charcoal/Example/MyPongScene.cpp
elipzer 56af508ef4 Bouncing works... Kindof...
Need to fix for bottom and left cases
2018-10-17 19:53:36 -04:00

131 lines
4.0 KiB
C++

#include "MyPongScene.h"
#include <charcoal/constants.h>
#include <charcoal-builtin/MeshGenerator.h>
#include <charcoal-builtin/GLUtil.h>
#define OUTLINE_THICKNESS 25.0f
#define OUTLINE_OFFSET 25.0f
#define OUTLINE_INWARDS OUTLINE_OFFSET + OUTLINE_THICKNESS
#define PADDLE_THICKNESS 25.0f
#define PADDLE_HEIGHT 150.0f
#define BALL_THICKNESS 25.0f
#define HALF_BALL_THICKNESS 12.5f
#define PADDLE_SPEED 5.0f
MyPongScene::MyPongScene(Application& application)
: Scene(application),
m_outline_column(meshgenerator::gen_rect_p<basic::Vertex, basic::Index>(DRAW_TRIANGLES, m_screen_size.x - 2 * OUTLINE_THICKNESS, OUTLINE_THICKNESS), DRAW_TRIANGLES),
m_outline_row(meshgenerator::gen_rect_p<basic::Vertex, basic::Index>(DRAW_TRIANGLES, OUTLINE_THICKNESS, m_screen_size.y - 2 * OUTLINE_THICKNESS), DRAW_TRIANGLES),
m_ball(meshgenerator::gen_rect_p<basic::Vertex, basic::Index>(DRAW_TRIANGLES, BALL_THICKNESS, BALL_THICKNESS), DRAW_TRIANGLES),
m_paddle(meshgenerator::gen_rect_p<basic::Vertex, basic::Index>(DRAW_TRIANGLES, PADDLE_THICKNESS, PADDLE_HEIGHT), DRAW_TRIANGLES),
m_outline_column_batch(&m_outline_column, 2),
m_outline_row_batch(&m_outline_row, 2),
m_ball_batch(&m_ball, 1),
m_paddle_batch(&m_paddle, 2),
m_outline_top_pose(glm::vec3(0.0f, (m_screen_size.y - OUTLINE_THICKNESS) / 2.0f - OUTLINE_OFFSET, 0.0f)),
m_outline_bottom_pose(glm::vec3(0.0f, -((m_screen_size.y - OUTLINE_THICKNESS) / 2.0f - OUTLINE_OFFSET), 0.0f)),
m_outline_left_pose(glm::vec3(-((m_screen_size.x - OUTLINE_THICKNESS) / 2.0f - OUTLINE_OFFSET), 0.0f, 0.0f)),
m_outline_right_pose(glm::vec3((m_screen_size.x - OUTLINE_THICKNESS) / 2.0f - OUTLINE_OFFSET, 0.0f, 0.0f)),
m_ball_pose(glm::vec3(0.0f, 0.0f, 0.0f)),
m_paddle_left_pose(glm::vec3(-(m_screen_size.x / 2.0f - OUTLINE_INWARDS - 3.5f * PADDLE_THICKNESS), 0.0f, 0.0f)),
m_paddle_right_pose(glm::vec3(m_screen_size.x / 2.0f - OUTLINE_INWARDS - 3.5f * PADDLE_THICKNESS, 0.0f, 0.0f)),
m_camera(m_screen_size)
{
m_pipeline.add_batch(&m_outline_column_batch);
m_pipeline.add_batch(&m_outline_row_batch);
m_pipeline.add_batch(&m_ball_batch);
m_pipeline.add_batch(&m_paddle_batch);
m_pipeline.set_camera(&m_camera);
}
void MyPongScene::init()
{
// Batches
m_outline_column_batch.init();
m_outline_row_batch.init();
m_ball_batch.init();
m_paddle_batch.init();
// Set these once here since they will never change
m_outline_column_batch.reset_rendered();
m_outline_column_batch.add_rendered(m_outline_top_pose);
m_outline_column_batch.add_rendered(m_outline_bottom_pose);
m_outline_row_batch.reset_rendered();
m_outline_row_batch.add_rendered(m_outline_left_pose);
m_outline_row_batch.add_rendered(m_outline_right_pose);
// Ball
m_ball_speed = 250.0f;
m_ball_direction = glm::normalize(glm::vec2(1.0f, 1.0f));
}
void MyPongScene::update(float delta_time, clock_t clock)
{
m_ball_pose.translate(glm::vec3(m_ball_direction * m_ball_speed * delta_time, 0.0f));
vec3 ball_position = m_ball_pose.get_position();
// Bounce Top and Bottom
if (ball_position.y + HALF_BALL_THICKNESS + OUTLINE_INWARDS > m_screen_size.y / 2.0f)
{
m_ball_direction.y = -glm::abs(m_ball_direction.y);
}
if (ball_position.y - HALF_BALL_THICKNESS - OUTLINE_INWARDS < -m_screen_size.y / 2.0f)
{
m_ball_direction.y = glm::abs(m_ball_direction.y);
}
// Bounce Left Right (temp)
if (ball_position.x + HALF_BALL_THICKNESS + OUTLINE_INWARDS > m_screen_size.x / 2.0f)
{
m_ball_direction.x = -glm::abs(m_ball_direction.x);
}
if (ball_position.x - HALF_BALL_THICKNESS - OUTLINE_INWARDS < -m_screen_size.x / 2.0f)
{
m_ball_direction.x = glm::abs(m_ball_direction.x);
}
m_ball_batch.reset_rendered();
m_ball_batch.add_rendered(m_ball_pose);
m_paddle_batch.reset_rendered();
m_paddle_batch.add_rendered(m_paddle_left_pose);
m_paddle_batch.add_rendered(m_paddle_right_pose);
}
void MyPongScene::prerender()
{
m_camera.prerender();
m_outline_column_batch.prerender();
m_outline_row_batch.prerender();
m_ball_batch.prerender();
m_paddle_batch.prerender();
}
void MyPongScene::render()
{
glutil::clear_screen();
m_pipeline.render();
}