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4e417f5
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master
Blinker
src
common
Pong.h
fix comment
Stefan Schuermans
commited
4e417f5
at 2019-07-07 18:03:37
Pong.h
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/* Blinker Copyright 2011-2019 Stefan Schuermans <stefan@blinkenarea.org> Copyleft GNU public license - http://www.gnu.org/copyleft/gpl.html a blinkenarea.org project */ #ifndef BLINKER_PONG_H #define BLINKER_PONG_H #include <string> #include <vector> #include <BlinkenLib/BlinkenFrame.h> #include "Color.h" #include "ColorFile.h" #include "File.h" #include "Format.h" #include "FormatFile.h" #include "Game.h" #include "Mgrs.h" #include "Module.h" #include "NameFile.h" #include "OpConn.h" #include "OpConnIf.h" #include "OpReqIf.h" #include "OutStreamFile.h" #include "Time.h" #include "TimeCallee.h" #include "UIntFile.h" namespace Blinker { /// pong game class Pong: public Game, public OpReqIf { public: /** * @brief constructor * @param[in] name module name * @param[in] mgrs managers * @param[in] dirBase base directory */ Pong(const std::string &name, Mgrs &mgrs, const Directory &dirBase); /// virtual destructor virtual ~Pong(); private: /// copy constructor disabled Pong(const Pong &that); /// assignment operator disabled const Pong & operator=(const Pong &that); public: /// check for update of configuration (derived game), return true on update virtual bool updateConfigGame(); /** * @brief check if accepting new operator connection is possible * @param[in] name operator interface name * @return if accepting new connection is possible */ virtual bool acceptNewOpConn(const std::string &name); /** * @brief new operator connection * @param[in] name operator interface name * @param[in] pConn operator connection object * * The new connection may not yet be used for sending inside this callback. */ virtual void newOpConn(const std::string &name, OpConn *pConn); /** * @brief key command received on operator connection * @param[in] pConn operator connection object * @param[in] key key that was pressed */ virtual void opConnRecvKey(OpConn *pConn, char key); /** * @brief play command received on operator connection * @param[in] pConn operator connection object * @param[in] sound name of sound to play */ virtual void opConnRecvPlay(OpConn *pConn, const std::string &sound); /** * @brief operator connection is closed * @param[in] pConn operator connection object * * The connection may not be used for sending any more in this callback. */ virtual void opConnClose(OpConn *pConn); protected: /// re-initialize game (e.g. due to config change) virtual void reinitialize(); /// redraw current game image, expected to call sendFrame() at end virtual void redraw(); /// process next time step of game virtual void timeStep(); /** * @brief process key received from phone player * @param[in] key received key from player * @param[in,out] padPosY y position of player's pad */ void processKey(char key, int &padPosY); /** * @brief delay processing for computer players * @param[in,out] delay delay variable of computer player * @return whether computer player is allowed to move */ bool computerDelay(int &delay) const; /** * @brief computation of ideal pad position for computer players * @param[in] padBallX x coordinate of position of ball when hitting the pad * @param[in] padY current y coordinate of pad * @param[out] padYmin minimum ideal y position of pad * @param[out] padYmax maximum ideal y position of pad */ void computerComputePadPos(int padBallX, int padY, int &padYmin, int &padYmax) const; /** * @brief move pad for computer players * @param[in] padYmin minimum desired y position of pad * @param[in] padYmax maximum desired y position of pad * @param[in,out] padPosY y position of pad */ void computerMovePad(int padYmin, int padYmax, int &padPosY) const; /// computer player for left pad void computerLeft(); /// computer player for right pad void computerRight(); /// bounce ball void bounceBall(); /// bounce ball at sides void bounceBallSide(); /// bounce ball at left pad void bounceBallLeft(); /// bounce ball at right pad void bounceBallRight(); /// detect goal void detectGoal(); /// set time for next time step of game - or unset if not needed void planTimeStep(); /// start ball void startBall(); /// game over: close player connections and deactivate void gameOver(); protected: /// descriptor for delay value static ValueDescr const c_delayDescr; /// descriptor for maximum score value static ValueDescr const c_maxScoreDescr; /// operator connection name suffix for left player's connection static std::string const c_opConnSuffixLeft; /// operator connection name suffix for right player's connection static std::string const c_opConnSuffixRight; ColorFile m_fileBallColor; ///< color file for ball color ColorFile m_fileLineColor; ///< color file for center line ColorFile m_filePadColor; ///< color file for phone player pad ColorFile m_fileComputerColor; ///< color file for computer player pad ColorFile m_fileScoreColor; ///< color file for score when ball is moving ColorFile m_fileGoalColor; ///< color file for score during goal UIntFile m_fileDelay; ///< file for initial delay in ms per frame UIntFile m_fileMaxScore; ///< file for maximum score (end of game) NameFile m_fileLeftPlayerSound; ///< "left player" sound name file NameFile m_fileRightPlayerSound; ///< "right player" sound name file NameFile m_fileScoreSound; ///< "you scored" sound name file NameFile m_fileOtherScoreSound; ///< "other player scored" sound name file NameFile m_fileWinSound; ///< "you win" sound name file NameFile m_fileLoseSound; ///< "you lose" sound name file ColorData m_ballColor; ///< ball color ColorData m_lineColor; ///< center line color ColorData m_padColor; ///< phone player pad color ColorData m_computerColor; ///< computer player pad color ColorData m_scoreColor; ///< score color when ball is moving ColorData m_goalColor; ///< score color during goal unsigned int m_delay; ///< initial delay in ms per frame (ball speed) unsigned int m_maxScore; ///< maximum score (end of game) OpConn *m_pConnLeft; ///< operator connection left player (or NULL) OpConn *m_pConnRight; ///< operator connection right player (or NULL) int m_ballPosX; ///< ball position X int m_ballPosY; ///< ball position Y int m_ballDirX; ///< ball direction X int m_ballDirY; ///< ball direction Y int m_padSize; ///< size of player pads int m_leftPosY; ///< position of top pixel of left pad int m_rightPosY; ///< position of top pixel of right pad int m_leftDelay; ///< delay for computer moving left pad int m_rightDelay; ///< delay for computer moving right pad int m_goalDelay; ///< delay after goal (blinking ball) int m_bounceCnt; ///< how often the current ball bounced at pad int m_scoreLeft; ///< score of left player int m_scoreRight; ///< score of right player }; // class Pong } // namespace Blinker #endif // #ifndef BLINKER_PONG_H