======Project: PONG======
=====Objectives=====
the purpose is to learn the SDL libraries and build a pong game
=====Prerequisites=====
In order to successfully accomplish/perform this project, the listed resources/experiences need to be consulted/achieved:
install SDL libraries
=====Scope=====
I feel that this project will be tough and hope I am able to complete it by the end of the semester
=====procedure=====
I have commented my procedure in the code itself, see code section, I hope that was ok to do
=====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"SDL/SDL_ttf.h"
#include
#include
#include
//The screen attributes
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
const int SCREEN_BPP = 32;
//The frame rate
const int FRAMES_PER_SECOND = 20;
//The dimensions of the ball
const int BALL_WIDTH = 35;
const int BALL_HEIGHT = 35;
//The dimensions of the paddles
const int PADDLE_WIDTH = 15;
const int PADDLE_HEIGHT = 85;
//The surfaces
SDL_Surface *ball = NULL;
SDL_Surface *background = NULL;
SDL_Surface *screen = NULL;
SDL_Surface *paddleL = NULL;
SDL_Surface *paddleR = NULL;
//The event structure
SDL_Event event;
//The font
TTF_Font *font = NULL;
//The color of the font
SDL_Color textColor = { 255, 255, 255 };
//The left paddle that will move
class PaddleL
{
private:
//The velocity of left paddle
int xVel, yVel;
public:
//Initializes the variables for left paddle
PaddleL();
SDL_Rect boxL;
//Takes key presses and adjusts left paddle's velocity
void handle_input();
//Moves left paddle
void move();
//Shows left paddle on the screen
void show();
};
//The right paddle that will move
class PaddleR
{
private:
//The velocity of right paddle
int xVel, yVel;
public:
//Initializes the variables for right paddle
PaddleR();
SDL_Rect boxR;
//Takes key presses and adjusts right paddle's velocity
void handle_input();
//Moves right paddle
void move();
//Shows right paddle on the screen
void show();
};
//The ball that will move around the screen
class Ball
{
public:
//Initializes the variables
Ball();
SDL_Rect collbox;
int xVel, yVel;
//Resets ball to center of screen
void reset();
//Takes key presses and adjusts the ball's velocity
void handle_input();
//Moves the ball
void move();
//Shows the ball on the screen
void show();
};
//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)
{
//Map the color key
Uint32 colorkey = SDL_MapRGB( optimizedImage->format, 255, 255, 255);
//Set all pixels of color R 255, G 255, B 255 (white) to be transparent
SDL_SetColorKey( optimizedImage, SDL_SRCCOLORKEY, colorkey );
}
}
//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 and rect B
leftA = A.x;
rightA = A.x + A.w;
topA = A.y;
bottomA = A.y + A.h;
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;
}
//Initialize SDL_ttf
if( TTF_Init() == -1 )
{
return false;
}
//Set the window caption
SDL_WM_SetCaption("Hit space bar to begin", NULL);
//If everything initialized fine
return true;
}
bool load_files()
{
//Load the images
ball = load_image("tennisBall.bmp");
background = load_image("Background.bmp");
paddleL = load_image("paddleRed.bmp");
paddleR = load_image("paddleBlue.bmp");
//Open the font
font = TTF_OpenFont("lazy.ttf", 89);
//If there was a problem in loading the font
if(font == NULL)
{
return false;
}
//If there was a problem loading the ball
if(ball == NULL)
{
return false;
}
//If there was a problem in loading the background
