======Project: Pong======
A project for SysProg by Brett during the 2013 semester.
This project was begun at the beginning of the semester and is anticipated to take X AMOUNT OF TIME. (Upon completion you can correct this with the actual length).
=====Objectives=====
*To build a working pong implementation in C++, with the sdl library
State the purpose of this project. What is the point of this project? What do we hope to accomplish by undertaking it?
=====Prerequisites=====
In order to successfully accomplish/perform this project, the listed resources/experiences need to be consulted/achieved:
* Tutorials from lazyfoo
* g++
* resource3
* Past experience in pong
* experience2
=====Background=====
State the idea or purpose of the project. What are you attempting to pursue?
Upon approval, you'll want to fill this section out with more detailed background information. DO NOT JUST PROVIDE A LINK.
Providing any links to original source material, such as from a project page, is a good idea.
You'll want to give a general overview of what is going to be accomplished (for example, if your project is about installing a web server, do a little write-up on web servers. What is it, why do we need one, how does it work, etc.)
=====Scope=====
Give a general overview of your anticipated implementation of the project. Address any areas where you are making upfront assumptions or curtailing potential detail. State the focus you will be taking in implementation.
=====Attributes=====
State and justify the attributes you'd like to receive upon successful approval and completion of this project.
* attribute1: why you feel your pursuit of this project will gain you this attribute
* attribute2: why you feel your pursuit of this project will gain you this attribute
* etc...
=====Procedure=====
* Reading the tutorials on the lazyfoo website
*
The actual steps taken to accomplish the project. Include images, code snippets, command-line excerpts; whatever is useful for intuitively communicating important information for accomplishing the project.
=====Code=====
Upon completion of the project, if there is an applicable collection of created code, place a copy of your finished code within
blocks here.
//The headers
#include "SDL/SDL.h"
#include "SDL/SDL_image.h"
#include
#include
//Screen attributes
const int SCREEN_WIDTH = 1300;
const int SCREEN_HEIGHT = 650;
const int SCREEN_BPP = 32;
//The frame rate
const int FRAMES_PER_SECOND = 20;
//The attributes of the square
const int SQUARE_WIDTH = 10;
const int SQUARE_HEIGHT = 10;
//attributes of the first paddle
const int Paddle_width = 50;
const int Paddle_height = 100;
// attributes of the second paddle
const int Paddle2_width = 50;
const int Paddle2_height = 100;
//The surfaces
SDL_Surface *square = NULL;
SDL_Surface *screen = NULL;
SDL_Surface *paddle = NULL;
SDL_Surface *paddle2 = NULL;
//The event structure
SDL_Event event;
//The square
class Square
{
private:
//The collision box of the square
SDL_Rect box;
//The velocity of the square
int xVel, yVel;
public:
//Initializes the variables
Square();
//Takes key presses and adjusts the square's velocity
void handle_input();
//Moves the square
void move();
//Shows the square on the screen
void show();
};
//First Paddle
class Paddle
{
private:
// SDL_Rect CP;
int aVel, bVel;
public:
Paddle();
SDL_Rect CP;
void handle_input_p();
void move_p();
void show_p();
};
//The Second Paddle
class Paddle2
{
private:
//collisionbox
SDL_Rect CP2;
//Velocity
int a2Vel, b2Vel;
public:
//initalize
Paddle2();
void handle_input_p2();
void move_p2();
