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#include "SDL.h"
#include "SDL_ttf.h"
#include <sstream>
const int BALL_X = 390;
const int BALL_Y = 290;
using namespace std;
SDL_Surface * screen;
SDL_Event occur;
Uint32 white;
SDL_Color Pink = {255, 0, 255};
SDL_Rect PlayerPaddle;
SDL_Rect AIPaddle;
SDL_Rect Ball;
TTF_Font *times;
SDL_Rect Player_score1, AI_score1;
SDL_Surface *P_score;
SDL_Surface *A_score;
#include <stdlib.h>
#include <ctime>
int GetRandomNumber(int high, int low);
bool PointInRect(int x, int y, SDL_Rect rec);
bool CheckCollision(SDL_Rect r1, SDL_Rect r2);
int xVel, yVel;
int Player = 0, AI = 0;
void ResetBall()
{
Ball.x = BALL_X;
Ball.y = BALL_Y;
xVel = GetRandomNumber(4, -2);
yVel = GetRandomNumber(4, -2);
}
int GetRandomNumber(int high, int low)
{
return rand()%high+low;
}
void LoadGame()
{
SDL_Init(SDL_INIT_EVERYTHING);
TTF_Init();
SDL_WM_SetCaption("Pong", NULL);
screen = SDL_SetVideoMode(800, 600, 32, SDL_HWSURFACE);
PlayerPaddle.x = 20;
PlayerPaddle.y = 250;
PlayerPaddle.h = 100;
PlayerPaddle.w = 20;
AIPaddle.x = 760;
AIPaddle.y = 250;
AIPaddle.h = 100;
AIPaddle.w = 20;
Ball.x = BALL_X;
Ball.y = BALL_Y;
Ball.w = 20;
Ball.h = 20;
white = SDL_MapRGB(screen->format, 255, 255, 255);
srand(time(NULL));
ResetBall();
times = TTF_OpenFont("Times.ttf", 14);
Player_score1.x = 50;
AI_score1.x = 725;
}
void Logic()
{
Uint8 *keystates = SDL_GetKeyState(NULL);
if(keystates[SDLK_w])
{
PlayerPaddle.y -= 1;
}
if(keystates[SDLK_s])
{
PlayerPaddle.y += 1;
}
if(PlayerPaddle.y < 1)
{
PlayerPaddle.y = 1;
}
if(PlayerPaddle.y + PlayerPaddle.h > 599)
{
PlayerPaddle.y = 599 - PlayerPaddle.h;
}
if(AIPaddle.y < 1)
{
AIPaddle.y = 1;
}
if(AIPaddle.y + AIPaddle.h > 599)
{
AIPaddle.y = 599 - AIPaddle.h;
}
if(AIPaddle.y + 0.5 * AIPaddle.h > Ball.y + 0.5 * Ball.h)
{
AIPaddle.y--;
}
if(AIPaddle.y + 0.5 * AIPaddle.h < Ball.y + 0.5 * Ball.h)
{
AIPaddle.y++;
}
Ball.x += xVel;
Ball.y += yVel;
if(Ball.y < 1)
{
yVel = -yVel;
}
if(Ball.y + Ball.h > 599)
{
yVel = -yVel;
}
if(Ball.x < 2)
{
ResetBall();
AI++;
}
if(Ball.x + Ball.w > 798)
{
ResetBall();
Player++;
}
if(CheckCollision(Ball, PlayerPaddle) == true)
{
xVel = -xVel;
}
if(CheckCollision(Ball, AIPaddle) == true)
{
xVel = -xVel;
}
}
void DrawScreen()
{
SDL_FillRect(screen, NULL, 0);
SDL_FillRect(screen, &PlayerPaddle, white);
SDL_FillRect(screen, &AIPaddle, white);
SDL_FillRect(screen, &Ball, white);
stringstream Pscore;
stringstream Ascore;
Ascore << AI;
Pscore << Player;
SDL_Surface *Player_score = TTF_RenderText_Solid(times, Pscore.str().c_str(), Pink);
SDL_Surface *AI_score = TTF_RenderText_Solid(times, Ascore.str().c_str(), Pink);
SDL_BlitSurface(Player_score, NULL, screen, &Player_score1);
SDL_BlitSurface(AI_score, NULL, screen, &AI_score1);
SDL_Flip(screen);
SDL_FreeSurface(Player_score);
SDL_FreeSurface(AI_score);
}
void Quit()
{
TTF_CloseFont(times);
TTF_Quit();
SDL_Quit();
}
bool PointInRect(int x, int y, SDL_Rect rec)
{
if(x > rec.x && y > rec.y && x < rec.x + rec.w && y < rec.y + rec.h)
{
return true;
}
else
return false;
}
bool CheckCollision(SDL_Rect r1, SDL_Rect r2)
{
if(PointInRect(r1.x, r1.y, r2) == true ||
PointInRect(r1.x + r1.w, r1.y, r2) == true ||
PointInRect(r1.x, r1.y + r1.h, r2) == true ||
PointInRect(r1.x + r1.w, r1.y + r1.h, r2) == true)
{
return true;
}
else
return false;
}
int main(int argc, char *args[])
{
LoadGame();
bool running = true;
while( running == true )
{
SDL_PollEvent(&occur);
if(occur.type == SDL_QUIT)
{
running = false;
}
Logic();
DrawScreen();
}
Quit();
return 0;
}
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