added timer and music

This commit is contained in:
Joseph Aquino 2026-04-03 02:29:30 -04:00
parent 5f77a3a337
commit fe353f2913
22 changed files with 687 additions and 1 deletions

2
.gitmodules vendored
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[submodule "vendor"] [submodule "vendor"]
path = vendor path = vendor
url = ssh://git@git.josephaquino.net:2222/joseph-aquino/imgui-sfml-premake.git url = https://gitlab.com/JosephA1997/imgui-sfml-premake.git

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assets/fonts/OFL.txt Normal file
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Copyright 2018 The Chakra Petch Project Authors (https://github.com/m4rc1e/Chakra-Petch.git)
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
https://openfontlicense.org
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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include/Game.h Normal file
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#pragma once
#include <chrono>
#include <SFML/Audio.hpp>
#include <SFML/Graphics.hpp>
using TimePoint = std::chrono::steady_clock::time_point;
using TimeDuration = std::chrono::duration<double>;
struct Player
{
sf::RectangleShape body{};
sf::Vector2f pos{};
sf::Vector2f prevPos{};
float velocity{5};
unsigned int score{};
bool up{false};
bool down{false};
};
struct Cpu
{
sf::RectangleShape body{};
sf::Vector2f pos{};
sf::Vector2f prevPos{};
float velocity{};
unsigned int score{};
};
struct Ball
{
sf::CircleShape body{};
sf::Vector2f pos{};
sf::Vector2f prevPos{};
sf::Vector2f velocity{};
float speed{};
sf::Angle angle{};
};
class Game
{
public:
void init();
void run();
void getInput();
void render();
void updateCpu();
void updatePlayer();
void updateBall();
void collision();
void updateTexts();
void soundSystem();
void resetGame();
private:
sf::RenderWindow window {sf::VideoMode({1280u, 720u}), "project-pong"};
std::chrono::steady_clock clock;
sf::RectangleShape midline{};
sf::RectangleShape gameBoundary{};
sf::Font font{};
sf::Text playerScore{font};
sf::Text cpuScore{font};
sf::Text time{font};
sf::SoundBuffer bgMusicBuffer;
sf::SoundBuffer failSoundBuffer;
sf::SoundBuffer winSoundBuffer;
sf::SoundBuffer hitSoundBuffer;
sf::SoundBuffer scoreSoundBuffer;
sf::Sound bgMusic{bgMusicBuffer};
sf::Sound failSound{failSoundBuffer};
sf::Sound winSound{winSoundBuffer};
sf::Sound hitSound{hitSoundBuffer};
sf::Sound scoreSound{scoreSoundBuffer};
size_t frameCount{};
Player player{};
Ball ball{};
Cpu cpu{};
const double physicsDeltaTime = 1.0 / 60.0;
const double targetFps = 60.0;
const double targetFrameTime = 1.0 / targetFps;
double accumulator{};
double playTime{};
};

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include/util.h Normal file
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#pragma once
#include <SFML/Graphics.hpp>
sf::Vector2f getOverlap(const sf::FloatRect first, const sf::FloatRect second);

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@ECHO OFF
ECHO Project files will be written to ./build
..\vendor\premake5\premake5.exe vs2022
PAUSE

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scripts/build-ninja.sh Executable file
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#! /bin/bash
set -e
SCRIPT_DIR="$( cd "$( dirname "${BASH_SOURCE[0]}" )" &> /dev/null && pwd )"
cd "$SCRIPT_DIR"
echo build files will be placed in /build
../vendor/premake5/premake5 premake-ninja && ninja $1 -C ../build

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scripts/build.sh Executable file
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#! /bin/bash
set -e
SCRIPT_DIR="$( cd "$( dirname "${BASH_SOURCE[0]}" )" &> /dev/null && pwd )"
cd "$SCRIPT_DIR"
echo build files will be placed in ./build
./vendor/premake5/premake5 gmake2 && make -C ../build config=$1

