C++/SDL/OpenGL Pong :D - Greymouth - 06-18-2013
Code: #include <iostream>
#include "SDL.h"
#include "SDL_opengl.h"
#include "SDL_image.h"
#include <string>
using namespace std;
//Load Textures
GLuint loadTexture(const string &fileName) {
SDL_Surface *image = IMG_Load(fileName.c_str());
SDL_DisplayFormatAlpha(image);
unsigned object(0);
glGenTextures(1, &object);
glBindTexture(GL_TEXTURE_2D, object);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image -> w, image -> h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image -> pixels);
SDL_FreeSurface(image);
return object;
}
//Collision Checker
bool checkCollision(float Ax, float Ay, float Aw, float Ah, float Bx, float By, float Bw, float Bh) {
if (Ay+Ah < By) return false;
else if (Ay > By+Bh) return false;
else if (Ax+Aw < Bx) return false;
else if (Ax > Bx+Bw) return false;
return true;
}
//Main
int main(int argc, char** argv) {
SDL_Init(SDL_INIT_EVERYTHING);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_WM_SetCaption("Game", NULL);
SDL_SetVideoMode(600, 400, 32, SDL_OPENGL);
glClearColor(1, 1, 1, 1);
glViewport(0, 0, 600, 400);
glShadeModel(GL_SMOOTH);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glDisable(GL_DEPTH_TEST);
//Enable GL_BLEND
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
cout << "OpenGL Loaded" << endl;
//isRunning
bool isRunning = true;
SDL_Event event;
//Pad
float PadX = 300;
float PadY = 370;
float Width = 100;
float Height = 10;
//Pad 2
float Pad2X = 300;
float Pad2Y = 20;
float Width2 = 100;
float Height2 = 10;
//Pad Movement
bool Left = false, Right = false;
//Pad 2 Movement
bool Left2 = false, Right2 = false;
//Ball
float BallX = 50;
float BallY = 50;
float BallWH = 15;
//Ball Movement
float VelX = 4;
float VelY = 4;
//Pad Texture
unsigned int pad_texture = 0;
unsigned int pad2_texture = 0;
unsigned int ball_texture = 0;
unsigned int backround_texture = 0;
pad_texture = loadTexture("Pad.png");
pad2_texture = loadTexture("Pad2.png");
ball_texture = loadTexture("Ball.png");
backround_texture = loadTexture("Backround.png");
//Game Loop
while (isRunning) {
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
isRunning = false;
}
if (event.type == SDL_KEYUP && event.key.keysym.sym == SDLK_ESCAPE) {
isRunning = false;
}
//Pad Movement
if (event.type == SDL_KEYDOWN) {
//Pad
if (event.key.keysym.sym == SDLK_LEFT) {
Left = true;
}
if (event.key.keysym.sym == SDLK_RIGHT) {
Right = true;
}
//Pad 2
if (event.key.keysym.sym == SDLK_a) {
Left2 = true;
}
if (event.key.keysym.sym == SDLK_d) {
Right2 = true;
}
}
else if (event.type == SDL_KEYUP) {
//Pad
if (event.key.keysym.sym == SDLK_LEFT) {
Left = false;
}
if (event.key.keysym.sym == SDLK_RIGHT) {
Right = false;
}
//Pad 2
if (event.key.keysym.sym == SDLK_a) {
Left2 = false;
}
if (event.key.keysym.sym == SDLK_d) {
Right2 = false;
}
}
}
//Game Logic
//Movement
if (Left == true) {
PadX -= 8;
}
if (Right == true) {
PadX += 8;
}
//Movement 2
if (Left2 == true) {
Pad2X -= 8;
}
if (Right2 == true) {
Pad2X += 8;
}
//Pad Wall Collision
if (PadX < 0) {
PadX = 0;
}
if (PadX+Width > 600) {
PadX = 600-Width;
}
//Pad 2 Wall Collision
if (Pad2X < 0) {
Pad2X = 0;
}
if (Pad2X+Width2 > 600) {
Pad2X = 600-Width2;
}
//Ball Movement
BallX += VelX;
BallY += VelY;
//Ball
if (BallX < 0) {
VelX = -VelX;
}
else if (BallX+BallWH > 600) {
VelX = -VelX;
}
if (BallY < 0) {
isRunning = false;
}
else if (BallY+BallWH > 400) {
isRunning = false;
}
//Ball Pad Collision
if (checkCollision(BallX, BallY, BallWH, BallWH, PadX, PadY, Width, Height) == true) {
VelY = -VelY;
float temp = BallX + BallWH/2;
temp = temp - PadX;
temp = temp - 50;
temp = temp / 7;
VelX = temp;
}
//Ball Pad2 Collision
if (checkCollision(BallX, BallY, BallWH, BallWH, Pad2X, Pad2Y, Width2, Height2) == true) {
