mirror of
https://gitlab.com/octospacc/MultiSpaccSDK
synced 2025-06-05 22:09:21 +02:00
Update Pong example with border tiles drawing and AI
This commit is contained in:
@ -8,7 +8,9 @@ int scoreDx = 0;
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int ballX;
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int ballY;
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int accelX = 3;
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// NOTE: changing these breaks some logic (mainly AI) on different platforms, should be fixed
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int accelX = 2;
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int accelY = 3;
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int paddleSxY;
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@ -16,7 +18,7 @@ int paddleDxY;
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signed char paddleSxMove = 0;
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signed char paddleDxMove = 0;
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char scoreChar[6];
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//char scoreChar[6];
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MultiSpacc_SurfaceConfig windowConfig = {0};
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MultiSpacc_Window *window;
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@ -26,22 +28,28 @@ MultiSpacc_Surface *tilesImg;
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#define BallSize 8
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#define PaddleWidth 8
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#define PaddleHeightTiles 4
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#define PaddleHeightPx 8*PaddleHeightTiles
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#define PaddleHeightTl 4
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#define PaddleHeightPx 8*PaddleHeightTl
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#define BallTile 128
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#define PaddleTile 129
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#define DivisorTile 130
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#define BorderTile 131
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#define BallSprite 0
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#define PaddleSxSprite 1
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#define PaddleDxSprite 1 + PaddleHeightTiles
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#define PaddleDxSprite 1 + PaddleHeightTl
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#define PaddleSxX PaddleWidth
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#define PaddleDxX windowConfig.width - 2*PaddleWidth
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#define PaddleAccel 4
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#define PaddleMarginXPx 8
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#define PaddleMarginYPx 8
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#define ScreenMarginYPx 8
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// TODO: more defines for frequently-used expressions
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/*{pal:"nes",layout:"nes"}*/
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const char palette[32] = {
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0x0F, // screen
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0x11,0x30,0x27,0x00, // background 0
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@ -54,14 +62,6 @@ const char palette[32] = {
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0x0d,0x27,0x2a, // sprite 3
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};
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const unsigned char paddleMetaSprite[] = {
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0, 0, PaddleTile, 0,
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0, 8, PaddleTile, 0,
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0, 16, PaddleTile, 0,
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0, 24, PaddleTile, 0,
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128
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};
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MultiSpacc_SpritesMap msdata;
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void ResetBall(void)
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@ -70,10 +70,15 @@ void ResetBall(void)
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ballY = windowConfig.height/2;
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}
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void UpdateBall(void)
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void AccelerateBall(void)
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{
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ballX += accelX;
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ballY += accelY;
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}
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void UpdateBall(void)
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{
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AccelerateBall();
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if( ballX <= 0-BallSize )
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{
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@ -88,66 +93,86 @@ void UpdateBall(void)
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#define IsTouchingPaddleSx ( ballX >= PaddleSxX-BallSize && ballX <= PaddleSxX+BallSize && ballY >= paddleSxY-BallSize && ballY <= paddleSxY+PaddleHeightPx )
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#define IsTouchingPaddleDx ( ballX >= PaddleDxX-BallSize && ballX <= PaddleDxX+BallSize && ballY >= paddleDxY-BallSize && ballY <= paddleDxY+PaddleHeightPx )
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if( IsTouchingPaddleSx || IsTouchingPaddleDx )
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{
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// idk what I did there but it's working to add some variety to the bounce angles
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if( accelX > 0 || abs( ballY - paddleSxY+PaddleHeightPx ) > PaddleHeightPx/4 )
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{
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++accelX;
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}
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else if( accelX < 0 || abs( ballY - paddleDxY+PaddleHeightPx ) > PaddleHeightPx/4 )
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{
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++accelY;
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}
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accelX *= -1;
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ballX += accelX;
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ballY += accelY;
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AccelerateBall();
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}
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// TODO: fix collision with upper borders of paddle, currently too aggressive and also broken? disabling everything makes the ball stick to paddles tho --- edit: with current setup it's kinda better but can still get stuck near the bottom/top of the screen and between paddle and side border, should fix (simply: don't allow paddle or ball near the very bottom of screen, put a mini-wall)
