#!/usr/bin/perl use strict; use warnings; # These will allow us to use all the modules necessary to create a GUI. # They are all parts of the Perl SDL module. # The :: are use to seperate the name of the module and its corresponding member. use SDL; use SDL::Events; use SDLx::App; use SDLX::Rect; # First is to set up the screen. # The => operator is similiar to a comma. # but it treates the word to the left as a quoted word. # Even though there isn't any quotes. my $app = SDLx::App->new( width => 500, height => 500, title => 'PONG', dt => 0.04, exit_on_quit => 1, ); # The next step is to set up the paddles for each player. # This is done in a hash reference. # This is done so its possible to add information later. # The numbers may need to be changed later to fit the paddles to the screen. # I am not 100% sure what -> actually does. # Other than the fact its a deference operator. # h is a shortened reference to height my $player1 = { paddle => SDLx::Rect->new( 10, $app-> height / 2, 10, 40), }; my $player2 = { paddle => SDLx::Rect->new( $app-> width - 20, $app-> height / 2, 10, 40) }; # This is to create the ball my $ball = { rect => SDLx::Rect->new( $app-> width / 2, $app-> height / 2, 10, 10 ), v_x => -2.3, v_y => 1.5, }; $app->add_show_handler ( sub { $app->draw_rect( [ 0, 0, $app->w, $app->h ], 0x000000FF ); $app->draw_rect( $ball->{rect}, 0xFF0000FF ); $app->draw_rect( $player1->{paddle}, 0xFF0000FF ); $app->draw_rect( $player2->{paddle}, 0xFF0000FF ); $app->update; } ); $player1 = { paddle => SDLx::Rect->new( 10, $app-> height / 2, 10, 40 ), v_y => 0, }; $app->add_move_handler( sub { my ( $step, $app ) = @_; my $paddle = $player1->{paddle}; my $v_y = $player1->{v_y}; $paddle->y( $paddle->y ( $v_y * $step ) ); }); $player2 = { paddle => SDLx::Rect->new( $app->w - 20, $app-> height / 2, 10, 40), v_y => 0, }; $app->add_move_handler( sub { my ( $step, $app ) = @_; my $paddle = $player2->{paddle}; my $v_y = $player2->{v_y}; if ( $ball->{rect}->y > $paddle->y ) { $player2->{v_y} =1.5; } else { $player2->{v_y} = 0; } $paddle->y( $paddle->y ( $v_y * $step ) ); }); $app->add_event_handler( sub { my ( $event, $app ) = @_; if ( $event->type == SDL_KEYDOWN ) { if ( $event->key_sym == SDLK_UP ) { $player1->{v_y} = -20; } elsif ( $event->key_sym == SDLK_DOWN ) { $player1->{v_y} = 20; } } elsif ( $event->type == SDL_KEYUP ) { if ( $event->key_sym == SDLK_UP or $event->key_sym == SDLK_DOWN ) { $player1->{v_y} = 0; } } } ); $app->add_move_handler( sub { my ( $step, $app ) = @_; my $ball_rect = $ball->{rect}; $ball_rect->x( $ball_rect->x + ($ball->{v_x} * $step) ); $ball_rect->y( $ball_rect->y + ($ball->{v_y} * $step) ); if ( $ball_rect->bottom >= $app->h ) { $ball_rect->bottom( $app->h); $ball->{v_y} *= -1; } elsif ( $ball_rect->top <= 0 ) { $ball_rect->top( 0 ); $ball->{v_y} *= -1; } elsif ( $ball_rect->right >= $app->w ) { $player1->{score}++; reset_game(); return; } elsif ( $ball_rect->left <= 0 ) { $player2->{score}++; reset_game(); return; } elsif ( check_collision( $ball_rect, $player1->{paddle} )) { $ball_rect->left( $player1->{paddle}->right ); $ball->{v_x} *= -1; } elsif ( check_collision( $ball_rect, $player2->{paddle} )) { $ball->{v_x} *= -1; $ball_rect->right( $player2->{paddle}->left ); } }); sub reset_game { $ball->{rect}->x( $app->w / 2 ); $ball->{rect}->y( $app->h / 2); } sub check_collision { my ($A, $B) = @_; return if $A->bottom < $B->top; return if $A->top > $B->bottom; return if $A->right < $B->left; return of $A->left > $B->right; return 1; } $app->run;