use cat_box::{get_keyboard_state, physics::check_for_collision, Game, Sprite}; use sdl2::keyboard::Scancode; use std::time::Instant; mod ball; #[derive(Copy, Clone, Debug, Eq, PartialEq)] enum Direction { Up, Down, Still, } const CORNER: i32 = 37 / 2; fn main() { let game = Game::new("pingPong", 500, 500); let mut ball = ball::Ball::new(250, 250); let paddle_bytes = include_bytes!("../paddle.png"); let mut paddle = Sprite::from_bytes(paddle_bytes, 37, 250 - CORNER).unwrap(); let mut paddle_enemy = Sprite::from_bytes(paddle_bytes, 500 - 37, 250 - CORNER).unwrap(); let mut held = true; let mut dir = Direction::Still; let mut dir_enemy = Direction::Still; let mut now = Instant::now(); // FPS COUNTER let mut now2 = Instant::now(); let mut counter = 0; game.run(|ctx| { ctx.set_background_colour(0, 0, 0); let (x_player, y_player) = paddle.position().into(); let (x_enemy, y_enemy) = paddle_enemy.position().into(); let (x_ball, y_ball) = ball.sprite.position().into(); let keys = get_keyboard_state(ctx).keys; for key in &keys { match key { Scancode::W | Scancode::Up => { dir = Direction::Up; held = true; } Scancode::S | Scancode::Down => { dir = Direction::Down; held = true; } _ => { dir = Direction::Still; held = false; } }; } if y_enemy < y_ball { dir_enemy = Direction::Down; } if y_enemy > y_ball { dir_enemy = Direction::Up; } if now.elapsed().as_millis() >= 10 { if check_for_collision(&paddle, &ball.sprite) { if dir == Direction::Up { ball.vel_y += 1; } if dir == Direction::Down { ball.vel_y -= 1; } ball.vel_x *= -1; ball.vel_y *= -1; } if check_for_collision(&paddle_enemy, &ball.sprite) { if dir_enemy == Direction::Up { ball.vel_y += 1; } if dir_enemy == Direction::Down { ball.vel_y -= 1; } ball.vel_x *= -1; ball.vel_y *= -1; } if y_ball < 0 || y_ball > 500 { ball.vel_y *= -1; } if x_ball < 0 || x_ball > 500 { ball.sprite.set_position((250,250)); ball.vel_x = ball.vel_x * -1 - 1; ball.vel_y = ball.vel_y * -1 - 1; } ball.sprite.translate((ball.vel_x, ball.vel_y)); } if now.elapsed().as_millis() >= 10 { if (y_enemy - CORNER) < 0 { dir_enemy = Direction::Still; paddle_enemy.set_position((x_enemy, 1 + CORNER)); } else if (y_player + CORNER) > 500 { dir_enemy = Direction::Still; paddle_enemy.set_position((x_enemy, 500 - CORNER)); } match dir_enemy { Direction::Up => { paddle_enemy.translate((0, 2)); } Direction::Down => { paddle_enemy.translate((0, -2)); } _ => (), }; } if now.elapsed().as_millis() >= 10 { if (y_player - CORNER) < 0 { dir = Direction::Still; paddle.set_position((x_player, 1 + CORNER)); } else if (y_player + CORNER) > 500 { dir = Direction::Still; paddle.set_position((x_player, 500 - CORNER)); } if held { match dir { Direction::Up => { paddle.translate((0, 2)); } Direction::Down => { paddle.translate((0, -2)); } _ => (), }; } now = Instant::now(); } // FPS COUNTER STUFF if now2.elapsed().as_millis() >= 1000 { println!("{counter}"); counter = 0; now2 = Instant::now(); } counter += 1; ball.sprite.draw(ctx).unwrap(); paddle.draw(ctx).unwrap(); paddle_enemy.draw(ctx).unwrap(); }) .unwrap(); }