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if( ballY <= 0 || ballY >= (windowConfig.height - BallSize) || (IsTouchingPaddleSx && ballX >= PaddleSxX && ballX <= PaddleSxX+BallSize) || (IsTouchingPaddleDx && ballX >= PaddleDxX && ballX <= PaddleDxX+BallSize) )
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#define IsTouchingFieldTop ( ballY <= 0+ScreenMarginYPx+PaddleMarginYPx )
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#define IsTouchingFieldBottom ( ballY >= windowConfig.height-ScreenMarginYPx-PaddleMarginYPx-BallSize )
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#define IsTouchingPaddleAngle ( (IsTouchingPaddleSx && ballX >= PaddleSxX && ballX <= PaddleSxX+BallSize) || (IsTouchingPaddleDx && ballX >= PaddleDxX && ballX <= PaddleDxX+BallSize) )
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if( IsTouchingFieldTop || IsTouchingFieldBottom )
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{
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accelY *= -1;
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ballX += accelX;
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ballY += accelY;
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AccelerateBall();
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if( IsTouchingPaddleAngle )
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{
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AccelerateBall();
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}
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}
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}
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void UpdatePlayer(void)
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{
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// if (paddleSxMove == -1)
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// {
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// paddleSxY -= PaddleAccel;
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// paddleSxMove = 0;
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// }
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// else if (paddleSxMove == +1)
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// {
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// paddleSxY += PaddleAccel;
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// paddleSxMove = 0;
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// }
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paddleSxY += PaddleAccel*paddleSxMove;
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paddleSxMove = 0;
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}
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// TODO: fix this, it breaks when all conditions mentioned in other places change, and it gets always worse (moves relatively too slow) the larger the screen is
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void UpdateCpuPlayer(void)
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{
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#define PaddleDxYCenter paddleDxY+PaddleHeightPx/2
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if( accelX <= 0 )
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// ball is going left, recenter CPU paddle
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{
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if( paddleDxY < windowConfig.height/2 )
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{
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paddleDxY += PaddleAccel;
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}
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else if( paddleDxY > windowConfig.height/2 )
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if( paddleDxY > windowConfig.height/2 )
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{
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paddleDxY -= PaddleAccel;
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}
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else if( paddleDxY < windowConfig.height/2 )
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{
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paddleDxY += PaddleAccel;
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}
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}
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else if( rand() % PaddleAccel != 1 )
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else if( rand() % 3*PaddleAccel < 2*PaddleAccel )
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// if CPU is lucky, it can get close to the ball coming right (note: works good only with these values...)
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{
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if ( PaddleDxYCenter < ballY )
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{
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paddleDxY += PaddleAccel;
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}
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else if ( PaddleDxYCenter > ballY )
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if ( PaddleDxYCenter > ballY && paddleDxY > 0+ScreenMarginYPx+PaddleMarginYPx+BallSize )
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{
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paddleDxY -= PaddleAccel;
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}
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else if ( PaddleDxYCenter < ballY && paddleDxY < windowConfig.height-ScreenMarginYPx-PaddleMarginYPx-PaddleHeightPx-BallSize )
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{
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paddleDxY += PaddleAccel;
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}
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}
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}
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bool PollPlayerPaddle(void)
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{
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if( paddleSxY > 0+ScreenMarginYPx+PaddleMarginYPx+BallSize && MultiSpacc_CheckKey( MultiSpacc_Key_Up, 0 ) )
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{
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paddleSxMove = -1;
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}
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else if( paddleSxY < windowConfig.height-ScreenMarginYPx-PaddleMarginYPx-PaddleHeightPx-BallSize && MultiSpacc_CheckKey( MultiSpacc_Key_Down, 0 ) )
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{
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paddleSxMove = +1;
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}
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}
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// TODO: the ball bouncing should be more varied, the AI should work better with different parameters
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bool FixedUpdate( void *args )
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{
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if(!paused)
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@ -159,6 +184,25 @@ bool FixedUpdate( void *args )
