//The headers
#include "SDL.h"
#include "SDL_ttf.h"
#include "SDL_image.h"
#include "ball.h"
#include "Paddle.h"
#include "Button.h"
#include "timer.h"
#include "computerpaddle.h"
#include
#include
#include
//The screen attributes
const int SCREEN_WIDTH = 800;
const int SCREEN_HEIGHT = 600;
const int SCREEN_BPP = 32;
//The frame rate
const int FRAMES_PER_SECOND = 20;
//The dimensions of the dot
const int playerpaddle_WIDTH = 20;
const int playerpaddle_HEIGHT = 80;
const int ball_WIDTH = 20;
const int ball_HEIGHT =20;
const int CLIP_MOUSEOVER = 0;
const int CLIP_MOUSEOUT = 1;
const int CLIP_MOUSEDOWN = 2;
const int CLIP_MOUSEUP = 3;
int gamestate = 0;
bool isWinner = false;
SDL_Color textColor = { 255, 255, 255 };
//The surfaces
SDL_Surface *buttonSheet = NULL;
SDL_Surface *Mainmenu = NULL;
SDL_Surface *score = NULL;
SDL_Surface *score2 = NULL;
SDL_Surface *scorepoints = NULL;
SDL_Surface *scorepoints2 = NULL;
SDL_Surface *playerpaddle1 = NULL;
SDL_Surface *ball1 = NULL;
SDL_Surface *paddle1 = NULL;
SDL_Surface *background = NULL;
SDL_Surface *screen = NULL;
SDL_Surface *victory = NULL;
TTF_Font *font = NULL;
//The event structure
SDL_Event event;
SDL_Rect box;
SDL_Rect paddlebox;
SDL_Rect compbox;
SDL_Rect clips[ 1 ];
SDL_Surface *load_image( std::string filename )
{
//The image that's loaded
SDL_Surface* loadedImage = NULL;
//The optimized surface that will be used
SDL_Surface* optimizedImage = NULL;
//Load the image
loadedImage = IMG_Load( filename.c_str() );
//If the image loaded
if( loadedImage != NULL )
{
//Create an optimized surface
optimizedImage = SDL_DisplayFormat( loadedImage );
//Free the old surface
SDL_FreeSurface( loadedImage );
//If the surface was optimized
if( optimizedImage != NULL )
{
//Color key surface
SDL_SetColorKey( optimizedImage, SDL_SRCCOLORKEY, SDL_MapRGB( optimizedImage->format, 0, 0xFF, 0xFF ) );
}
}
//Return the optimized surface
return optimizedImage;
}
void apply_surface( int x, int y, SDL_Surface* source, SDL_Surface* destination, SDL_Rect* clip = NULL )
{
//Holds offsets
SDL_Rect offset;
//Get offsets
offset.x = x;
offset.y = y;
//Blit
SDL_BlitSurface( source, clip, destination, &offset );
}
bool check_collision( SDL_Rect A, SDL_Rect B )
{
//The sides of the rectangles
int leftA, leftB;
int rightA, rightB;
int topA, topB;
int bottomA, bottomB;
//Calculate the sides of rect A
leftA = A.x;
rightA = A.x + A.w;
topA = A.y;
bottomA = A.y + A.h;
//Calculate the sides of rect B
leftB = B.x;
rightB = B.x + B.w;
topB = B.y;
bottomB = B.y + B.h;
//If any of the sides from A are outside of B
if( bottomA <= topB ) { return false; } if( topA >= bottomB )
{
return false;
}
if( rightA <= leftB ) { return false; } if( leftA >= rightB )
{
return false;
}
//If none of the sides from A are outside B
return true;
}
bool init()
{
//Initialize all SDL subsystems
if( SDL_Init( SDL_INIT_EVERYTHING ) == -1 )
{
return false;
}
screen = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_SWSURFACE );
background = load_image( "PongBackground copy.png" );
//If there was an error in setting up the screen
if( screen == NULL )
{
return false;
}
if( TTF_Init() == -1 )
{
return false;
}
//Set the window caption
SDL_WM_SetCaption( "Pong v1.0", NULL );
//If everything initialized fine
return true;
}
void set_clips()
{
//Clip the sprite sheet
clips[ CLIP_MOUSEOVER ].x = 0;
clips[ CLIP_MOUSEOVER ].y = 0;
clips[ CLIP_MOUSEOVER ].w = 320;
clips[ CLIP_MOUSEOVER ].h = 240;
}
bool load_files()
{
//Load the dot image
playerpaddle1 = load_image( "paddle.png" );
paddle1 = load_image( "paddle.png" );
ball1 = load_image( "ball.png" );
buttonSheet = load_image( "Start button copy.png" );
Mainmenu = load_image( "Pong main menu copy.png" );
font = TTF_OpenFont( "lazy.ttf", 28 );
//If there was a problem in loading the dot
if( playerpaddle1 == NULL )
{
return false;
}
if( paddle1 == NULL )
{
return false;
}
if( ball1 == NULL )
{
return false;
}
if( font == NULL )
{
return false;
}
if( buttonSheet == NULL )
{