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scripts/clean-ninja.sh Executable file
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#! /bin/bash
SCRIPT_DIR="$( cd "$( dirname "${BASH_SOURCE[0]}" )" &> /dev/null && pwd )"
cd "$SCRIPT_DIR"
if [ -z "$1" ] || [ $# -eq 0 ]
then
ninja -C ../build -t clean
else
ninja -C ../build -t clean $1
fi

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scripts/clean.sh Executable file
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#! /bin/bash
SCRIPT_DIR="$( cd "$( dirname "${BASH_SOURCE[0]}" )" &> /dev/null && pwd )"
cd "$SCRIPT_DIR"
if [ -z "$1" ] || [ $# -eq 0 ]
then
make -C ../build config=Debug clean && make -C ../build config=Release clean
else
make -C ../build config=$1 clean
fi

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scripts/ecc.sh Executable file
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#! /bin/bash
SCRIPT_DIR="$( cd "$( dirname "${BASH_SOURCE[0]}" )" &> /dev/null && pwd )"
cd "$SCRIPT_DIR"
if [ -z "$1" ] || [ $# -eq 0 ]
then
../vendor/premake5/premake5 --config=Debug ecc
else
../vendor/premake5/premake5 --config=$1 ecc
fi
mv compile_commands.json ../compile_commands.json

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scripts/premake5.lua Normal file
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package.path = package.path .. ";../vendor/premake-scripts/?.lua"
require "ecc/ecc"
require "ninja/ninja"
local ogg = require("build-ogg")
local sfml = require("build-sfml")
local flac = require("build-flac")
local vorbis = require("build-vorbis")
local freetype = require("build-freetype")
local pong = require("project")
local rootdir = "../"
workspace "pong"
architecture "x64"
startproject"pong"
configurations{"Debug", "Release"}
location (rootdir .. "build")
filter"system:linux"
staticruntime"Off"
filter"system:windows"
staticruntime"On"
filter""
filter"system:linux"
pic"On" -- fix warning when statically linking <relocation against ... in read-only section .text>
filter""
output_dir = "%{cfg.buildcfg}-%{cfg.system}-%{cfg.architecture}"
intdir = rootdir .. "intermediate-files/"
bindir = rootdir .. "bin/" .. output_dir
liboutdir = rootdir.. "lib/" .. output_dir
externalwarnings "Off"
filter "configurations:debug"
defines {"LOG_ENABLE", "GAME_DEBUG"}
symbols "on"
runtime "Debug"
warnings "Extra"
filter "configurations:release"
defines {"GAME_RELEASE"}
optimize "Speed"
inlining "Auto"
symbols "off"
runtime "Release"
filter""
group"Dependencies"
ogg.generateproject(liboutdir, intdir)
sfml.generateproject(liboutdir, intdir)
flac.generateproject(liboutdir, intdir)
vorbis.generateproject(liboutdir, intdir)
freetype.generateproject(liboutdir, intdir)
group""
pong.generateproject(bindir, intdir)

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scripts/project.lua Normal file
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local m = {}
local rootdir = path.join(path.getabsolute(path.getdirectory(_SCRIPT)), "../")
package.path = package.path .. ";../third-party/premake-scripts/?.lua"
local sfml = require("build-sfml")
function m.generateproject(bindir, intdir)
project "pong"
language "C++"
cppdialect "C++20"
systemversion "latest"
kind "WindowedApp"
targetname "pong"
targetdir (bindir)
debugdir (rootdir)
objdir (intdir)
files
{
path.join(rootdir, "src/**.cpp"),
path.join(rootdir, "include/**.h"),
path.join(rootdir, "include/**.hpp"),
}
includedirs
{
path.join(rootdir, "src"),
path.join(rootdir, "include"),
}
sfml.link()
--windows specific settings--
filter{"system:windows"}
defines {"PLATFORM_WINDOWS"}
filter {"system:windows", "configurations:debug"}
defines{"_DEBUG", "_CONSOLE"}
filter {"system:windows", "configurations:release"}
defines{"NDEBUG"}
--linux specific settings--
filter {"system:linux"}
defines {"PLATFORM_LINUX"}
end
return m