VelY = -VelY;
float temp = BallX + BallWH/2;
temp = temp - Pad2X;
temp = temp - 50;
temp = temp / 7;
VelX = temp;
}
//Rendering
glClear(GL_COLOR_BUFFER_BIT);
glPushMatrix();
glOrtho(0, 600, 400, 0, -1, 1);
glColor4ub(255, 255, 255, 255);
glEnable(GL_TEXTURE_2D);
//Backround
glBindTexture(GL_TEXTURE_2D, backround_texture);
glBegin(GL_QUADS);
glTexCoord2d(0, 0); glVertex2f(0, 0);
glTexCoord2d(1, 0); glVertex2f(600, 0);
glTexCoord2d(1, 1); glVertex2f(600, 400);
glTexCoord2d(0, 1); glVertex2f(0, 400);
glEnd();
//Pad
glBindTexture(GL_TEXTURE_2D, pad_texture);
glBegin(GL_QUADS);
glTexCoord2d(0, 0); glVertex2f(PadX, PadY);
glTexCoord2d(1, 0); glVertex2f(PadX+Width, PadY);
glTexCoord2d(1, 1); glVertex2f(PadX+Width, PadY+Height);
glTexCoord2d(0, 1); glVertex2f(PadX, PadY+Height);
glEnd();
//Pad 2
glBindTexture(GL_TEXTURE_2D, pad2_texture);
glBegin(GL_QUADS);
glTexCoord2d(0, 0); glVertex2f(Pad2X, Pad2Y);
glTexCoord2d(1, 0); glVertex2f(Pad2X+Width2, Pad2Y);
glTexCoord2d(1, 1); glVertex2f(Pad2X+Width2, Pad2Y+Height2);
glTexCoord2d(0, 1); glVertex2f(Pad2X, Pad2Y+Height2);
glEnd();
//Ball
glBindTexture(GL_TEXTURE_2D, ball_texture);
glBegin(GL_QUADS);
glTexCoord2d(0, 0); glVertex2f(BallX, BallY);
glTexCoord2d(1, 0); glVertex2f(BallX+BallWH, BallY);
glTexCoord2d(1, 1); glVertex2f(BallX+BallWH, BallY+BallWH);
glTexCoord2d(0, 1); glVertex2f(BallX, BallY+BallWH);
glEnd();
glDisable(GL_TEXTURE_2D);
glPopMatrix();
SDL_GL_SwapBuffers();
SDL_Delay(1);
}
SDL_Quit();
return 0;
}
This was a test and I'll be recreating it with better more correct game logic and format everthing correctly using separate header files and cpp files.
RE: C++/SDL/OpenGL Pong :D - Dcentrics - 03-21-2014
Code: #include <iostream>
#include "SDL.h"
#include "SDL_opengl.h"
#include "SDL_image.h"
#include <string>
using namespace std;
//Load Textures
GLuint loadTexture(const string &fileName) {
SDL_Surface *image = IMG_Load(fileName.c_str());
SDL_DisplayFormatAlpha(image);
unsigned object(0);
glGenTextures(1, &object);
glBindTexture(GL_TEXTURE_2D, object);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image -> w, image -> h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image -> pixels);
SDL_FreeSurface(image);
return object;
}
//Collision Checker
bool checkCollision(float Ax, float Ay, float Aw, float Ah, float Bx, float By, float Bw, float Bh) {
if (Ay+Ah < By) return false;
else if (Ay > By+Bh) return false;
else if (Ax+Aw < Bx) return false;
else if (Ax > Bx+Bw) return false;
return true;
}
//Main
int main(int argc, char** argv) {
SDL_Init(SDL_INIT_EVERYTHING);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_WM_SetCaption("Game", NULL);
SDL_SetVideoMode(600, 400, 32, SDL_OPENGL);
glClearColor(1, 1, 1, 1);
glViewport(0, 0, 600, 400);
glShadeModel(GL_SMOOTH);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glDisable(GL_DEPTH_TEST);
//Enable GL_BLEND
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
cout << "OpenGL Loaded" << endl;
//isRunning
bool isRunning = true;
SDL_Event event;
//Pad
float PadX = 300;
float PadY = 370;
float Width = 100;
float Height = 10;
//Pad 2
float Pad2X = 300;
float Pad2Y = 20;
float Width2 = 100;
float Height2 = 10;
//Pad Movement
bool Left = false, Right = false;
//Pad 2 Movement
bool Left2 = false, Right2 = false;
//Ball
float BallX = 50;
float BallY = 50;
float BallWH = 15;
//Ball Movement
float VelX = 4;
float VelY = 4;
//Pad Texture
unsigned int pad_texture = 0;
unsigned int pad2_texture = 0;
unsigned int ball_texture = 0;
unsigned int backround_texture = 0;
pad_texture = loadTexture("Pad.png");
pad2_texture = loadTexture("Pad2.png");
ball_texture = loadTexture("Ball.png");
backround_texture = loadTexture("Backround.png");
