feat: basic game structure w/ Ball physics & input handling

This commit is contained in:
Florian Sylvain
2025-05-10 23:08:57 +02:00
parent 5fcac0f157
commit 85551bf8ed
10 changed files with 253 additions and 23 deletions
+87
View File
@@ -0,0 +1,87 @@
#include "Game.hpp"
#include <SFML/Window/Event.hpp>
#include "Ball.hpp"
#include "Constants.hpp"
#include "VectorMath.hpp"
Game::Game() {
m_window.create(sf::VideoMode({Constants::WIDTH, Constants::HEIGHT}),
"SFML Playground");
m_window.setVerticalSyncEnabled(true);
m_timeScale = 1.0f;
m_objects.clear();
m_objects.push_back(std::make_unique<Ball>(
Constants::BALL_RADIUS,
sf::Vector2f(Constants::WIDTH / 2.f, Constants::HEIGHT / 4.f),
sf::Vector2f(400.f, 0.f)));
}
void Game::processKeyPressed(const sf::Event::KeyPressed& keyPressed) {
if (keyPressed.code == sf::Keyboard::Key::Add ||
keyPressed.code == sf::Keyboard::Key::Equal) {
m_timeScale *= 1.1f;
} else if (keyPressed.code == sf::Keyboard::Key::Subtract ||
keyPressed.code == sf::Keyboard::Key::Hyphen) {
m_timeScale /= 1.1f;
if (m_timeScale < 0.1f) m_timeScale = 0.1f;
}
}
void Game::processMousePressed(
const sf::Event::MouseButtonPressed& mousePressed) {
if (mousePressed.button == sf::Mouse::Button::Left) {
handleMouseClick(
sf::Vector2i(mousePressed.position.x, mousePressed.position.y));
}
}
void Game::processEvents() {
while (const std::optional event = m_window.pollEvent()) {
if (event->is<sf::Event::Closed>()) {
m_window.close();
return;
}
if (auto kP = event->getIf<sf::Event::KeyPressed>())
processKeyPressed(*kP);
if (auto mP = event->getIf<sf::Event::MouseButtonPressed>())
processMousePressed(*mP);
}
}
void Game::handleMouseClick(const sf::Vector2i& mousePos) {
auto* ball = dynamic_cast<Ball*>(m_objects[0].get());
if (!ball) return;
sf::Vector2f ballPos = ball->getPosition();
sf::Vector2f mouseWorld(static_cast<float>(mousePos.x),
static_cast<float>(mousePos.y));
sf::Vector2f dir = mouseWorld - ballPos;
dir = VectorMath::normalize(dir);
ball->applyImpulse(2000.f * dir);
}
void Game::update() {
float dt = m_clock.restart().asSeconds() * m_timeScale;
for (auto& object : m_objects) {
object->update(dt);
}
}
void Game::render() {
m_window.clear(sf::Color::Black);
for (auto& object : m_objects) {
object->draw(m_window);
}
m_window.display();
}
void Game::run() {
while (m_window.isOpen()) {
processEvents();
update();
render();
}
}