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return true;
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}
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// TODO: flip needed sprites, must implement flags in MultiSpacc API first
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// TODO: set metatile without cycle here
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bool DisplayBorders(void)
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{
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int i;
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for( i=1; i<(windowConfig.height/8 - 1); i++ )
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{
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MultiSpacc_SetTile( windowConfig.width/8/2 , i, DivisorTile, tilesImg, background );
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MultiSpacc_SetTile( windowConfig.width/8/2 - 1, i, DivisorTile, tilesImg, background );
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}
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for( i=0; i<windowConfig.width/8; i++ )
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{
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MultiSpacc_SetTile( i, 1, BorderTile, tilesImg, background );
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MultiSpacc_SetTile( i, windowConfig.height/8 - 2, BorderTile, tilesImg, background );
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}
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}
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bool RealUpdate( void *args, double deltaTime )
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{
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if(!paused)
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@ -168,29 +212,24 @@ bool RealUpdate( void *args, double deltaTime )
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MultiSpacc_SetSprite( BallSprite, ballX+accelX*deltaTime, ballY+accelY*deltaTime, BallTile, tilesImg, screen );
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#define PaddleSxYDisplay (paddleSxY + PaddleAccel*paddleSxMove*deltaTime)
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#define PaddleDxYDisplay (paddleDxY + PaddleAccel*paddleDxMove*deltaTime)
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MultiSpacc_SetMetaSprite( PaddleSxSprite, PaddleSxX, PaddleSxYDisplay, &msdata, PaddleHeightTiles, tilesImg, screen );
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MultiSpacc_SetMetaSprite( PaddleDxSprite, PaddleDxX, PaddleDxYDisplay, &msdata, PaddleHeightTiles, tilesImg, screen );
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#define PaddleAccelDelta PaddleAccel*deltaTime
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#define PaddleSxYDisplay (paddleSxY + paddleSxMove*PaddleAccelDelta)
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#define PaddleDxYDisplay (paddleDxY + paddleDxMove*PaddleAccelDelta)
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MultiSpacc_SetMetaSprite( PaddleSxSprite, PaddleSxX, PaddleSxYDisplay, &msdata, PaddleHeightTl, tilesImg, screen );
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MultiSpacc_SetMetaSprite( PaddleDxSprite, PaddleDxX, PaddleDxYDisplay, &msdata, PaddleHeightTl, tilesImg, screen );
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//RefreshScore():
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//itoa(scoreSx, scoreChar, 10);
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//MultiSpacc_PrintText( scoreChar, screen, &windowConfig, 1, 1, tilesImg );
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//itoa(scoreDx, scoreChar, 10);
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//MultiSpacc_PrintText( scoreChar, screen, &windowConfig, windowConfig.width/8-6, 1, tilesImg );
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if( paddleSxY > 0 && MultiSpacc_CheckKey( MultiSpacc_Key_Up, 0 ) )
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{
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paddleSxMove = -1;
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}
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else if( paddleSxY < windowConfig.height-PaddleHeightPx && MultiSpacc_CheckKey( MultiSpacc_Key_Down, 0 ) )
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{
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paddleSxMove = +1;
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}
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PollPlayerPaddle();
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}
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// TODO: listen for OS terminate signal
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// TODO: fix SDL not waiting for key release with inputs checked this way
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// TODO: proper pause menu
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// TODO: proper pause menu?
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if( MultiSpacc_CheckKey( MultiSpacc_Key_Pause, 0 ) )
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{
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if(!paused)
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@ -216,14 +255,14 @@ bool RealUpdate( void *args, double deltaTime )
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int main( int argc, char *argv[] )
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{
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int chr[] = { 129, 129, 129, 129 };
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int chr[] = { PaddleTile, PaddleTile, PaddleTile, PaddleTile };
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int x[] = { 0, 0, 0, 0 };
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int y[] = { 0, 8, 16, 24 };
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msdata.chr = chr;
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msdata.x = x;
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msdata.y = y;
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windowConfig.width = 256;
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windowConfig.width = 320;
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windowConfig.height = 240;
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windowConfig.bits = 16;
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memcpy( windowConfig.palette, palette, 32 );
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@ -248,9 +287,10 @@ int main( int argc, char *argv[] )
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return -1;
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}
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DisplayBorders();
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ResetBall();
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paddleSxY = windowConfig.height/2 - 24;
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paddleDxY = windowConfig.height/2 - 24;
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paddleSxY = windowConfig.height/2 - PaddleHeightPx;
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paddleDxY = windowConfig.height/2 - PaddleHeightPx;
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return MultiSpacc_SetMainLoop( FixedUpdate, RealUpdate, NULL );
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}
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