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Created April 24, 2014 00:06
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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);
}
@warlok900
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yep i need your email.

@Logiraptor
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Texted it to you.

@Logiraptor
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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.

@warlok900
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il looked at it. It is alot nicer. I'm adding collision detection to it right now. I'v just been drawing it out.

@warlok900
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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.

@Logiraptor
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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.

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