learn-wgpu/docs/showcase/pong
2020-08-18 17:07:57 +02:00
..
pong.png finished pong 2020-05-28 13:22:06 -06:00
README.md its Pong after all -> it's Pong after all 2020-08-18 17:07:57 +02:00

Pong

Practically the "Hello World!" of games. Pong has been remade thousands of times. I know Pong. You know Pong. We all know Pong. That being said, this time I wanted to put a little more effort than most people do. This showcase has a basic menu system, sounds, and different game states.

The architecture is not the best as I prescribed to the "get things done" mentality. If I were to redo this project, I'd change a lot of things. Regardless, let's get into the postmortem.

The Architecture

I was messing around with separating state from the render code. It ended up similar to an entity component system.

I had a State class with all of the objects in the scene. This included the ball and the paddles, as well as the text for the scores and even the menu. State also included a game_state field of type GameState.

#[derive(Debug, Copy, Clone, Eq, PartialEq)]
pub enum GameState {
    MainMenu,
    Serving,
    Playing,
    GameOver,
    Quiting,
}

The State class didn't have any methods on it as I was taking a more data oriented approach. Instead I created a System trait, and created multiple structs that implemented it.

pub trait System {
    #[allow(unused_variables)]
    fn start(&mut self, state: &mut state::State) {}
    fn update_state(
        &self, 
        input: &input::Input, 
        state: &mut state::State, 
        events: &mut Vec<state::Event>,
    );
}

The systems would be in charge of controlling updating the different objects state (position, visibility, etc), as well as updating the game_state field. I created all the systems on startup, and used a match on game_state to determine which ones should be allow to run (the visiblity_system always runs as it is always needed).

visiblity_system.update_state(&input, &mut state, &mut events);
match state.game_state {
    state::GameState::MainMenu => {
        menu_system.update_state(&input, &mut state, &mut events);
        if state.game_state == state::GameState::Serving {
            serving_system.start(&mut state);
        }
    },
    state::GameState::Serving => {
        serving_system.update_state(&input, &mut state, &mut events);
        play_system.update_state(&input, &mut state, &mut events);
        if state.game_state == state::GameState::Playing {
            play_system.start(&mut state);
        }
    },
    state::GameState::Playing => {
        ball_system.update_state(&input, &mut state, &mut events);
        play_system.update_state(&input, &mut state, &mut events);
        if state.game_state == state::GameState::Serving {
            serving_system.start(&mut state);
        } else if state.game_state == state::GameState::GameOver {
            game_over_system.start(&mut state);
        }
    },
    state::GameState::GameOver => {
        game_over_system.update_state(&input, &mut state, &mut events);
        if state.game_state == state::GameState::MainMenu {
            menu_system.start(&mut state);
        }
    },
    state::GameState::Quiting => {},
}

It's definitely not the cleanest code, but it works.

I ended up having 6 systems in total.

  1. I added the VisibilitySystem near the end of development. Up to that point, all the systems had to set the visible field of the objects. That was a pain, and cluttered the logic. Instead I decided to create the VisiblitySystem to handle that.

  2. The MenuSystem handled controlling what text was focused, and what would happen when the user pressed the enter key. If the Play button was focused, pressing enter would change game_state to GameState::Serving which would start the game. The Quit button would shift to GameState::Quiting.

  3. The ServingSystem sets the balls position to (0.0, 0.0), updates the score texts, and shifts into GameState::Playing after a timer.

  4. The PlaySystem controls the players. It allows them to move, and keeps them from leaving the play space. This system runs on both GameState::Playing as well as GameState::Serving. I did this to allow the players to reposition themselves before the serve. The PlaySystem also will shift into GameState::GameOver when on of the players scores is greater than 2.

  5. The BallSystem system controls the balls movement as well as its bouncing of walls/players. It also updates the score and shifts to GameState::Serving when the ball goes off the side of the screen.

  6. The GameOver system updates the win_text and shifts to GameState::MainMenu after a delay.

I found the system approach to quite nice to work with. My implementation wasn't the best, but I would like working with it again. I might even implement my own ECS.

