r.pos[1] + target_zone_range;
  79. const bool ball_is_below = ball_y > target_zone_bottom;
  80. const bool ball_is_above = ball_y < target_zone_top;
  81. const bool ball_is_centered = ball_y <= target_zone_middle + target_zone_range / 2.0f
  82. && ball_y >= target_zone_middle - target_zone_range / 2.0f;
  83. // printf("%d%d\n", ball_is_below, ball_is_above);
  84. if (ball_is_below) {
  85. state->paddle_r.dirv[1] = 1.0f;
  86. } else if (ball_is_above) {
  87. state->paddle_r.dirv[1] = -1.0f;
  88. } else if (ball_is_centered) {
  89. state->paddle_r.dirv[1] = 0.0f;
  90. }
  91. }
  92. static void game_next_round(GameState *const state) {
  93. glmc_vec2_copy(state->ball_start_pos, state->ball.pos);
  94. glmc_vec2_copy(state->ball_start_dir, state->ball.dirv);
  95. }
  96. static GameStateEvent ball_bounds_collision_check(GameState *const state, vec2 new_pos) {
  97. MovingObject *const ball = &state->ball;
  98. const float wd2 = ball->w / 2.0f;
  99. const float hd2 = ball->h / 2.0f;
  100. if (new_pos[0] + wd2 <= 0.0f) {
  101. return GSEVENT_R_SCORE;
  102. } else if (new_pos[0] - wd2 >= 1.0f) {
  103. return GSEVENT_L_SCORE;
  104. }
  105. if (new_pos[1] - hd2 < 0.0f) {
  106. new_pos[1] = hd2;
  107. glmc_vec2_reflect(ball->dirv, (vec2) { 0.0f, -1.0f }, ball->dirv);
  108. return GSEVENT_BALL_DIR_CHANGE;
  109. }
  110. if (new_pos[1] + hd2 > 1.0f) {
  111. new_pos[1] = 1.0f - hd2;
  112. glmc_vec2_reflect(ball->dirv, (vec2) { 0.0f, 1.0f }, ball->dirv);
  113. return GSEVENT_BALL_DIR_CHANGE;
  114. }
  115. return GSEVENT_NONE;
  116. }
  117. static GameStateEvent ball_paddles_collision_check(GameState *const state, vec2 new_pos) {
  118. static const float possible_y_directions[] = {
  119. 0.0f,
  120. 0.5f,
  121. -0.5f
  122. };
  123. MovingObject *const ball = &state->ball;
  124. const MovingObject *const paddle_l = &state->paddle_l;
  125. const MovingObject *const paddle_r = &state->paddle_r;
  126. const float ball_wd2 = ball->w / 2.0f;
  127. const float ball_hd2 = ball->h / 2.0f;
  128. const float paddle_wd2 = paddle_l->w / 2.0f;
  129. const float paddle_hd2 = paddle_l->h / 2.0f;
  130. vec2 paddle_side_top;
  131. vec2 paddle_side_bottom;
  132. vec2 ball_side_top;
  133. vec2 ball_side_bottom;
  134. float paddle_back_x;
  135. vec2 ball_pos;
  136. vec2 new_pos_adj;
  137. paddle_side_top[0] = paddle_l->pos[0] + paddle_wd2;
  138. paddle_side_top[1] = paddle_l->pos[1] - paddle_hd2;
  139. paddle_side_bottom[0] = paddle_side_top[0];
  140. paddle_side_bottom[1] = paddle_l->pos[1] + paddle_hd2;
  141. ball_side_top[0] = ball->pos[0] - ball_wd2;
  142. ball_side_top[1] = ball->pos[1] - ball_hd2;
  143. ball_side_bottom[0] = ball_side_top[0];
  144. ball_side_bottom[1] = ball->pos[1] + ball_hd2;
  145. paddle_back_x = paddle_l->pos[0] - paddle_wd2;
  146. glmc_vec2_copy(ball->pos, ball_pos);
  147. glmc_vec2_copy(new_pos, new_pos_adj);
  148. bool collision = false;
  149. bool mirror_ip = false;
  150. vec2 ip;
  151. if (state->ball.dirv[0] > 0.0f) {
  152. mirror_ip = true;
  153. paddle_side_top[0] = 1.0f - (paddle_r->pos[0] - paddle_r->w / 2.0f);
  154. paddle_side_top[1] = (paddle_r->pos[1] - paddle_r->h / 2.0f);
  155. paddle_side_bottom[0] = paddle_side_top[0];
  156. paddle_side_bottom[1] = paddle_side_top[1] + paddle_r->h;
  157. ball_pos[0] = 1.0f - ball_pos[0];
  158. ball_side_top[0] = ball_pos[0] - ball_wd2;
  159. ball_side_bottom[0] = ball_side_top[0];
  160. paddle_back_x = 1.0f - (paddle_r->pos[0] + paddle_r->w / 2.0f);
  161. new_pos_adj[0] = 1.0f - new_pos_adj[0];
  162. }
  163. // SEResult res = se_render_line_segment_norm_coord(
  164. // paddle_side_top,
  165. // paddle_side_bottom,
  166. // (vec4) { 0.0f, 1.0f, 0.0f, 1.0f }
  167. // );
  168. // if (res != SE_SUCCESS) {
  169. // SE_LOG_ERRORF("Failed to draw segment: %d", res);
  170. // }
  171. // res = se_render_line_segment_norm_coord(
  172. // ball_side_top,
  173. // ball_side_bottom,
  174. // (vec4) { 1.0f, 0.0f, 0.0f, 1.0f }
  175. // );
  176. // if (res != SE_SUCCESS) {
  177. // SE_LOG_ERRORF("Failed to draw segment: %d", res);
  178. // }
  179. // res = se_render_line_segment_norm_coord(
  180. // (vec2) { paddle_back_x, 0.0f },