if(background == NULL)
{
return false;
}
//If there was a problem in loading a paddle
if(paddleL == NULL || paddleR == NULL)
{
return false;
}
//If everything loaded fine
return true;
}
void clean_up()
{
//Free the surfaces
SDL_FreeSurface(ball);
SDL_FreeSurface(background);
SDL_FreeSurface(paddleL);
SDL_FreeSurface(paddleR);
//Close the font
TTF_CloseFont(font);
//Quit SDL_ttf
TTF_Quit();
//Quit SDL
SDL_Quit();
}
PaddleL::PaddleL()
{
//Initialize the offsets
boxL.x = 0;
boxL.y = SCREEN_HEIGHT/2 - PADDLE_HEIGHT/2;
//Set the collision box's dimensions
boxL.w = PADDLE_WIDTH;
boxL.h = PADDLE_HEIGHT;
//Initialize the velocity
xVel = 0;
yVel = 0;
}
PaddleR::PaddleR()
{
//Initialize the offsets
boxR.x = 625;
boxR.y = SCREEN_HEIGHT/2 - PADDLE_HEIGHT/2;
//Set the collision box's dimensions
boxR.w = PADDLE_WIDTH;
boxR.h = PADDLE_HEIGHT;
//Initialize the velocity
xVel = 0;
yVel = 0;
}
void PaddleL::handle_input()
{
//If a key was pressed
if( event.type == SDL_KEYDOWN )
{
//Adjust the velocity
switch( event.key.keysym.sym )
{
case SDLK_a: yVel -= PADDLE_HEIGHT/9; break;
case SDLK_z: yVel += PADDLE_HEIGHT/9; break;
}
}
//If a key was released
else if( event.type == SDL_KEYUP )
{
//Adjust the velocity
switch( event.key.keysym.sym )
{
case SDLK_a: yVel += PADDLE_HEIGHT/9; break;
case SDLK_z: yVel -= PADDLE_HEIGHT/9; break;
}
}
}
void PaddleR::handle_input()
{
//If a key was pressed
if( event.type == SDL_KEYDOWN )
{
//Adjust the velocity
switch( event.key.keysym.sym )
{
case SDLK_UP: yVel -= PADDLE_HEIGHT/9; break;
case SDLK_DOWN: yVel += PADDLE_HEIGHT/9; break;
}
}
//If a key was released
else if( event.type == SDL_KEYUP )
{
//Adjust the velocity
switch( event.key.keysym.sym )
{
case SDLK_UP: yVel += PADDLE_HEIGHT/9; break;
case SDLK_DOWN: yVel -= PADDLE_HEIGHT/9; break;
}
}
}
void PaddleL::move()
{
//Move the paddle up or down
boxL.y += 2*yVel;
//If the paddle went to far up or down
if( (boxL.y<0) || (boxL.y + PADDLE_HEIGHT > SCREEN_HEIGHT) )
{
//Move back
boxL.y -= 2*yVel;
}
}
void PaddleR::move()
{
//Move the paddle up or down
boxR.y += 2*yVel;
//If the paddle went to far up or down
if( (boxR.y<0) || (boxR.y + PADDLE_HEIGHT > SCREEN_HEIGHT) )
{
//Move back
boxR.y -= 2*yVel;
}
}
void PaddleL::show()
{
//Show the Paddle
apply_surface(boxL.x, boxL.y, paddleL, screen);
}
void PaddleR::show()
{
//Show the Paddle
apply_surface(boxR.x, boxR.y, paddleR, screen);
}
Ball::Ball()
{
//Initialize the offsets
collbox.x = SCREEN_WIDTH/2 - BALL_WIDTH/2;
collbox.y = SCREEN_HEIGHT/2 - BALL_HEIGHT/2;
//Set the square's dimensions
collbox.w = BALL_WIDTH - 5;
collbox.h = BALL_HEIGHT - 5;
//Initialize the velocity
xVel = 0;
yVel = 0;
}
void Ball::reset()
{
//Reset the offsets
collbox.x = SCREEN_WIDTH/2 - BALL_WIDTH/2;
collbox.y = SCREEN_HEIGHT/2 - BALL_HEIGHT/2;
//Reset the velocity
xVel = 0;
yVel = 0;
}
void Ball::handle_input()
{
int lORr; //To determine if the ball starts going left or right
//If a key was pressed
if( event.type == SDL_KEYDOWN )
{
//Assign random initial velocity
if( event.key.keysym.sym == SDLK_SPACE )
{
lORr = rand()%2;
if(lORr == 0){
xVel = rand()%5+10;
yVel = rand()%15;
}
if(lORr == 1){
xVel = (rand()%5+10*-1);
yVel = (rand()%15)*-1;
}
}
}
}
void Ball::move()
{
//Move the ball left or right
collbox.x += xVel;
//Move the ball up or down
collbox.y += yVel;
//If the ball went to far up or down
