Blind and likely wrong untested game logic
Added gameloop worker
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@ -4,4 +4,5 @@ public enum GameStatus {
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WaitingForPlayers,
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InProgress,
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Finished,
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Paused,
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}
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@ -2,5 +2,6 @@
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public interface IPongClient {
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Task GameStateChanged(GameStatus state);
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Task ReceiveGameState(PongGameState state);
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Task UsernameChanged(string value);
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}
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@ -1,35 +1,94 @@
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namespace PongGame.Hubs;
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using System.Drawing;
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namespace PongGame.Hubs;
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/// <summary>
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/// Pong game state saving the positions of the paddles and the ball.
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/// The Pong board has aspect ratio 1:2 with height 500 and width 1000.
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/// </summary>
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public struct PongGameState {
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private const double HEIGHT = 500.0d;
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private const double WIDTH = 2 * HEIGHT;
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private const double PADDLE_LENGTH = HEIGHT / 10;
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private const double BALL_SPEED = 8;
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public const float HEIGHT = 500.0f;
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public const float WIDTH = 2 * HEIGHT;
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public const float PADDLE1_OFFSET = 50.0f;
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public const float PADDLE2_OFFSET = 1000 - PADDLE1_OFFSET;
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public static readonly PongGameState Initial = new() {
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BallPosition = PongBallPosition.Initial,
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P1Height = HEIGHT / 2,
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P2Height = HEIGHT / 2,
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P1Direction = PongPaddleDirection.Stop,
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P2Direction = PongPaddleDirection.Stop,
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BallState = PongBallState.Initial,
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Paddle1 = PongPaddleState.Initial,
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Paddle2 = PongPaddleState.Initial,
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Status = GameStatus.WaitingForPlayers
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};
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public double P1Height { get; set; }
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public double P2Height { get; set; }
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public PongBallPosition BallPosition { get; set; }
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public GameStatus Status { get; set; }
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public PongPaddleDirection P1Direction { get; set; }
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public PongPaddleDirection P2Direction { get; set; }
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public struct PongBallPosition {
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public static readonly PongBallPosition Initial = new() {
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public PongPaddleState Paddle1;
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public PongPaddleState Paddle2;
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public PongBallState BallState;
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public GameStatus Status;
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public static void Update(ref PongGameState state) {
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if (state.Status is not GameStatus.InProgress) return;
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PongPaddleState.Update(ref state.Paddle1);
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PongPaddleState.Update(ref state.Paddle2);
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PongBallState.Update(ref state.BallState);
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Collide(in state.Paddle1, ref state.BallState, true);
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Collide(in state.Paddle2, ref state.BallState, false);
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}
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private static void Collide(in PongPaddleState paddle, ref PongBallState ballState, bool left) {
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var paddleX = left ? PADDLE1_OFFSET : PADDLE2_OFFSET;
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var intersection = RectangleF.Intersect(paddle.GetCollider(paddleX), ballState.GetCollider());
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if (intersection.IsEmpty) return;
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// TODO: continuous collision
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var ratio = (ballState.Y - paddle.Height + PongPaddleState.PADDLE_HALF_LENGTH) / PongPaddleState.PADDLE_LENGTH;
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var upAngle = left ? MathF.PI * 3 / 8 : MathF.PI * 5 / 8;
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var downAngle = -upAngle;
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ballState.BallAngle = ratio * downAngle + (1 - ratio) * upAngle;
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}
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public struct PongBallState {
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public const float BALL_SPEED = 8;
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public const float BALL_RADIUS = 2;
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public static readonly PongBallState Initial = new() {
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BallAngle = 0.0f,
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X = WIDTH / 2,
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Y = HEIGHT / 2
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};
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public double X { get; set; }
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public double Y { get; set; }
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public float X;
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public float Y;
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public float BallAngle;
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public static void Update(ref PongBallState state) {
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var (dy, dx) = MathF.SinCos(state.BallAngle);
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state.X += BALL_SPEED * dx;
