Paddle and Ball

This commit is contained in:
2026-04-26 16:33:55 -04:00
parent 745bce5ff4
commit ce6d47845e
3 changed files with 219 additions and 0 deletions

37
include/object.h Normal file
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#ifndef GAME_PADDLE_H
#define GAME_PADDLE_H 1
#include "game.h"
typedef struct {
int column;
int pos;
int height;
char c;
} Paddle;
Paddle CreatePaddle(GameData* gd);
void DrawPaddle(Paddle*);
void MovePaddleUP(Paddle*);
void MovePaddleDown(Paddle*);
typedef struct {
float x;
float y;
int lastCharX;
int lastCharY;
char c;
int visible;
float vx;
float vy;
} Ball;
Ball CreateBall(GameData* gd);
void DrawBall(Ball*);
void UpdateBall(Ball* ball, Paddle* paddle);
int CheckBallLose(GameData* gd,Ball* ball);
int CheckBallCourtChange(GameData* gd,Ball* ball);
void HideBall(Ball* ball);
void ServeBall(Ball* ball, GameData* gd);
#endif

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src/ball.c Normal file
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#include "../include/object.h"
#include <curses.h>
#include <math.h>
Ball CreateBall(GameData* gd)
{
Ball b;
b.visible = false;
b.c = 'O';
b.y = TOP_ROW + 3;
b.x = RIGHT_COL - 3;
b.lastCharX = 0;
b.lastCharY = 0;
b.vx = -0.2;
b.vy = 0.2;
return b;
}
void UpdateBall(Ball* ball, Paddle* p)
{
int x = ball->x;
int y = ball->y;
float nx = ball->x + ball->vx;
float ny = ball->y + ball->vy;
if (floor(ny) == TOP_ROW || floor(ny) == BOT_ROW) {
ball->vy = -ball->vy;
ny = ball->y + ball->vy;
}
if (floor(nx) == p->column) {
if (ny >= p->pos && ny < p->pos + p->height) {
ball->vx = -ball->vx;
nx = ball->x + ball->vx;
}
}
ball->x = nx;
ball->y = ny;
int ncx = ball->x;
int ncy = ball->y;
// if x y changes then re-draw
if (ncx != x || ncy != y)
DrawBall(ball);
}
int CheckBallLose(GameData* gd, Ball* ball)
{
int loseCol = 0;
if (gd->host) {
if (ball->x <= LEFT_COL) {
return true;
}
} else if (ball->x >= RIGHT_COL)
return true;
return false;
}
int CheckBallCourtChange(GameData* gd, Ball* ball)
{
if (gd->host) {
if (ball->x >= RIGHT_COL) {
return true;
}
} else if (ball->x <= LEFT_COL)
return true;
return false;
}
void DrawBall(Ball* ball)
{
int x = ball->x;
int y = ball->y;
char lastChar = mvinch(ball->lastCharY, ball->lastCharX) & A_CHARTEXT;
if (lastChar == ball->c)
mvaddch(ball->lastCharY, ball->lastCharX, ' ');
mvaddch(y, x, ball->c);
ball->lastCharY = y;
ball->lastCharX = x;
refresh();
}
void HideBall(Ball* ball)
{
ball->visible = false;
char lastChar = mvinch(ball->lastCharY, ball->lastCharX) & A_CHARTEXT;
if (lastChar == ball->c)
mvaddch(ball->lastCharY, ball->lastCharX, ' ');
}
void ServeBall(Ball* ball, GameData* gd) {
ball->visible = true;
float middle = TOP_ROW + (BOT_ROW-TOP_ROW)/2;
ball->y = middle;
if (gd->host)
ball->x = RIGHT_COL-2;
else ball->x = LEFT_COL + 2;
ball->vx = -0.2;
ball->vy = 0.2;
if (!gd->host) ball->vx *= -1;
}

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src/paddle.c Normal file
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#include "../include/object.h"
#include <curses.h>
Paddle CreatePaddle(GameData* gd)
{
Paddle p;
GameData data = *gd;
// Set Column
if (data.playerNumber == 0)
p.column = LEFT_COL + 2;
else
p.column = RIGHT_COL - 2;
// Paddle height
p.height = 5;
// Find Middle of screen;
float middle = (BOT_ROW - TOP_ROW) / 2.0f;
middle -= p.height / 2;
// Set Y value to the top of the screen
p.pos = TOP_ROW + middle;
// Set char
p.c = '#';
return p;
}
void DrawPaddle(Paddle* paddle)
{
Paddle p = *paddle;
for (int i = 0; i < p.height; ++i) {
move(p.pos + i, p.column);
addch(p.c);
}
char topchar = mvinch(p.pos - 1, p.column) & A_CHARTEXT;
if (topchar == p.c)
mvaddch(p.pos - 1, p.column, ' ');
char bottomchar = mvinch(p.pos + p.height, p.column) & A_CHARTEXT;
if (bottomchar == p.c)
mvaddch(p.pos + p.height, p.column, ' ');
move(p.pos, p.column);
refresh();
}
void MovePaddleUP(Paddle* paddle)
{
int newPos = paddle->pos - 1;
if (newPos > TOP_ROW) {
paddle->pos = newPos;
}
DrawPaddle(paddle);
}
void MovePaddleDown(Paddle* paddle)
{
int newPos = paddle->pos + 1;
if (newPos + paddle->height <= BOT_ROW) {
paddle->pos = newPos;
}
DrawPaddle(paddle);
}