fix: better speed + random initial direction
This commit is contained in:
15
main.cpp
15
main.cpp
@@ -3,7 +3,10 @@
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#include <SDL3/SDL_events.h>
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#include <SDL3/SDL_events.h>
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#include <SDL3/SDL_keyboard.h>
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#include <SDL3/SDL_keyboard.h>
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#include <SDL3/SDL_thread.h>
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#include <SDL3/SDL_thread.h>
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#include <cstdlib>
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#include <stdio.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <ctime>
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#include <math.h>
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#include <math.h>
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#include <GLES3/gl3.h>
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#include <GLES3/gl3.h>
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@@ -40,7 +43,7 @@ static float ballVelY = 0.5f;
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static float ballSpeed = 600.f;
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static float ballSpeed = 600.f;
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static float ballAccel = 25.f;
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static float ballAccel = 25.f;
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static float opponentSpeed = 450.f;
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static float opponentSpeed = 1200.f;
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static float opponentVelY = 0.f;
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static float opponentVelY = 0.f;
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const char* vShader = "#version 300 es\n"
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const char* vShader = "#version 300 es\n"
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@@ -175,6 +178,8 @@ static Rect opponent(
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bool paused = true;
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bool paused = true;
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extern "C" int APP_MAIN(int argc, char **argv) {
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extern "C" int APP_MAIN(int argc, char **argv) {
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srand(time(NULL));
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SDL_SetAppMetadata("Example Renderer Primitives", "1.0", "com.example.renderer-primitives");
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SDL_SetAppMetadata("Example Renderer Primitives", "1.0", "com.example.renderer-primitives");
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SDL_SetHint(SDL_HINT_ORIENTATIONS, "LandscapeLeft LandscapeRight");
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SDL_SetHint(SDL_HINT_ORIENTATIONS, "LandscapeLeft LandscapeRight");
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@@ -269,8 +274,16 @@ extern "C" int APP_MAIN(int argc, char **argv) {
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}
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}
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if (paused && event.type == SDL_EVENT_KEY_DOWN && event.key.key == SDLK_SPACE) {
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if (paused && event.type == SDL_EVENT_KEY_DOWN && event.key.key == SDLK_SPACE) {
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paused = false;
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paused = false;
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ball.x = SCREEN_WIDTH / 2 - BALL_SIZE / 2;
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ball.y = SCREEN_HEIGHT / 2 - BALL_SIZE / 2;
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ballVelX = ((float)rand() / (float)RAND_MAX) * 2.f - 1.f;
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ballVelY = ((float)rand() / (float)RAND_MAX) * 2.f - 1.f;
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} else if (paused && event.type == SDL_EVENT_FINGER_UP) {
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} else if (paused && event.type == SDL_EVENT_FINGER_UP) {
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paused = false;
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paused = false;
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ball.x = SCREEN_WIDTH / 2 - BALL_SIZE / 2;
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ball.y = SCREEN_HEIGHT / 2 - BALL_SIZE / 2;
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ballVelX = (float)rand() / (float)RAND_MAX * 2 - 1;
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ballVelY = (float)rand() / (float)RAND_MAX * 2 - 1;
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}
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}
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}
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}
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