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tasks.c
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tasks.c
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/**
@file tasks.h
@author Alejandro Ambroa
@date 1 Oct 2017
@brief Tasks for all game logic.
*/
#include "tasks.h"
#include "pong3d.h"
#include "renderer.h"
#include "screens.h"
#include "sound.h"
#include <math.h>
#include <stdbool.h>
#include <stdlib.h>
#include <time.h>
float to_position[2] = { 0, 0 };
int framesToPosition = 0;
bool lookDesviation = false;
float overlay_fadeout;
int overlay_fadeout_frames;
float overlay_fadeout_alpha;
int player_score = 0;
int opponent_score = 0;
int balls = BALLS;
float ball_speed_vector[3];
bool resetFramesCounter = true;
int fps_inc = FPS;
bool equals(float a, float b)
{
return (bool)(fabs(a - b) <= ball.width);
}
int start_screen_task()
{
return 0;
}
int loading_players_task(int elapsedFrames)
{
if (elapsedFrames == 0) {
// overlay fading out velocity
overlay_fadeout_frames = (int)(FPS * 0.3f);
overlay_fadeout = OVERLAY_ALPHA / overlay_fadeout_frames;
overlay_fadeout_alpha = overlay_fadeout;
loading_players_screen_set_overlay(overlay_fadeout_alpha);
}
if (elapsedFrames <= overlay_fadeout_frames) {
overlay_fadeout_alpha += overlay_fadeout;
loading_players_screen_set_overlay(overlay_fadeout_alpha);
} else {
play_start_sound();
sys_show_cursor(0);
player_score = 0;
opponent_score = 0;
balls = BALLS;
change_state(PLAYER_SERVICE);
}
return 0;
}
static void set_initial_ball_velocity()
{
srand((unsigned int)time(NULL));
// 4 is a magic number
ball_speed_vector[0] = ((rand() % 1) ? 1.0f : -1.0f) * stage.width / (FPS * (4 + rand() % 1));
ball_speed_vector[1] = ((rand() % 1) ? 1.0f : -1.0f) * stage.height / (FPS * (4 + rand() % 1));
ball_speed_vector[2] = -stage.large / FPS * INITIAL_VELOCITY_FACTOR;
fps_inc = FPS;
}
int player_service_task(int elapsedFrames, int pendingEvent, SysEvent* event)
{
if (elapsedFrames == 0) {
set_initial_ball_velocity();
reset_ball_position();
reset_player_stick_position();
reset_opponent_stick_position();
sys_mouse_center(WINDOW_WIDTH, WINDOW_HEIGHT);
balls--;
}
if (pendingEvent) {
if (event->type == MOUSELBUTTONUP && ball_in_player_stick()) {
change_state(PLAYER_RETURN);
play_player_pong_sound();
}
}
return 0;
}
/**
Main game logic.
*/
int playing_task(int elapsedFrames)
{
float hit_wall_vector[3];
int resetFrames = 0;
if (ball_hit_wall(hit_wall_vector, &stage, &ball)) {
ball_speed_vector[0] *= hit_wall_vector[0];
ball_speed_vector[1] *= hit_wall_vector[1];
play_wall_hit_sound();
}
// computer return ball
if (gameState == OPP_RETURN) {
if (elapsedFrames == 0) {
// calculate vector from ball to center of screen for moving there
to_position[0] = -opponent_stick.x;
to_position[1] = -opponent_stick.y;
// velocity of movement (magic number)
framesToPosition = 10;
if (framesToPosition > 0) {
to_position[0] /= framesToPosition;
to_position[1] /= framesToPosition;
} else {
to_position[0] = 0;
to_position[1] = 0;
}
}
// if ball is in player Z coord...
if (equals(ball.z - ball.width, player_stick.z) || ball.z > 0.0f) {
if (ball_in_player_stick()) { // test if hits in player stick
play_player_pong_sound();
// invserse Z component of velocity
ball_speed_vector[2] *= -1.0f;
change_state(PLAYER_RETURN);
// for float precision problems, we must move the ball to positin where stick surface touch ball.
ball.z = player_stick.z - ball.width;
ball.model_matrix[14] = ball.z;
to_position[0] = to_position[1] = 0;
// register point where player hits the ball for, in next frames, calculate desviation vector to apply to ball
player_stick.xprev = player_stick.x;
player_stick.yprev = player_stick.y;
player_stick.zprev = player_stick.z;
// enable apply desviation vector
lookDesviation = true;
} else {
change_state(OPP_WINS);
}
}
// move stick to center
if (!equals(opponent_stick.x, 0.0) || !equals(opponent_stick.y, 0.0))
move_opponent_stick(opponent_stick.x + to_position[0], opponent_stick.y + to_position[1]);
// no reset frame counter
resetFrames = 0;
} else if (gameState == PLAYER_RETURN) { // player returns ball
if (equals(ball.z + ball.width, opponent_stick.z) || ball.z < opponent_stick.z) { // if ball is in Z coord of computer stick...
