Feb 18, 2013 at 9:11pm UTC
I am trying to write a simple pong game and have been following the lazy foo tutorial. I cannot get collision detection on the second paddle and I cannot get the paddle to move. please help, I am a beginner and really dont know much about programming
here is my code
#include "SDL/SDL.h"
#include "SDL/SDL_image.h"
#include <string>
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
const int SCREEN_BPP = 32;
//The frame rate
const int FRAMES_PER_SECOND = 20;
//The attributes of the square
const int SQUARE_WIDTH = 20;
const int SQUARE_HEIGHT = 20;
const int WALL_HEIGHT = 20;
//The surfaces
SDL_Surface *square = NULL;
SDL_Surface *screen = NULL;
//The event structure
SDL_Event event;
//The wall
SDL_Rect wall;
SDL_Rect wall2;
//The square
class Square
{
private:
SDL_Rect box;
int xVel, yVel;
public:
Square();
void handle_input();
void move();
void show();
};
class Wall
{
private:
SDL_Rect box;
int xVel, yVel;
public:
Wall();
void handle_input2();
void move2();
};
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 check_collision2( SDL_Rect B, SDL_Rect C )
{
int leftB, leftC;
int rightB, rightC;
int topB, topC;
int bottomB, bottomC;
leftB = B.x;
rightB = B.x + B.w;
topB = B.y;
bottomB = B.y + B.h;
leftC = C.x;
rightC = C.x + C.w;
topC = C.y;
bottomC = C.y + C.h;
if( bottomB <= topC )
{
return false;
}
if( topB >= bottomC )
{
return false;
}
if( rightB <= leftC )
{
return false;
}
if( leftB >= rightC )
{
return false;
}
return true;
}
bool init()
{
if( SDL_Init( SDL_INIT_EVERYTHING ) == -1 )
{
return false;
}
screen = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_SWSURFACE );
if( screen == NULL )
{
return false;
}
return true;
}
bool load_files()
{
square = load_image( "square.bmp" );
if( square == NULL )
{
return false;
}
return true;
}
void clean_up()
{
SDL_FreeSurface( square );
SDL_Quit();
}
Square::Square()
{
box.x = 0;
box.y = 0;
box.w = SQUARE_WIDTH;
box.h = SQUARE_HEIGHT;
xVel = 0;
yVel = 0;
}
Wall::Wall()
{
wall.x = 0;
wall.y = 0;
wall.h = WALL_HEIGHT;
xVel = 0;
yVel = 0;
}
void Square::handle_input()
{
if( event.type == SDL_KEYDOWN )
{
switch( event.key.keysym.sym )
{
case SDLK_UP: yVel -= SQUARE_HEIGHT / 2; break;
case SDLK_DOWN: yVel += SQUARE_HEIGHT / 2; break;
case SDLK_LEFT: xVel -= SQUARE_WIDTH / 2; break;
case SDLK_RIGHT: xVel += SQUARE_WIDTH / 2; break;
}
}
else if( event.type == SDL_KEYUP )
{
switch( event.key.keysym.sym )
{
case SDLK_UP: yVel += SQUARE_HEIGHT / 2; break;
case SDLK_DOWN: yVel -= SQUARE_HEIGHT / 2; break;
case SDLK_LEFT: xVel += SQUARE_WIDTH / 2; break;
case SDLK_RIGHT: xVel -= SQUARE_WIDTH / 2; break;
}
}
}
void Wall::handle_input2()
{
if( event.type == SDL_KEYDOWN )
{
switch( event.key.keysym.sym )
{
case SDLK_w: yVel -= WALL_HEIGHT / 2; break;
case SDLK_z: yVel += WALL_HEIGHT / 2; break;
}
}
else if( event.type == SDL_KEYUP )
{
switch( event.key.keysym.sym )
{
case SDLK_w: yVel += WALL_HEIGHT / 2; break;
case SDLK_z: yVel -= WALL_HEIGHT / 2; break;
}
}
}
void Square::move()
{
box.x += xVel;
if( ( box.x < 0 ) || ( box.x + SQUARE_WIDTH > SCREEN_WIDTH ) || ( check_collision( box, wall ) ) )
{
//Move back
box.x -= xVel;
}
//Move the square up or down
box.y += yVel;
if( ( box.y < 0 ) || ( box.y + SQUARE_HEIGHT > SCREEN_HEIGHT ) || ( check_collision( box, wall ) ) )
{
//Move back
box.y -= yVel;
}
}
void Wall::move2()
{
//Move the square up or down
wall.y += yVel;
//If the square went too far up or down or has collided with the wall
if( ( wall.y < 0 ) || ( wall.y + WALL_HEIGHT > SCREEN_HEIGHT ) || ( check_collision2( box, wall ) ) )
{
//Move back
wall.y -= yVel;
}
}
void Square::show()
{
//Show the square
apply_surface( box.x, box.y, square, screen );
}
void Wall::show2()
{
//Show the square
apply_surface( box.x, box.y, square, screen );
}
int main( int argc, char* args[] )
{
//Quit flag
bool quit = false;
//The square
Square mySquare;
//The square
Wall myWall;
//The frame rate regulator
Timer fps;
//Initialize
if( init() == false )
{
return 1;
}
//Load the files
if( load_files() == false )
{
return 1;
}
//Set the wall
wall.x = 600;
wall.y = 200;
wall.w = 20;
wall.h = 100;
//Set the wall
wall2.x = 20;
wall2.y = 200;
wall2.w = 20;
wall2.h = 100;
//While the user hasn't quit
while( quit == false )
{
while( SDL_PollEvent( &event ) )
{
mySquare.handle_input();
if( event.type == SDL_QUIT )
{
quit = true;
}
}
mySquare.move();
myWall.move2();
SDL_FillRect( screen, &screen->clip_rect, SDL_MapRGB( screen->format, 0xFF, 0xFF, 0xFF ) );
//Show the wall
SDL_FillRect( screen, &wall, SDL_MapRGB( screen->format, 0x77, 0x77, 0x77 ) );
SDL_FillRect( screen, &wall2, SDL_MapRGB( screen->format, 0x77, 0x77, 0x77 ) );
mySquare.show();
if( SDL_Flip( screen ) == -1 )
{
return 1;
}
//Clean up
clean_up();
return 0;
}
had to take out some time code in order to get this to fit, so you might see some things wrong with that
thanks in advance :)