void show_p2();
};
//The timer
class Timer
{
private:
//The clock time when the timer started
int startTicks;
//The ticks stored when the timer was paused
int pausedTicks;
//The timer status
bool paused;
bool started;
public:
//Initializes variables
Timer();
//The various clock actions
void start();
void stop();
void pause();
void unpause();
//Gets the timer's time
int get_ticks();
//Checks the status of the timer
bool is_started();
bool is_paused();
};
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;
}
//Set up the screen
screen = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_SWSURFACE );
//If there was an error in setting up the screen
if( screen == NULL )
{
return false;
}
//Set the window caption
SDL_WM_SetCaption( "8-bit Pong", NULL );
//If everything initialized fine
return true;
}
bool load_files()
{
//Load the square image
square = load_image( "square.bmp" );
paddle = load_image( "paddle.bmp" );
paddle2 = load_image( "paddle.bmp" );
//If there was a problem in loading the square
if( square == NULL )
{
return false;
}
//If everything loaded fine
return true;
}
void clean_up()
{
//Free the surface
SDL_FreeSurface( square );
SDL_FreeSurface( paddle );
SDL_FreeSurface( paddle2 );
//Quit SDL
SDL_Quit();
}
Square::Square()
{
//Initialize the offsets
box.x = 60;
box.y = 0;
//Set the square's dimentions
box.w = SQUARE_WIDTH;
box.h = SQUARE_HEIGHT;
//Initialize the velocity
xVel = 8;
yVel = 4;
}
Paddle::Paddle()
{
CP.x = 0;
CP.y = 0;
CP.w = Paddle_width;
CP.h = Paddle_height;
aVel = 0;
bVel = 0;
}
Paddle2::Paddle2()
{
CP2.x = 1250;
CP2.y = 0;
CP2.w = Paddle2_width;
CP2.h = Paddle2_height;
a2Vel = 0;
b2Vel = 0;
}
void Square::handle_input()
{
//If a key was pressed
if( event.type == SDL_KEYDOWN )
{
//Adjust the velocity
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;
}
}
//If a key was released
else if( event.type == SDL_KEYUP )
{
//Adjust the velocity
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 Paddle::handle_input_p()
{
if( event.type == SDL_KEYDOWN )
{
switch( event.key.keysym.sym )
{
case SDLK_UP: bVel -= Paddle_height / 2; break;
case SDLK_DOWN: bVel += Paddle_height / 2; break;
}
}
else if( event.type == SDL_KEYUP )
{
switch( event.key.keysym.sym )
{
case SDLK_UP: bVel += Paddle_height / 2; break;
case SDLK_DOWN: bVel -= Paddle_height / 2; break;
}
}
}
void Paddle2::handle_input_p2()
{
if( event.type == SDL_KEYDOWN )
{
switch( event.key.keysym.sym )
{
case SDLK_LEFT: b2Vel -= Paddle2_height / 2; break;
case SDLK_RIGHT: b2Vel += Paddle2_height / 2; break;
}
}
else if( event.type == SDL_KEYUP )
{
switch( event.key.keysym.sym )
{
case SDLK_LEFT: b2Vel += Paddle2_height / 2; break;
case SDLK_RIGHT: b2Vel -= Paddle2_height / 2; break;
}
}
}
void Square::move()
{
/*
bool quit;
//If the user has Xed out the window
if( event.type == SDL_QUIT )
{
//Quit the program
quit = true;
}
while( quit == false )
{
int u;
u = rand() % 5;
xVel = xVel + u;
if( xVel >= 5 )
{
xVel = 1;
}
}
*/
srand( time(NULL));
//Move the square left or right
box.x += xVel;
//Move the square up or down
box.y += yVel;
//Square
//If the square went too far to the left
if( ( box.x < 0 ) )
{
xVel = rand() % 5 + 3;
}
//If the square went too far to the right
if( ( box.x + 20 > SCREEN_WIDTH ) )
{
//Move back
int u;
u = rand() % 5 + 3;
xVel = -u;
}
//If the square went too far up
if( ( box.y < 0 ) )
{
//Move back
yVel = rand() % 5 + 3;
}
//If the square went too far down
if( ( box.y + 20 > 650 ) )
{
int w;
w = rand() % 5 + 3;
yVel = -w;
}
//Paddle1
//Collision with paddle on left
// if( ( box.x == CP.x ) )
// {
// xVel = 8;
