======Project: Tutorials for making pong======
A project for systems programming by Matt Witter during the Spring 2013 semester.
This project was begun on January 23 and is anticipated to take most of the spring semester. You can find most of the tutorials I did in my systemprog folder.
=====Objectives=====
This wasn't originally suppose to be a project but it turned in to one when I ran out of time to make another game. The point of this project is to work up to making pong. The tutorials will help build up the ideas or concepts that we need to make a game.
=====Prerequisites=====
In order to successfully accomplish/perform this project, the listed resources/experiences need to be consulted/achieved:
* http://www.lazyfoo.net
=====Background=====
State the idea or purpose of the project. What are you attempting to pursue? I'm attempting to get through tutorials 1-18 and then move on to making pong. I got through the tutorials but I didnt get very far in pong.
=====Scope=====
Well this wasn't really meant to be a project but once it got close I kind of turned it into one. I just went through the tutorials until I got to 18 and attempted pong. I didn't get very far in pong mostly because I had about a week left and I was trying to get it but I had to catch up on some of Joe's stuff.
=====Procedure=====
The procedure was just going through the tutorials on lazyfoo.net
=====Code=====
Here's one of the final tutorials for lazyfoo.net. It is one of the final collision detection tutorials either 17 or 18
#include "SDL/SDL.h"
#include "SDL/SDL_image.h"
#include
//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 dimenions of the square
const int SQUARE_HEIGHT = 20;
const int SQUARE_WIDTH = 20;
//the surfaces
SDL_Surface *square = NULL;
SDL_Surface *screen = NULL;
//the event structure
SDL_Event event;
//the wall
SDL_Rect wall;
//the square
class Square
{
private:
//the coolision box of the square
SDL_Rect box;
//the velocity of the square
int xVel, yVel;
public:
//initalizes the variables
Square():
//take key presses and adjusts the squares velocity
void handle_input();
//moves the square
void move();
//shows the square on the screen
void show();
};
//timer class
class Timer
{
private:
//the clocks 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:
//initalized the variables
Timer();
//the various clock actions
void start();
void stop();
void pause();
void unpause();
//gets the timers time
int get_ticks();
//checks that status of the timer
bool is_started;
bool is_paused;
};
SDL_Surface *load_image(std::string filename)
{
//the image thats loaded
SDL_Surface* loadedImage = NULL;
//the optimized surface taht will be used
SDL_Surface* optimizedImage = NULL;
//load the image
loadedImage = IMG_Load(filename.c_str());
//if the image loaded
if(loadedImage != NULL)
{
//create the optmized 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, SD:_Rect* clip = NULL)
{
//holds offsets
SDL_Rect offset;
//get offsets
offset.x = x;
offset.y = y;
//blit
SDL_BlitSurface(source, clip, destination, &offset);
}
bool init()
{
//initalize 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("move square", NULL);
//if everything initialized fine
return true;
}
bool load_files()
{
//load the background image
square = load_image("square.bmp");
//if there was a problem loading image
if(square == NULL)
{
return false;
}
//if everything loaded fine
return true;
}
void clean_up()
{
//free the surface
SDL_FreeSurface(square);
//quit SDL
SDL_Quit();
}
//the square
class Square
{
private:
//the collision box of the square
SDL_Rect box;
//the velocity of the square
int xVel, yVel;
public:
//initalize the variables
square();
//takes key presses and adjusts the squares velocity
void handle_input();
//moves the square
void move();
//shows the square on the screen
void show();
};
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 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;
}
Square::Square()
{
//initialize the offsets
box.x = 0;
box.y = 0;
//set the squares dimensions
box.w = SQUARE_WIDTH;
box.h = SQUARE_HEIGHT;
//initialize the velocity
xVel = 0;
yVel = 0;
}
void Square::move()
{
//move the square left or right
box.x += xVel;
//if the square went too far to the left or right or has collided with the wall
if((box.x < 0) || (box.x + SQUARE_WIDTH > SCREEN_WIDTH ) || (check_collision(box, wall)))
{
//move back
box.x -= xVel;
}
//move the square up or down
box.y += yVel;
//if the square went too far up or down or has collided with the wall
if((box.y < 0) || (box.y + SQUARE-HEIGHT > SCREEN_HEIGHT) || (check_collision(box, wall)))
{
//move back
box.y -= yVel;
}
}
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 Square::show()
{
//Show the square
apply_surface( box.x, box.y, square, 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[] )
{
//Quit flag
bool quit = false;
//The square
Square mySquare;
//The frame rate regulator
Timer fps;
//Initialize
if( init() == false )
{
return 1;
}
//Load the files
if( load_files() == false )
{
return 1;
}
//Set the wall
wall.x = 300;
wall.y = 40;
wall.w = 40;
wall.h = 400;
//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();
//If the user has Xed out the window
if( event.type == SDL_QUIT )
{
//Quit the program
quit = true;
}
}
//Move the square
mySquare.move();
//Fill the screen white
SDL_FillRect( screen, &screen->clip_rect, SDL_MapRGB( screen->format, 0xFF, 0xFF, 0xFF ) );
//Show the wall
SDL_FillRect( screen, &wall, SDL_MapRGB( screen->format, 0x77, 0x77, 0x77 ) );
//Show the square on the screen
mySquare.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/cprog$ ./collision
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? I mostly learned that making little games has a lot more to it than I thought before doing this. Pong is a pretty hard game to make.
=====References=====
In performing this project, the following resources were referenced:
* www.lazyfoo.net