std::cout << x =" 0;" y =" 0;" w =" 20;" h =" 80;" y =" 80;" xvel =" 0;" yvel =" 0;" type ="="" type ="=""> SCREEN_HEIGHT ) || ( check_collision( box, paddlebox ) ) )
{
paddlebox.y -= yVel;
}
// check for collision between ball and paddle. if true add score
}
void playerpaddle::show()
{
//Show the dot
apply_surface( paddlebox.x, paddlebox.y, playerpaddle1, screen );
}
//The timer
ball::ball()
{
//Initialize the offsets
box.x = 400;
box.y = 200;
box.w = 20;
box.h = 20;
playerscore = 0;
playerscore2 = 0;
//Initialize the velocity
xVel = 20;
yVel = 10;
}
void ball::move()
{
//Move the playerpaddle left or right
box.x += xVel;
//If the playerpaddle went too far to the left or right
if( ( box.x <> SCREEN_WIDTH ) || ( check_collision( box, paddlebox ) ) || ( check_collision( box, compbox ) ) )
{
//move back
box.x -= xVel;
xVel *= -1;
}
if( ( box.y <> SCREEN_HEIGHT ) || ( check_collision( box, paddlebox ) ) || ( check_collision( box, compbox ) ) )
{
//move back
box.y -= yVel;
yVel *= -1;
}
if(box.x == 0)
{
playerscore2 += 5;
}
if(box.x == 780)
{
playerscore += 5;
}
//Move the playerpaddle up or down
box.y += yVel;
//If the dot went too far up or down
}
void ball::show()
{
//Show the dot
apply_surface( box.x, box.y, ball1, screen );
}
void ball::get_score()
{
std::stringstream stream;
stream << text =" stream.str();" ptr1 =" text.data();" scorepoints =" TTF_RenderText_Solid(" text2 =" stream2.str();" ptr2 =" text2.data();" scorepoints2 =" TTF_RenderText_Solid(" playerscore ="="" victory =" TTF_RenderText_Solid(" iswinner =" true;" playerscore2 ="="" victory =" TTF_RenderText_Solid(" iswinner =" true;" screen_width =" 640;" screen_height =" 480;" x =" 780;" y =" 200;" w =" 20;" h =" 80;" xvel =" 0;" yvel =" 0;" type ="="" type ="=""> compbox.y)
{
yVel = 9;
}
if(box.y < yvel =" -9;"> SCREEN_HEIGHT ) || ( check_collision( box, paddlebox ) ) )
{
compbox.y -= yVel;
}
}
void paddle::show()
{
//Show the dot
apply_surface( compbox.x, compbox.y, paddle1, screen );
}
Button::Button( int x, int y, int w, int h )
{
//Set the button's attributes
box.x = x;
box.y = y;
box.w = w;
box.h = h;
//Set the default sprite
clip = &clips[ CLIP_MOUSEDOWN ];
}
void Button::handle_events()
{
//The mouse offsets
int x = 0, y = 0;
//If the mouse moved
if( event.type == SDL_MOUSEMOTION )
{
//Get the mouse offsets
x = event.motion.x;
y = event.motion.y;
//If the mouse is over the button
if( ( x > box.x ) && ( x <> box.y ) && ( y < clip =" &clips[" clip =" &clips[" type ="="" button ="="" x =" event.button.x;" y =" event.button.y;" gamestate =" 1;"> box.x ) && ( x <> box.y ) && ( y < clip =" &clips[" type ="="" button ="="" x =" event.button.x;" y =" event.button.y;"> box.x ) && ( x <> box.y ) && ( y < clip =" &clips[" quit =" false;" counter =" 0;" quit ="="" type ="="" quit =" true;" gamestate ="="">clip_rect, SDL_MapRGB( screen->format, 0xFF, 0xFF, 0xFF ) );
apply_surface(0,0, Mainmenu, screen);
button1.show();
}
if( isWinner == true)
{ gamestate = 0;
}
if(gamestate == 1)
{
counter += 1;
score = TTF_RenderText_Solid( font, "score:", textColor ); //If there was an error in rendering the text
if( score == NULL )
{
return 1;
}
score2 = TTF_RenderText_Solid( font, "score:", textColor ); //If there was an error in rendering the text
if( score2 == NULL )
{
return 1;
}
apply_surface(0, 0, background, screen);
apply_surface( 0, 0, score, screen );
apply_surface( 600, 0, score2, screen );
gameball.get_score();
myplayerpaddle.show();
mypaddle.show();
gameball.show();
if(counter >= 30)
{
if(isWinner == false)
{
mypaddle.move();
gameball.move();
myplayerpaddle.move();
}
}
}
//Update the screen
if( SDL_Flip( screen ) == -1 )
{
return 1;
}
//Cap the frame rate
if( fps.get_ticks() < 1000 / FRAMES_PER_SECOND )
{
SDL_Delay( ( 1000 / FRAMES_PER_SECOND ) - fps.get_ticks() );
}
}
//Clean up
clean_up();
return 0;
}
I wont include the header files as they are basically just the file classes and they are quite literally the same
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