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scoutgamebutraylib.cpp
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scoutgamebutraylib.cpp
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#include <iostream>
#include <raylib.h>
/*
last update: Scoring, text, working on clicker powerup
Final update: Ended the game, optimized ai, no powerups, lost or win at 12, good times were had making this game
*/
int pscore;
int enemyscore;
class Ball {
public:
float x, y;
float speedx, speedy;
int radius;
Ball() : radius(10), speedx(3), speedy(3), x(GetScreenWidth() / 2), y(GetScreenHeight() / 2) {}
virtual void Draw() {
DrawCircle(x, y, radius, RED);
}
virtual void Update() {
x += speedx;
y += speedy;
if (y + radius >= GetScreenHeight() || y - radius <= 0) {
speedy *= -1;
}
/*if (x + radius >= GetScreenWidth() || x - radius <= 0) {
speedx *= -1;
}*/
if (x + radius >= GetScreenWidth()) {
pscore += 1;
speedx *= -1;
}
else if (x - radius <= 0) {
enemyscore += 1;
speedx *= -1;
}
}
};
class Paddle {
public:
float w, h;
float speed;
float x, y;
Paddle() : w(10), h(50), speed(7), x(0), y(0) {}
void Draw() {
DrawRectangle(x, y, w, h, RED);
}
void Update() {
if (IsKeyDown(KEY_W)) {
y -= speed;
}
if (IsKeyDown(KEY_S)) {
y += speed;
}
if (y < 0) {
y = 0;
}
if (y + h > GetScreenHeight()) {
y = GetScreenHeight() - h;
}
}
};
class Enemy {
public:
float w, h;
float speed;
float x, y;
Enemy() : w(10), h(50), speed(2.7), x(0), y(0) {}
void Draw() {
DrawRectangle(x, y, w, h, RED);
}
void Update(float ballY) {
//follow the ypos of the ball
if (y < ballY) {
y += speed;
}
if (y > ballY) {
y -= speed;
}
// Boundary checks
if (y < 0) {
y = 0;
}
if (y + h > GetScreenHeight()) {
y = GetScreenHeight() - h;
}
}
};
Paddle player;
Enemy badpaddle;
Ball currentball;
bool gameover = false;
int main() {
InitWindow(600, 600, "Pong: The Beginning");
currentball.x = GetScreenWidth() / 2;
currentball.y = GetScreenHeight() / 2;
badpaddle.x = GetScreenWidth() - 25;
badpaddle.y = (GetScreenHeight() / 2) - 25;
player.x = 15;
player.y = (GetScreenHeight() / 2) - 25;
SetTargetFPS(60);
while (!WindowShouldClose()) {
if (gameover == false) {
BeginDrawing();
if (CheckCollisionCircleRec(Vector2{ currentball.x, currentball.y }, currentball.radius, Rectangle{ player.x, player.y, player.w, player.h })) {
currentball.speedx *= -1;
}
if (CheckCollisionCircleRec(Vector2{ currentball.x, currentball.y }, currentball.radius, Rectangle{ badpaddle.x, badpaddle.y })) {
currentball.speedx *= -1;
}
currentball.Update();
if (pscore >= 12 || enemyscore >= 12) {
gameover = true;
}
player.Update();
badpaddle.Update(currentball.y);
if (IsKeyDown(KEY_I)) {
currentball.speedx += 1;
currentball.speedy += 1;
}
ClearBackground(BLUE);
currentball.Draw();
badpaddle.Draw();
player.Draw();
DrawText(TextFormat("You: %i", pscore), 25, 25, 25, BLACK);
DrawText(TextFormat("Me: %i", enemyscore), GetScreenWidth() - 100, 25, 25, BLACK);
EndDrawing();
}
else if (gameover == true && pscore > enemyscore) {
BeginDrawing();
ClearBackground(GREEN);
DrawText("You Win", 300, 300, 40, BLACK);
EndDrawing();
}
else if (gameover == true && pscore < enemyscore) {
BeginDrawing();
ClearBackground(RED);
DrawText("YOU LOSE LOL", 150, 300, 40, BLACK);
EndDrawing();
}
}
CloseWindow();
return 0;
}