if( (collbox.y<0) || (collbox.y + BALL_HEIGHT > SCREEN_HEIGHT) )
{
//Move back
yVel = -1*yVel;
}
}
void Ball::show()
{
//Show the ball
apply_surface(collbox.x, collbox.y, ball, 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[] )
{
//The surface for the winning message
SDL_Surface *message = NULL;
//Quit flag
bool quit = false;
//The ball that will be used
Ball myBall;
//The paddles that will be used
PaddleL paddleL;
PaddleR paddleR;
//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 ball
myBall.handle_input();
//Handle events for the paddles
paddleL.handle_input();
paddleR.handle_input();
//If the user has Xed the window
if (event.type == SDL_QUIT)
{
//Quit the program
quit = true;
}
}
//Move the ball
myBall.move();
//If the ball hits left paddle
if(check_collision(myBall.collbox, paddleL.boxL) == true )
{
//Bounce ball back
myBall.xVel = rand()%30+15;
//Bounce ball back
if( myBall.yVel == 0 ) {
myBall.yVel = 1 ;
}
myBall.yVel = (myBall.yVel/(abs(myBall.yVel)?myBall.yVel:1) )*rand()%20;
}
//If the ball hits right paddle
if((check_collision(myBall.collbox, paddleR.boxR) == true) )
{
//Bounce ball back
myBall.xVel = (rand()%30+15)*-1;
if( myBall.yVel == 0 ) {
myBall.yVel = 1 ;
}
myBall.yVel = (myBall.yVel/(abs(myBall.yVel)?myBall.yVel:1) )*rand()%20;
}
//Move the paddles
paddleL.move();
paddleR.move();
//Apply the background to the screen
apply_surface(0, 0, background, screen);
//Show the ball on the screen
myBall.show();
//If the ball goes off the left side of the screen
if( (myBall.collbox.x + BALL_WIDTH) < 0)
{
//Print a message saying left paddle wins
message = TTF_RenderText_Solid(font, "SCORE BITCH!!", textColor);
//If a message needs to be displayed
if( message != NULL )
{
//Apply the background to the screen
apply_surface( 0, 0, background, screen );
//Apply the message centered on the screen
apply_surface( ( SCREEN_WIDTH - message->w ) / 2, ( SCREEN_HEIGHT - message->h ) / 2, message, screen );
//Null the surface pointer
message = NULL;
}
//If space bar is hit then reset the ball
if( event.key.keysym.sym == SDLK_SPACE )
{
myBall.reset();
}
}
//If the ball goes off the right side of the screen
if( myBall.collbox.x > SCREEN_WIDTH)
{
//Print a message saying left paddle wins
message = TTF_RenderText_Solid(font, "SCORE BITCH!!", textColor);
//If a message needs to be displayed
if( message != NULL )
{
//Apply the background to the screen
apply_surface( 0, 0, background, screen );
//Apply the message centered on the screen
apply_surface( ( SCREEN_WIDTH - message->w ) / 2, ( SCREEN_HEIGHT - message->h ) / 2, message, screen );
//Null the surface pointer
message = NULL;
}
//If space bar is hit then reset the ball
if( event.key.keysym.sym == SDLK_SPACE )
{
myBall.reset();
}
}
//Show the paddles on the screen
paddleL.show();
paddleR.show();
//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/$ g++ -o pong cong2.cpp -lSDL -lSDL_image -lSDL_ttf
lab46:~/src/$ ./pong
=====Reflection=====
This project was really stressing and frustrating at first but after a while I really started to catch on and it was pretty fun!
=====References=====
In performing this project, the following resources were referenced:
* http://www.lazyfoo.net/SDL_tutorials/
* http://www.cplusplus.com/forum/
* http://www.dreamincode.net/forums/forum/15-c-and-c/
* lair help from matt and other, thanks!!!