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pong.rs
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pong.rs
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use ruscii::app::{App, State};
use ruscii::drawing::{Pencil, RectCharset};
use ruscii::gui::FPSCounter;
use ruscii::keyboard::{Key, KeyEvent};
use ruscii::spatial::Vec2;
use ruscii::terminal::{Color, Style, Window};
use rand::{self, prelude::*};
const PAD_HEIGHT: i32 = 3;
struct PlayerState {
pub position: Vec2,
// -1, 0, 1
pub direction: i32,
pub score: usize,
}
struct GameState {
pub dimension: Vec2,
pub left_player: PlayerState,
pub right_player: PlayerState,
pub ball_position: Vec2,
pub ball_speed: Vec2,
}
impl GameState {
pub fn new(dim: Vec2) -> Self {
Self {
dimension: dim,
left_player: PlayerState {
position: Vec2::xy(1, dim.y / 2),
direction: 0,
score: 0,
},
right_player: PlayerState {
position: Vec2::xy(dim.x - 3, dim.y / 2),
direction: 0,
score: 0,
},
ball_position: dim / 2,
ball_speed: Self::random_ball_direction(),
}
}
pub fn random_ball_direction() -> Vec2 {
let mut rng = rand::thread_rng();
let neg_x: bool = rng.gen();
let neg_y: bool = rng.gen();
Vec2::xy(if neg_x { -1 } else { 1 }, if neg_y { -1 } else { 1 })
}
pub fn update(&mut self) {
self.ball_position += self.ball_speed;
if self.left_player.position.y + PAD_HEIGHT < self.dimension.y
&& self.left_player.direction > 0
|| self.left_player.position.y - PAD_HEIGHT > 0 && self.left_player.direction < 0
{
self.left_player.position.y += self.left_player.direction;
}
if self.right_player.position.y + PAD_HEIGHT < self.dimension.y
&& self.right_player.direction > 0
|| self.right_player.position.y - PAD_HEIGHT > 0 && self.right_player.direction < 0
{
self.right_player.position.y += self.right_player.direction;
}
if self.ball_position.y >= self.dimension.y - 1 && self.ball_speed.y > 0 {
self.ball_position.y = self.dimension.y - 1;
self.ball_speed.y = -self.ball_speed.y;
}
if self.ball_position.y <= 0 && self.ball_speed.y < 0 {
self.ball_position.y = 0;
self.ball_speed.y = -self.ball_speed.y;
}
if self.ball_position.x <= self.left_player.position.x + 1
&& self.ball_position.y <= self.left_player.position.y + PAD_HEIGHT
&& self.ball_position.y >= self.left_player.position.y - PAD_HEIGHT
{
self.ball_position.x = self.left_player.position.x + 1;
self.ball_speed.x = -self.ball_speed.x;
}
if self.ball_position.x >= self.right_player.position.x
&& self.ball_position.y <= self.right_player.position.y + PAD_HEIGHT
&& self.ball_position.y >= self.right_player.position.y - PAD_HEIGHT
{
self.ball_position.x = self.right_player.position.x;
self.ball_speed.x = -self.ball_speed.x;
}
if self.ball_position.x <= 0 {
self.right_player.score += 1;
self.ball_position = self.dimension / 2;
self.ball_speed = Self::random_ball_direction();
}
if self.ball_position.x >= self.dimension.x - 1 {
self.left_player.score += 1;
self.ball_position = self.dimension / 2;
self.ball_speed = Self::random_ball_direction();
}
self.left_player.direction = 0;
self.right_player.direction = 0;
}
}
fn main() {
let mut fps_counter = FPSCounter::default();
let mut app = App::default();
let win_size = app.window().size();
let mut state = GameState::new((win_size * 4) / 5);
app.run(|app_state: &mut State, window: &mut Window| {
for key_event in app_state.keyboard().last_key_events() {
match key_event {
KeyEvent::Pressed(Key::Esc) => app_state.stop(),
KeyEvent::Pressed(Key::Q) => app_state.stop(),
_ => (),
}
}
for key_down in app_state.keyboard().get_keys_down() {
match key_down {
Key::W => state.left_player.direction = -1,
Key::S => state.left_player.direction = 1,
Key::O => state.right_player.direction = -1,
Key::L => state.right_player.direction = 1,
_ => (),
}
}
fps_counter.update();
if app_state.step() % 2 == 0 {
state.update();
}
let score_msg = &format!(
"Left score: {} - Right score: {}",
state.left_player.score, state.right_player.score
);
Pencil::new(window.canvas_mut())
.draw_text(&format!("FPS: {}", fps_counter.count()), Vec2::xy(0, 0))
.set_origin(Vec2::xy(
(win_size.x - score_msg.len() as i32) / 2,
(win_size.y - state.dimension.y) / 2 - 1,
))
.draw_text(score_msg, Vec2::xy(0, 0))
.set_origin((win_size - state.dimension) / 2)
.draw_rect(
&RectCharset::simple_round_lines(),
Vec2::zero(),
state.dimension,
)
.draw_vline(
'\'',
Vec2::xy(state.dimension.x / 2, 1),
state.dimension.y - 2,
)
.set_foreground(Color::Blue)
.draw_rect(
&RectCharset::double_lines(),
state.left_player.position - Vec2::y(PAD_HEIGHT),
Vec2::xy(2, PAD_HEIGHT * 2),
)
.set_foreground(Color::Red)
.draw_rect(
&RectCharset::double_lines(),
state.right_player.position - Vec2::y(PAD_HEIGHT),
Vec2::xy(2, PAD_HEIGHT * 2),
)
.set_foreground(Color::Yellow)
.set_style(Style::Bold)
.draw_char('o', state.ball_position);
});
}