  181. // (vec2) { paddle_back_x, 1.0f },
  182. // (vec4) { 0.0f, 1.0f, 0.0f, 1.0f }
  183. // );
  184. // if (res != SE_SUCCESS) {
  185. // SE_LOG_ERRORF("Failed to draw segment: %d", res);
  186. // }
  187. const bool inside_paddle = (ball_side_top[0] <= paddle_side_top[0] && ball_side_top[0] >= paddle_back_x)
  188. && ((ball_side_top[1] <= paddle_side_bottom[1] && ball_side_top[1] >= paddle_side_top[1])
  189. || (ball_side_bottom[1] <= paddle_side_bottom[1] && ball_side_bottom[1] >= paddle_side_top[1]));
  190. if (inside_paddle) {
  191. ball->dirv[0] *= -1.0f;
  192. ball->dirv[1] = possible_y_directions[se_rand_int() % 3];
  193. return GSEVENT_BALL_DIR_CHANGE;
  194. };
  195. collision = se_line_segments_intersect(
  196. ball_pos,
  197. new_pos_adj,
  198. paddle_side_top,
  199. paddle_side_bottom,
  200. ip
  201. );
  202. if (collision) {
  203. new_pos[0] = mirror_ip ? 1.0f - ip[0] : ip[0];
  204. new_pos[1] = ip[1];
  205. state->ball.dirv[0] *= -1.0f;
  206. state->ball.dirv[1] = possible_y_directions[se_rand_int() % 3];
  207. // state->ball.dirv[1] = 0.0f;
  208. return GSEVENT_BALL_DIR_CHANGE;
  209. }
  210. return GSEVENT_NONE;
  211. }
  212. static GameStateEvent ball_move(GameState *const state, const double delta) {
  213. vec2 ball_movement;
  214. const float ball_movement_scale = delta * state->ball.speed;
  215. // glmc_vec2_normalize(state->ball.dirv);
  216. glmc_vec2_scale(state->ball.dirv, ball_movement_scale, ball_movement);
  217. vec2 new_pos;
  218. glmc_vec2_add(state->ball.pos, ball_movement, new_pos);
  219. GameStateEvent event = ball_bounds_collision_check(state, new_pos);
  220. if (event != GSEVENT_NONE) {
  221. return event;
  222. }
  223. event = ball_paddles_collision_check(state, new_pos);
  224. glmc_vec2_copy(new_pos, state->ball.pos);
  225. return event;
  226. }
  227. void GameState_paddle_l_change_dir(GameState *const state, const SEDirection dir) {
  228. switch (dir) {
  229. case SE_UP:
  230. state->paddle_l.dirv[1] = -1.0f;
  231. break;
  232. case SE_DOWN:
  233. state->paddle_l.dirv[1] = 1.0f;
  234. break;
  235. case SE_NONE:
  236. state->paddle_l.dirv[1] = 0.0f;
  237. default:
  238. break;
  239. }
  240. }
  241. void GameState_paddle_r_change_dir(GameState *const state, const SEDirection dir) {
  242. switch (dir) {
  243. case SE_UP:
  244. state->paddle_r.dirv[1] = -1.0f;
  245. break;
  246. case SE_DOWN:
  247. state->paddle_r.dirv[1] = 1.0f;
  248. break;
  249. case SE_NONE:
  250. state->paddle_r.dirv[1] = 0.0f;
  251. default:
  252. break;
  253. }
  254. }
  255. GameStateEvent GameState_update(GameState *const state, const double delta) {
  256. // Paddles
  257. vec2 paddle_movement;
  258. const float paddle_movement_scale = delta * state->paddle_l.speed;
  259. glmc_vec2_scale(state->paddle_l.dirv, paddle_movement_scale, paddle_movement);
  260. glmc_vec2_add(state->paddle_l.pos, paddle_movement, state->paddle_l.pos);
  261. paddle_collision_check(&state->paddle_l);
  262. if (state->ai_enabled) {
  263. paddle_r_change_dir_ai(state);
  264. }
  265. glmc_vec2_scale(state->paddle_r.dirv, paddle_movement_scale, paddle_movement);
  266. glmc_vec2_add(state->paddle_r.pos, paddle_movement, state->paddle_r.pos);
  267. paddle_collision_check(&state->paddle_r);
  268. // Ball
  269. const GameStateEvent event = ball_move(state, delta);
  270. switch (event) {
  271. case GSEVENT_L_SCORE:
  272. state->score_l++;
  273. game_next_round(state);
  274. if (state->score_l > 5) {
  275. return GSEVENT_L_WIN;
  276. } else {
  277. return event;
  278. }
  279. case GSEVENT_R_SCORE:
  280. state->score_r++;
  281. game_next_round(state);
  282. if (state->score_r > 5) {
  283. return GSEVENT_R_WIN;
  284. } else {
  285. return event;
  286. }
  287. case GSEVENT_NONE:
  288. case GSEVENT_BALL_DIR_CHANGE:
  289. break;
  290. default:
  291. break;
  292. }
  293. return event;
  294. }
  295. SEDirection GameState_paddle_l_dir_get(const GameState *const state) {
  296. if (state->paddle_l.dirv[1] == -1.0f) {
  297. return SE_UP;
  298. } else if (state->paddle_l.dirv[1] == 1.0f) {
  299. return SE_DOWN;
  300. } else {
  301. return SE_NONE;
  302. }
  303. }