======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.)