//Game Loop
while (isRunning) {
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
isRunning = false;
}
if (event.type == SDL_KEYUP && event.key.keysym.sym == SDLK_ESCAPE) {
isRunning = false;
}
//Pad Movement
if (event.type == SDL_KEYDOWN) {
//Pad
if (event.key.keysym.sym == SDLK_LEFT) {
Left = true;
}
if (event.key.keysym.sym == SDLK_RIGHT) {
Right = true;
}
//Pad 2
if (event.key.keysym.sym == SDLK_a) {
Left2 = true;
}
if (event.key.keysym.sym == SDLK_d) {
Right2 = true;
}
}
else if (event.type == SDL_KEYUP) {
//Pad
if (event.key.keysym.sym == SDLK_LEFT) {
Left = false;
}
if (event.key.keysym.sym == SDLK_RIGHT) {
Right = false;
}
//Pad 2
if (event.key.keysym.sym == SDLK_a) {
Left2 = false;
}
if (event.key.keysym.sym == SDLK_d) {
Right2 = false;
}
}
}
//Game Logic
//Movement
if (Left == true) {
PadX -= 8;
}
if (Right == true) {
PadX += 8;
}
//Movement 2
if (Left2 == true) {
Pad2X -= 8;
}
if (Right2 == true) {
Pad2X += 8;
}
//Pad Wall Collision
if (PadX < 0) {
PadX = 0;
}
if (PadX+Width > 600) {
PadX = 600-Width;
}
//Pad 2 Wall Collision
if (Pad2X < 0) {
Pad2X = 0;
}
if (Pad2X+Width2 > 600) {
Pad2X = 600-Width2;
}
//Ball Movement
BallX += VelX;
BallY += VelY;
//Ball
if (BallX < 0) {
VelX = -VelX;
}
else if (BallX+BallWH > 600) {
VelX = -VelX;
}
if (BallY < 0) {
isRunning = false;
}
else if (BallY+BallWH > 400) {
isRunning = false;
}
//Ball Pad Collision
if (checkCollision(BallX, BallY, BallWH, BallWH, PadX, PadY, Width, Height) == true) {
VelY = -VelY;
float temp = BallX + BallWH/2;
temp = temp - PadX;
temp = temp - 50;
temp = temp / 7;
VelX = temp;
}
//Ball Pad2 Collision
if (checkCollision(BallX, BallY, BallWH, BallWH, Pad2X, Pad2Y, Width2, Height2) == true) {
VelY = -VelY;
float temp = BallX + BallWH/2;
temp = temp - Pad2X;
temp = temp - 50;
temp = temp / 7;
VelX = temp;
}
//Rendering
glClear(GL_COLOR_BUFFER_BIT);
glPushMatrix();
glOrtho(0, 600, 400, 0, -1, 1);
glColor4ub(255, 255, 255, 255);
glEnable(GL_TEXTURE_2D);
//Backround
glBindTexture(GL_TEXTURE_2D, backround_texture);
glBegin(GL_QUADS);
glTexCoord2d(0, 0); glVertex2f(0, 0);
glTexCoord2d(1, 0); glVertex2f(600, 0);
glTexCoord2d(1, 1); glVertex2f(600, 400);
glTexCoord2d(0, 1); glVertex2f(0, 400);
glEnd();
//Pad
glBindTexture(GL_TEXTURE_2D, pad_texture);
glBegin(GL_QUADS);
glTexCoord2d(0, 0); glVertex2f(PadX, PadY);
glTexCoord2d(1, 0); glVertex2f(PadX+Width, PadY);
glTexCoord2d(1, 1); glVertex2f(PadX+Width, PadY+Height);
glTexCoord2d(0, 1); glVertex2f(PadX, PadY+Height);
glEnd();
//Pad 2
glBindTexture(GL_TEXTURE_2D, pad2_texture);
glBegin(GL_QUADS);
glTexCoord2d(0, 0); glVertex2f(Pad2X, Pad2Y);
glTexCoord2d(1, 0); glVertex2f(Pad2X+Width2, Pad2Y);
glTexCoord2d(1, 1); glVertex2f(Pad2X+Width2, Pad2Y+Height2);
glTexCoord2d(0, 1); glVertex2f(Pad2X, Pad2Y+Height2);
glEnd();
//Ball
glBindTexture(GL_TEXTURE_2D, ball_texture);
glBegin(GL_QUADS);
glTexCoord2d(0, 0); glVertex2f(BallX, BallY);
glTexCoord2d(1, 0); glVertex2f(BallX+BallWH, BallY);
glTexCoord2d(1, 1); glVertex2f(BallX+BallWH, BallY+BallWH);
glTexCoord2d(0, 1); glVertex2f(BallX, BallY+BallWH);
glEnd();
glDisable(GL_TEXTURE_2D);
glPopMatrix();
SDL_GL_SwapBuffers();
SDL_Delay(1);
}
SDL_Quit();
return 0;
}
makes me hurl[/quote]
RE: C++/SDL/OpenGL Pong :D - Iceglade - 03-21-2014
Bbbbbb"bbbbbbbnbbbbbbbuuuuuuuuummmmmmmmmmppppppp
RE: C++/SDL/OpenGL Pong :D - redstonewarrior - 03-21-2014
No function should be that long.
Ever.
RE: C++/SDL/OpenGL Pong :D - Dcentrics - 03-22-2014
(03-21-2014, 09:25 PM)redstonewarrior Wrote: No function should be that long.
Ever.
RE: C++/SDL/OpenGL Pong :D - Iceglade - 03-25-2014
That really is quality code, what are you talking about?
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