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path: root/src/versus.c
blob: 33fa944886b016e3ab8fc338569fa87270c55ece (plain) (tree)
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#include "pong.h"

static void game_thread() {
	
}

void versus_main() {
    // Init Player Variables
	struct Players Player;
	Player.Y = 0;
	Player.Score = 0;

	// Init Enemy Variables
	struct Players Enemy;
	Enemy.Y = 0;
	Enemy.Score = 0;
	Enemy.Direction = 0;

    // Init Ball Variables
	struct Balls Ball;
	Ball.X = 1280/2.0f;
	Ball.Y = 720/2.0f;
	Ball.Direction = LEFT;
	Ball.Speed = 3.0f;
	Ball.Angle = 0.0f;

	// Init music
	Mix_Music *Background = Mix_LoadMUS("resources/versus.wav");
	Mix_PlayMusic(Background, -1);
	Mix_VolumeMusic(GlobalSettings.MusicVolume);
    
    // Set Sprites
	Texture2D PaddleSprite = LoadTexture("resources/paddle.png");
	Texture2D BallSprite = LoadTexture("resources/ball.png");

	// Set Collision Boxes
	Player.HitBox = (Rectangle){80, Player.Y, 5, PaddleSprite.height};
	Enemy.HitBox = (Rectangle){1200, Enemy.Y, 5, PaddleSprite.height};
	Ball.HitBox = (Rectangle){Ball.X, Ball.Y, BallSprite.width, BallSprite.height};
	Enemy.BallDetector = (Rectangle){0, Enemy.Y+120, 1280, PaddleSprite.height/5.0f};
    char EnemyScore[50];
    char PlayerScore[50]; // Used later to display score on screen.
    // Init Camera
    Camera2D MainCamera;
        MainCamera.target = (Vector2){0, 0};
        MainCamera.offset = (Vector2){0, 0};
        MainCamera.rotation = 0;
	bool VersusGoing = true;
	Ball.NextTick = 0;
	Enemy.NextTick = 0;
    while(VersusGoing == true && GameGoing == true) {
		
		if (WindowShouldClose()) { //Quit Game if the window is closed.
            GameGoing = false;
        }

		MainCamera.zoom = GetScreenHeight()/720.0f;
		MainCamera.offset = (Vector2){GetScreenWidth()/2.0f, GetScreenHeight()/2.0f};
		MainCamera.target = (Vector2){1280/2.0f, 720/2.0f};

		// Who won?
		if (Enemy.Score >= 5) {
			Mix_HaltMusic();
			Mix_FreeMusic(Background);
			play_audio(STOP_ALL_SOUNDS);
			play_audio(MUSIC_DEFEAT);
			while(!IsKeyDown(KEY_SPACE)) {
				BeginDrawing();
					EnableCursor();
					ClearBackground(BLACK);
					DrawText("You Lose.", 0, 0, 128, RED);
					DrawText("Press space to return to title screen.", 0, 128, 24, WHITE);
				EndDrawing();
			}
			return;
		} else if (Player.Score >= 5) {
			Mix_HaltMusic();
			Mix_FreeMusic(Background);
			play_audio(STOP_ALL_SOUNDS);
			play_audio(MUSIC_VICTORY);
			while(!IsKeyDown(KEY_SPACE)) {
				BeginDrawing();
					EnableCursor();
					ClearBackground(BLACK);
					DrawText("You Win!", 0, 0, 128, BLUE);
					DrawText("Press space to return to title screen.", 0, 128, 24, WHITE);
				EndDrawing();
			}
			return;
		}

		//Controls
		if(IsKeyDown(KEY_UP)) {
			Player.Y -= 10;
		} else if (IsKeyDown(KEY_DOWN)) {
			Player.Y += 10;
		} else if(IsKeyPressed(KEY_ESCAPE)) {
			EnableCursor();
		} else if(IsMouseButtonPressed(MOUSE_BUTTON_LEFT) || IsCursorHidden() == true) {
			Player.Y = GetMouseY()-PaddleSprite.height/2.0f;
			DisableCursor();
		} 
		
		// Leave Game
		if(IsKeyPressed(KEY_Q)) {
			VersusGoing = false;
		}
		
		if(GetMouseY() < 0) {
			SetMousePosition(0, 0);
		} else if(GetMouseY() > 720) {
			SetMousePosition(0, 720);
		}

		//Check if players are off-screen
		if (Player.Y < 0) {
			Player.Y = 0;
		} else if (Player.Y > 480) {
			Player.Y = 480;
		}

		enemy(&Enemy, Ball);
		
		// Collision
		ball(&Player.HitBox, &Enemy.HitBox, &Ball, &Player.Score, &Enemy.Score);

		//Updates hitbox with player's position.
		Player.HitBox.y = Player.Y;

		//Turn Scores into strings.
		snprintf(PlayerScore, 50, "Player: %d", Player.Score);
		snprintf(EnemyScore, 50, "Enemy: %d", Enemy.Score);
		
		BeginDrawing();
			ClearBackground(BLACK);
			DrawFPS(100, 100);
			BeginMode2D(MainCamera);
				DrawRectangle(0, 0, 1280, 720, (Color){20, 20, 20, 255});
				DrawTexture(PaddleSprite, 0, Player.Y, WHITE);
				DrawTexture(PaddleSprite, 1200, Enemy.Y, WHITE);
				DrawTexture(BallSprite, Ball.X, Ball.Y, WHITE);
				DrawText(PlayerScore, 0, 0, 32, BLUE);
				DrawText(EnemyScore, 1130, 688, 32, RED);
			EndMode2D();
		EndDrawing();
	}

	Mix_HaltMusic();
	Mix_FreeMusic(Background);
	play_audio(STOP_ALL_SOUNDS);
    return;
}