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#include <iostream> | |
#include <SDL.h> | |
#include <SDL_mixer.h> | |
#include <SDL_image.h> | |
using namespace std; | |
int main (int argc, char* args[]) | |
{ | |
const int screen_width = 640; | |
const int screen_height =480; | |
const int FPS = 200; | |
bool b[4] = {0,0,0,0,}; | |
bool running = true; | |
Uint32 start; | |
SDL_Event* ball; | |
SDL_Init(SDL_INIT_EVERYTHING); | |
SDL_Window* window = NULL; | |
window = SDL_CreateWindow("Pong", 100, 100, screen_width, screen_height, SDL_WINDOW_SHOWN |SDL_WINDOW_RESIZABLE ); | |
if (window == NULL) | |
{ | |
cout << "Window load Error!" << endl; | |
running = false; | |
} | |
SDL_Renderer* render = NULL; | |
render = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE); | |
if(render == NULL) | |
{ | |
cout << "Rendering Error!" << endl; | |
running = false; | |
} | |
SDL_Texture* stage1_image = NULL; | |
stage1_image = IMG_LoadTexture(render,"stage1.png"); | |
SDL_Rect stage1_rect; | |
stage1_rect.x = 10; | |
stage1_rect.y = 10; | |
stage1_rect.w = screen_width; | |
stage1_rect.h = screen_height; | |
SDL_Texture* red_bar_image = NULL; | |
red_bar_image = IMG_LoadTexture(render, "redbar.png"); | |
SDL_Rect red_bar_rect; | |
red_bar_rect.x = 10; | |
red_bar_rect.y = 240; | |
red_bar_rect.w = 50; | |
red_bar_rect.h = 50; | |
SDL_Texture* blue_bar_image = NULL; | |
blue_bar_image = IMG_LoadTexture(render, "bluebar.png"); | |
SDL_Rect blue_bar_rect; | |
blue_bar_rect.x = 580; | |
blue_bar_rect.y = 240; | |
blue_bar_rect.w = 50; | |
blue_bar_rect.h = 50; | |
SDL_Texture* ball_image = NULL; | |
ball_image = IMG_LoadTexture(render, "ball.png"); | |
SDL_Rect ball_rect; | |
ball_rect.x = 320; | |
ball_rect.y = 240; | |
ball_rect.w = 75; | |
ball_rect.h = 50; | |
SDL_Event* mainevent = new SDL_Event(); | |
//MainEvent is to poll event in wile loop | |
while(running) | |
{ | |
start = SDL_GetTicks(); | |
while (SDL_PollEvent(mainevent)) | |
{ | |
switch (mainevent->type) | |
{ | |
case SDL_QUIT: | |
running = false; | |
break; | |
case SDL_KEYDOWN: | |
ball_rect.x --; | |
ball_rect.x --; | |
ball_rect.x --; | |
ball_rect.x --; | |
ball_rect.x --; | |
ball_rect.x --; | |
ball_rect.x --; | |
ball_rect.x --; | |
ball_rect.x --; | |
ball_rect.x --; | |
ball_rect.x --; | |
switch(mainevent->key.keysym.sym) | |
{ | |
case SDLK_w: | |
b[0] = 1; | |
break; | |
case SDLK_s: | |
b[1] = 1; | |
break; | |
case SDLK_o: | |
b[2] = 1; | |
break; | |
case SDLK_l: | |
b[3] = 1; | |
break; | |
case SDLK_ESCAPE: | |
running =false; | |
break; | |
} | |
break; | |
case SDL_KEYUP: | |
switch(mainevent->key.keysym.sym) | |
{ | |
case SDLK_w: | |
b[0] = 0; | |
break; | |
case SDLK_s: | |
b[1] = 0; | |
break; | |
case SDLK_o: | |
b[2] = 0; | |
break; | |
case SDLK_l: | |
b[3] = 0; | |
} | |
break; | |
} | |
if(b[0]) | |
{ | |
red_bar_rect.y--; | |
red_bar_rect.y--; | |
red_bar_rect.y--; | |
} | |
if (b[1]) | |