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state.Y -= BALL_SPEED * dy;
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}
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public RectangleF GetCollider() => new(X - BALL_RADIUS, Y - BALL_RADIUS, 2 * BALL_RADIUS, 2 * BALL_RADIUS);
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}
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public struct PongPaddleState {
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public const float PADDLE_LENGTH = HEIGHT / 10;
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public const float PADDLE_HALF_LENGTH = PADDLE_LENGTH / 2;
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public const float PADDLE_WIDTH = PADDLE_LENGTH / 6;
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public const float PADDLE_SPEED = 8;
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public static readonly PongPaddleState Initial = new() {
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Direction = PongPaddleDirection.Stop,
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Height = HEIGHT / 2
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};
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public float Height;
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public PongPaddleDirection Direction;
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public static void Update(ref PongPaddleState state) {
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state.Height = Math.Clamp(state.Height + ((int)state.Direction) * PADDLE_SPEED, PADDLE_HALF_LENGTH, HEIGHT - PADDLE_HALF_LENGTH);
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}
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public RectangleF GetCollider(float x) => new(x - PADDLE_HALF_LENGTH, Height - PADDLE_HALF_LENGTH, PADDLE_WIDTH, PADDLE_LENGTH);
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}
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}
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@ -1,4 +1,5 @@
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using Microsoft.AspNetCore.SignalR;
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using System.ComponentModel;
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using Microsoft.AspNetCore.SignalR;
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namespace PongGame.Hubs;
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@ -12,6 +13,7 @@ public class PongRoom {
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public PongRoom(string id, ILogger logger) {
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ID = id;
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Logger = logger;
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gameWorker.DoWork += GameLoop;
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}
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public PongPlayer? Player1 { get; private set; }
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@ -44,9 +46,27 @@ public class PongRoom {
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_ = Task.Run(PlayersChanged);
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}
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private BackgroundWorker gameWorker = new() {
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WorkerSupportsCancellation = true
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};
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private void GameLoop(object? sender, DoWorkEventArgs e) {
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while (!gameWorker.CancellationPending
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&& Player1 is PongPlayer p1
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&& Player2 is PongPlayer p2
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&& State.Status is GameStatus.InProgress) {
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PongGameState.Update(ref State);
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_ = Task.Run(() => Task.WhenAll(
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p1.Client.ReceiveGameState(State),
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p2.Client.ReceiveGameState(State)));
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Thread.Sleep(1000 / 60);
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}
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}
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private Task PlayersChanged() {
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if (Player1 is PongPlayer player1 && Player2 is PongPlayer player2) {
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ResumeGame(player1, player2);
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Logger.LogInformation("[{ID}] Pong game started: {player1} vs. {player2}", ID, player1, player2);
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ResumeGame();
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} else if (Player1 is null && Player2 is null) {
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CloseRoom();
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} else
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@ -54,25 +74,23 @@ public class PongRoom {
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return Task.CompletedTask;
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}
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private void ResumeGame(PongPlayer player1, PongPlayer player2) {
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Logger.LogInformation("[{ID}] Pong game started: {player1} vs. {player2}", ID, player1, player2);
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private void ResumeGame() {
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State.Status = GameStatus.InProgress;
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player1.Client.GameStateChanged(State.Status);
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player2.Client.GameStateChanged(State.Status);
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if (!gameWorker.IsBusy) gameWorker.RunWorkerAsync();
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}
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private void PauseGame() => State.Status = GameStatus.WaitingForPlayers;
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private void PauseGame() => State.Status = GameStatus.Paused;
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private void CloseRoom() => State.Status = GameStatus.Finished;
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public override string ToString() => $"[{ID}]";
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public void MovePaddle(PongPlayer player, PongPaddleDirection direction) {
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if (Player1 == player) {
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State.P1Direction = direction;
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State.Paddle1.Direction = direction;
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Logger.LogInformation(DIRECTION_LOG_TEMPLATE, ID, 1, player, direction);
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return;
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} else if (Player2 == player) {
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State.P2Direction = direction;
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State.Paddle2.Direction = direction;
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Logger.LogInformation(DIRECTION_LOG_TEMPLATE, ID, 2, player, direction);
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return;
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}
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