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scripts/run.sh Executable file
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#! /bin/bash
SCRIPT_DIR="$( cd "$( dirname "${BASH_SOURCE[0]}" )" &> /dev/null && pwd )"
cd "$SCRIPT_DIR/.."
./bin/$1-linux-x86_64/snake

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src/Game.cpp Normal file
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#include "Game.h"
#include <iostream>
#include <thread>
#include <chrono>
#include <cmath>
#include "util.h"
sf::Vector2f velocityInDirection(const float speed_in, const sf::Angle angle_in)
{
return sf::Vector2f{speed_in * std::cos(angle_in.asRadians()), speed_in * std::sin(angle_in.asRadians())};
}
void Game::init()
{
//load assets
if (!font.openFromFile("assets/fonts/ChakraPetch-Regular.ttf"))
{
std::cerr << "Error: cannot open 'assets/fonts/ChakraPetch-Regular.ttf'\n";
}
if (!bgMusicBuffer.loadFromFile("assets/sounds/bgMusic.wav"))
{
std::cerr << "Error: cannot open 'assets/sounds/bgMusic.wav'\n";
}
if (!winSoundBuffer.loadFromFile("assets/sounds/win.ogg"))
{
std::cerr << "Error: cannot open 'assets/sounds/win.ogg'\n";
}
if (!failSoundBuffer.loadFromFile("assets/sounds/lose.ogg"))
{
std::cerr << "Error: cannot open 'assets/sounds/lose.ogg'\n";
}
if (!hitSoundBuffer.loadFromFile("assets/sounds/hit.wav"))
{
std::cerr << "Error: cannot open 'assets/sounds/hit.wav'\n";
}
if (!scoreSoundBuffer.loadFromFile("assets/sounds/score.wav"))
{
std::cerr << "Error: cannot open 'assets/sounds/score.wav'\n";
}
player.pos = {100, 100};
player.body.setSize({10, 70});
player.body.setPosition(player.pos);
player.body.setFillColor(sf::Color::White);
cpu.pos = {(float)window.getSize().x - 100, 100};
cpu.body.setSize({10,70});
cpu.body.setPosition(cpu.pos);
cpu.body.setFillColor(sf::Color::White);
ball.pos = {(float)window.getSize().x / 2.f, (float)window.getSize().y / 2.f};
ball.body.setPosition(ball.pos);
ball.body.setFillColor(sf::Color::White);
ball.body.setRadius(5.f);
gameBoundary.setOutlineThickness(5);
gameBoundary.setOutlineColor(sf::Color::White);
gameBoundary.setFillColor(sf::Color::Transparent);
gameBoundary.setPosition({0,100});
gameBoundary.setSize({1280.f, 620.f});
midline.setFillColor(sf::Color::White);
midline.setSize({2, 40});
midline.setPosition({(float)window.getSize().x/2.f - 1.f, 100.f });
time.setString("Time: 00:00");
time.setPosition({560, 25});
time.setFillColor(sf::Color::White);
bgMusic.setVolume(15.f);
failSound.setVolume(15.f);
winSound.setVolume(15.f);
hitSound.setVolume(15.f);
scoreSound.setVolume(15.f);
bgMusic.play();
}
void Game::run()
{
TimePoint lastFrameStartPoint = std::chrono::steady_clock::now();
while (window.isOpen())
{
TimePoint currentFrameStartPoint = std::chrono::steady_clock::now();
TimeDuration duration = currentFrameStartPoint - lastFrameStartPoint;
const double frameTime = duration.count();
playTime += frameTime;
lastFrameStartPoint = currentFrameStartPoint;
accumulator += frameTime;
if (accumulator > 0.25) accumulator = 0.25;
getInput();
if (bgMusic.getStatus() == sf::Sound::Status::Playing)
{
while (accumulator >= physicsDeltaTime)
{
updateBall();
updateCpu();
updatePlayer();
collision();
updateTexts();
accumulator -= physicsDeltaTime;
}
}
soundSystem();
render();
TimePoint currentFrameEndPoint = std::chrono::steady_clock::now();