{ | |
red_bar_rect.y++; | |
red_bar_rect.y++; | |
red_bar_rect.y++; | |
} | |
if(b[2]) | |
{ | |
blue_bar_rect.y--; | |
blue_bar_rect.y--; | |
blue_bar_rect.y--; | |
} | |
if(b[3]) | |
{ | |
blue_bar_rect.y++; | |
blue_bar_rect.y++; | |
blue_bar_rect.y++; | |
} | |
SDL_RenderClear(render); | |
SDL_RenderCopy(render, stage1_image, NULL, &stage1_rect); | |
SDL_RenderCopy(render, red_bar_image, NULL, &red_bar_rect); | |
SDL_RenderCopy(render, blue_bar_image, NULL, &blue_bar_rect); | |
SDL_RenderCopy(render, ball_image, NULL, &ball_rect); | |
SDL_RenderPresent(render); | |
} | |
ball_rect.x--; | |
ball_rect.x--; | |
ball_rect.x--; | |
ball_rect.x--; | |
ball_rect.x--; | |
if (ball_rect.x <= red_bar_rect.x) | |
{ | |
ball_rect.x = 320; | |
} | |
/*if(1000/FPS > SDL_GetTicks() - start) | |
{ | |
SDL_Delay(1000/FPS - (SDL_GetTicks() - start)); | |
}*/ | |
SDL_RenderClear(render); | |
SDL_RenderCopy(render, stage1_image, NULL, &stage1_rect); | |
SDL_RenderCopy(render, red_bar_image, NULL, &red_bar_rect); | |
SDL_RenderCopy(render, blue_bar_image, NULL, &blue_bar_rect); | |
SDL_RenderCopy(render, ball_image, NULL, &ball_rect); | |
SDL_RenderPresent(render); | |
} | |
SDL_DestroyWindow(window); | |
SDL_DestroyRenderer(render); | |
SDL_DestroyTexture(stage1_image); | |
SDL_DestroyTexture(red_bar_image); | |
SDL_DestroyTexture(blue_bar_image); | |
SDL_DestroyTexture(ball_image); | |
} |
any idea why when i mouse over the window the game lags? At first i had
SDL_RenderClear(render);
SDL_RenderCopy(render, stage1_image, NULL, &stage1_rect);
SDL_RenderCopy(render, red_bar_image, NULL, &red_bar_rect);
SDL_RenderCopy(render, blue_bar_image, NULL, &blue_bar_rect);
SDL_RenderCopy(render, ball_image, NULL, &ball_rect);
SDL_RenderPresent(render); had
one time. my game would run, but only refresh when i moved my mouse over the screen.
SO, i added a second one. Now it does the opposite.
Can you zip up the images you are using and email them to me?
yep i need your email.
Texted it to you.
Check out my fork of it. https://gist.github.com/Logiraptor/11237431. It was really hard for me to read so I fixed the formatting issues and added syntax highlighting. Anyway, Be back later.
il looked at it. It is alot nicer. I'm adding collision detection to it right now. I'v just been drawing it out.
bool collision(SDL_Rect* rect1, SDL_Rect* rect2)
{
if (rect1->y >= rect2->y + rect2->h)
{
return 0;
if (rect1->x >= rect2->x + rect2->w)
{
return 0;
if (rect1->y + rect1->h <= rect2->y)
{
return 0;
if (rect1->x + rect1->w <= rect2->x)
{
return 0;
}
}
}
}
return 1;
}
so i do not see anything wrong with this. but my compiler says: a function definition is not allowed here before "{" token.
That looks correct to me. It's probably related to where you tried to define it. Also, I've updated my fork with some more improvements and long explanations about why I did them that way.
Replace
With:
ball_rect.x -= 8;
And so on.