Input

The System trait, originally had a process_input method. This became a problem when I was implementing allowing players to move between serves. The players would get stuck when the game_state switched from Serving to Playing as the inputs were getting stuck. I only called process_input on systems that were currently in use. Changing that would be finicky, so I decided to move all the input code into its own struct.

use winit::event::{VirtualKeyCode, ElementState};

#[derive(Debug, Default)]
pub struct Input {
    pub p1_up_pressed: bool,
    pub p1_down_pressed: bool,
    pub p2_up_pressed: bool,
    pub p2_down_pressed: bool,
    pub enter_pressed: bool,
}

impl Input {
    pub fn new() -> Self {
        Default::default()
    }

    pub fn update(&mut self, key: VirtualKeyCode, state: ElementState) -> bool {
        let pressed = state == ElementState::Pressed;
        match key {
            VirtualKeyCode::Up => {
                self.p2_up_pressed = pressed;
                true
            }
            VirtualKeyCode::Down => {
                self.p2_down_pressed = pressed;
                true
            }
            VirtualKeyCode::W => {
                self.p1_up_pressed = pressed;
                true
            }
            VirtualKeyCode::S => {
                self.p1_down_pressed = pressed;
                true
            }
            VirtualKeyCode::Return => {
                self.enter_pressed = pressed;
                true
            }
            _ => false
        }
    }

    pub fn ui_up_pressed(&self) -> bool {
        self.p1_up_pressed || self.p2_up_pressed
    }

    pub fn ui_down_pressed(&self) -> bool {
        self.p1_down_pressed || self.p2_down_pressed
    }
}

This works really well. I simply pass this struct into the update_state method.

Render

I used wgpu_glyph for the text, and white quads for the ball and paddles. There's not much to say here, it's Pong after all.

I did mess around with batching however. It was totally overkill for this project, but it was a good learning experience. Here's the code if you're interested.

pub struct QuadBufferBuilder {
    vertex_data: Vec<Vertex>,
    index_data: Vec<u32>,
    current_quad: u32,
}

impl QuadBufferBuilder {
    pub fn new() -> Self {
        Self {
            vertex_data: Vec::new(),
            index_data: Vec::new(),
            current_quad: 0,
        }
    }

    pub fn push_ball(self, ball: &state::Ball) -> Self {
        if ball.visible {
            let min_x = ball.position.x - ball.radius;
            let min_y = ball.position.y - ball.radius;
            let max_x = ball.position.x + ball.radius;
            let max_y = ball.position.y + ball.radius;
    
            self.push_quad(min_x, min_y, max_x, max_y)
        } else {
            self
        }
    }

    pub fn push_player(self, player: &state::Player) -> Self {
        if player.visible {
            self.push_quad(
                player.position.x - player.size.x * 0.5, 
                player.position.y - player.size.y * 0.5, 
                player.position.x + player.size.x * 0.5,
                player.position.y + player.size.y * 0.5, 
            )
        } else {
            self
        }
    }

    pub fn push_quad(mut self, min_x: f32, min_y: f32, max_x: f32, max_y: f32) -> Self {
        self.vertex_data.extend(&[
            Vertex {
                position: (min_x, min_y).into(),
            },
            Vertex {
                position: (max_x, min_y).into(),
            },
            Vertex {
                position: (max_x, max_y).into(),
            },
            Vertex {
                position: (min_x, max_y).into(),
            },
        ]);
        self.index_data.extend(&[
            self.current_quad * 4 + 0,
            self.current_quad * 4 + 1,
            self.current_quad * 4 + 2,
            self.current_quad * 4 + 0,
            self.current_quad * 4 + 2,
            self.current_quad * 4 + 3,
        ]);
        self.current_quad += 1;
        self
    }

    pub fn build(self, device: &wgpu::Device) -> (StagingBuffer, StagingBuffer, u32) {
        (
            StagingBuffer::new(device, &self.vertex_data),
            StagingBuffer::new(device, &self.index_data),
            self.index_data.len() as u32,
        )
    }
}

Sound

I used rodio for sound. I created a SoundPack class to store the sounds. Deciding how to get the sounds to play took some thinking. I chose to pass in a Vec<state::Event> into the update_state method. The system would then push an event to the Vec. The Event enum is listed below.

#[derive(Debug, Copy, Clone)]
pub enum Event {
    ButtonPressed,
    FocusChanged,
    BallBounce(cgmath::Vector2<f32>),
    Score(u32),
}

I was going to have BallBounce play a positioned sound using a SpatialSink, but I was getting clipping issues, and I wanted to be done with the project. Aside from that, the events system worked nicely.

Summary

A fun project to work on. It was overly architected, and kinda hard to make changes, but a good experience none the less.