TimeDuration currentFrameDuration = currentFrameEndPoint - currentFrameStartPoint;
if (currentFrameDuration.count() < targetFrameTime)
{
TimeDuration sleepNeeded = TimeDuration(targetFrameTime) - currentFrameDuration;
std::this_thread::sleep_for(std::chrono::duration_cast<std::chrono::milliseconds>(sleepNeeded));
}
}
}
void Game::getInput()
{
while (const std::optional event = window.pollEvent())
{
if (event->is<sf::Event::Closed>())
{
window.close();
}
if (const auto* keyPressed = event->getIf<sf::Event::KeyPressed>())
{
switch (keyPressed->scancode)
{
case sf::Keyboard::Scan::Escape:
window.close();
break;
case sf::Keyboard::Scan::Up:
case sf::Keyboard::Scan::W:
player.up = true;
break;
case sf::Keyboard::Scan::Down:
case sf::Keyboard::Scan::S:
player.down = true;
break;
case sf::Keyboard::Scan::R:
resetGame();
break;
default:
break;
}
}
if (const auto* keyReleased = event->getIf<sf::Event::KeyReleased>())
{
switch (keyReleased->scancode)
{
case sf::Keyboard::Scan::Up:
case sf::Keyboard::Scan::W:
player.up = false;
break;
case sf::Keyboard::Scan::Down:
case sf::Keyboard::Scan::S:
player.down = false;
break;
default:
break;
}
}
}
}
void Game::render()
{
window.clear();
window.draw(gameBoundary);
window.draw(midline);
while (midline.getPosition().y <= window.getSize().y)
{
midline.move({0, 60});
window.draw(midline);
}
midline.setPosition({midline.getPosition().x, 100.f});
player.body.setPosition(player.pos);
window.draw(player.body);
cpu.body.setPosition(cpu.pos);
window.draw(cpu.body);
window.draw(playerScore);
window.draw(cpuScore);
window.draw(time);
ball.body.setPosition(ball.pos);
window.draw(ball.body);
window.display();
}
void Game::updateCpu()
{
if (ball.pos.y > cpu.pos.y)
{
cpu.velocity = 5;
}
if (ball.pos.y < cpu.pos.y)
{
cpu.velocity = -5;
}
if (ball.pos.y == cpu.pos.y)
{
cpu.velocity = 0;
}
cpu.prevPos = cpu.pos;
cpu.pos.y += cpu.velocity;
}
void Game::updatePlayer()
{
const int direction = player.down - player.up;
player.prevPos = player.pos;
player.pos.y += player.velocity * (float)direction;
}
void Game::updateBall()
{
ball.prevPos = ball.pos;
ball.pos += ball.velocity;
}
void Game::collision() {}
void Game::updateTexts()
{
const int totalSeconds = static_cast<int>(playTime);
const int minutes = totalSeconds / 60;
const int seconds = totalSeconds % 60;
const std::string secondsStr = (seconds < 10) ? "0" + std::to_string(seconds) : std::to_string(seconds);
const std::string minutesStr = (minutes < 10) ? "0" + std::to_string(minutes) : std::to_string(minutes);
time.setString("Time: " + minutesStr + ":" + secondsStr);
}
void Game::soundSystem() {}
void Game::resetGame() {}

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src/main.cpp Normal file
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#include "Game.h"
int main (int argc, const char** argv)
{
Game game;
game.init();
game.run();
return 0;
}

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src/util.cpp Normal file
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#include "util.h"
sf::Vector2f getOverlap(const sf::FloatRect first, const sf::FloatRect second)
{
const float deltaX = std::abs(second.position.x - first.position.x);
const float deltaY = std::abs(second.position.y - first.position.y);
const float resultX = (first.size.x + second.size.x) - deltaX;
const float resultY = (first.size.y + second.size.y) - deltaY;
return {resultX, resultY};
}