// }
//Paddle2
}
void Paddle::move_p()
{
//Move the paddle up down
CP.y += bVel;
if( ( CP.y < 0 ) || ( CP.y + Paddle_height > SCREEN_HEIGHT ) )
{
CP.y -= bVel;
}
}
void Paddle2::move_p2()
{
CP2.y += b2Vel;
if( ( CP2.y < 0 ) || ( CP2.y + Paddle2_height > SCREEN_HEIGHT ) )
{
CP2.y -= b2Vel;
}
}
void Square::show()
{
//Show the square
apply_surface( box.x, box.y, square, screen );
}
void Paddle::show_p()
{
apply_surface( CP.x, CP.y, paddle, screen );
}
void Paddle2::show_p2()
{
apply_surface( CP2.x, CP2.y, paddle2, screen );
}
Timer::Timer()
{
//Initialize the variables
startTicks = 0;
pausedTicks = 0;
paused = false;
started = false;
}
void Timer::start()
{
//Start the timer
started = true;
//Unpause the timer
paused = false;
//Get the current clock time
startTicks = SDL_GetTicks();
}
void Timer::stop()
{
//Stop the timer
started = false;
//Unpause the timer
paused = false;
}
void Timer::pause()
{
//If the timer is running and isn't already paused
if( ( started == true ) && ( paused == false ) )
{
//Pause the timer
paused = true;
//Calculate the paused ticks
pausedTicks = SDL_GetTicks() - startTicks;
}
}
void Timer::unpause()
{
//If the timer is paused
if( paused == true )
{
//Unpause the timer
paused = false;
//Reset the starting ticks
startTicks = SDL_GetTicks() - pausedTicks;
//Reset the paused ticks
pausedTicks = 0;
}
}
int Timer::get_ticks()
{
//If the timer is running
if( started == true )
{
//If the timer is paused
if( paused == true )
{
//Return the number of ticks when the timer was paused
return pausedTicks;
}
else
{
//Return the current time minus the start time
return SDL_GetTicks() - startTicks;
}
}
//If the timer isn't running
return 0;
}
bool Timer::is_started()
{
return started;
}
bool Timer::is_paused()
{
return paused;
}
int main( int argc, char* args[] )
{
// SDL_Rect VP;
// VP.x = CP.x;
//Quit flag
bool quit = false;
//The square
Square mySquare;
Paddle paddle;
Paddle2 paddle2;
//The frame rate regulator
Timer fps;
//Initialize
if( init() == false )
{
return 1;
}
//Load the files
if( load_files() == false )
{
return 1;
}
//While the user hasn't quit
while( quit == false )
{
//Start the frame timer
fps.start();
//While there's events to handle
while( SDL_PollEvent( &event ) )
{
//Handle events for the square
//mySquare.handle_input();
paddle.handle_input_p();
paddle2.handle_input_p2();
//If the user has Xed out the window
if( event.type == SDL_QUIT )
{
//Quit the program
quit = true;
}
}
//Move the square
mySquare.move();
paddle.move_p();
paddle2.move_p2();
//Fill the screen white
SDL_FillRect( screen, &screen->clip_rect, SDL_MapRGB( screen->format, 0xFF, 0xFF, 0xFF ) );
//Show the square on the screen
mySquare.show();
paddle.show_p();
paddle2.show_p2();
//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;
}
=====Execution=====
Again, if there is associated code with the project, and you haven't already indicated how to run it, provide a sample run of your code:
lab46:~/src/cprog$ ./hello
Hello, World!
lab46:~/src/cprog$
=====Reflection=====
Comments/thoughts generated through performing the project, observations made, analysis rendered, conclusions wrought. What did you learn from doing this project?
=====References=====
In performing this project, the following resources were referenced:
* http://lazyfoo.net/SDL_tutorials/index.php
* URL2
* URL3 (provides useful information on topic)
* URL4
Generally, state where you got informative and useful information to help you accomplish this project when you originally worked on it (from Google, other wiki documents on the Lab46 wiki, etc.)