if (ball_in_opponent_stick()) {
play_opponent_pong_sound();
fps_inc -= FRAMES_DEC_FACTOR;
if (fps_inc > 0)
ball_speed_vector[2] = stage.large / fps_inc * INITIAL_VELOCITY_FACTOR ;
ball.z = opponent_stick.z + ball.width;
ball.model_matrix[14] = ball.z;
change_state(OPP_RETURN);
resetFrames = 1;
} else {
change_state(PLAYER_WINS);
}
} else {
/*
* Computer IA.
* Look ball position each 8 frames and go to such position with a speed inversely proportional to distance to ball.
*/
if (elapsedFrames == 8) {
to_position[0] = ball.x - opponent_stick.x;
to_position[1] = ball.y - opponent_stick.y;
framesToPosition = (int)fabs((opponent_stick.z - ball.z) / ball_speed_vector[2]);
if (framesToPosition > 0) {
to_position[0] /= framesToPosition;
to_position[1] /= framesToPosition;
} else {
to_position[0] = 0;
to_position[1] = 0;
}
// reset frames counter to check ball position again
resetFrames = 1;
}
// move computer stick to calculated ball position
if (!equals(opponent_stick.x, ball.x) || !equals(opponent_stick.y, 0.0))
move_opponent_stick(opponent_stick.x + to_position[0], opponent_stick.y + to_position[1]);
}
if (lookDesviation) {
// desviation of ball depending on player's stick movement. 6.0 is a magic number to smooth ball desviation
ball_speed_vector[0] += (player_stick.x - player_stick.xprev) * (6.0f / FPS);
ball_speed_vector[1] += (player_stick.y - player_stick.yprev) * (6.0f / FPS);
lookDesviation = false;
}
}
// ball movement
move_ball(ball.x + ball_speed_vector[0], ball.y + ball_speed_vector[1], ball.z + ball_speed_vector[2]);
return resetFrames;
}
int opponent_wins_task(int elapsedFrames)
{
if (elapsedFrames == 0) {
opponent_score++;
play_opponent_wins_sound();
} else if (elapsedFrames > 90) {
if (balls)
change_state(OPP_SERVICE);
else
change_state(FINISHED);
return 1;
}
return 0;
}
int player_wins_task(int elapsedFrames)
{
if (elapsedFrames == 0) {
player_score++;
play_player_wins_sound();
} else if (elapsedFrames > 90) {
if (balls)
change_state(PLAYER_SERVICE);
else
change_state(FINISHED);
return 1;
}
return 0;
}
int ball_hit_wall(float* outVector, PONG_ELEMENT* pStage, PONG_ELEMENT* pBall)
{
outVector[0] = 1.0;
outVector[1] = 1.0;
if (pBall->x >= (pStage->width2 - pBall->width)) {
outVector[0] = -1.0f;
move_ball(pStage->width2 - pBall->width, pBall->y, pBall->z);
return 1;
}
if (pBall->x < (-pStage->width2 + pBall->width)) {
outVector[0] = -1.0f;
move_ball(-pStage->width2 + pBall->width, pBall->y, pBall->z);
return 1;
}
if (pBall->y > (pStage->height2 - pBall->width)) {
outVector[1] = -1.0f;
move_ball(pBall->x, pStage->height2 - pBall->width, pBall->z);
return 1;
}
if (pBall->y < (-pStage->height2 + pBall->width)) {
outVector[1] = -1.0f;
move_ball(pBall->x, -pStage->height2 + pBall->width, pBall->z);
return 1;
}
return 0;
}
int opponent_service_task()
{
set_initial_ball_velocity();
ball_speed_vector[2] *= -1.0f;
reset_ball_position();
reset_player_stick_position();
reset_opponent_stick_position();
sys_mouse_center(WINDOW_WIDTH, WINDOW_HEIGHT);
move_opponent_stick(0.0f, 0.0f);
move_ball(0, 0, opponent_stick.z + ball.width);
change_state(OPP_RETURN);
balls--;
sys_show_cursor(0);
return 0;
}
int finished_task(int elapsedFrames)
{
if (elapsedFrames == 0) {
sys_show_cursor(1);
}
return 0;
}