Open GL - Ayuda juego pong

 
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Ayuda juego pong

Publicado por Sergio (1 intervención) el 27/04/2015 19:25:39
Estoy editando un pong muy básico que encontré para hacer mi propio pong practicar y aprender un poco, tengo un par de partes que no consigo implementar, son las siguientes.

Implementar musica y o sonido para la bola. (quizás con mmsystem.h pero no consigo hacer que funcione)
Hacer los números de los marcadores mas grandes como el pong original. (no se me ocurre como hacerlo)
Meter una opción para jugar contra la maquina. (tampoco se me ocurre como montarlo, además creo que dará problemas porque las palas no se pueden mover a la vez)

Aquí el código:

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// Pong by Konstantinos Egarhos (aka konsnos) edited by sergio
 
/*
Requiere

sudo apt-get install build-essential
sudo apt-get install freeglut3 freeglut3-dbg freeglut3-dev

##sudo apt-get install freeglut3-dev

gcc -o opengl opengl.c -lglut -lGLU -lGL

*/
 
#include <GL/freeglut.h>  // OpenGL toolkit
#include <stdio.h>
 
 
 
// Function Initialising
void drawRect(GLfloat, GLfloat, int, int, float, float, float);
void update();
 
// Window dimensions
const int Width = 400;
const int Height = 300;
 
// Dimensions
#define paddleHeight 80
#define paddleWidth 10
#define zAxis 0
 
float p1 = 220;
float p2 = 220;
 
float p3 = 000;
float p4 = 150;
float p5 = 300;
float p6 = 450;
 
// GLfloat player1[4][2] = { 10, p1, 10, p1+paddleHeight, 10+paddleWidth, p1+paddleHeight, 10+paddleWidth, p1 };
// GLfloat player2[4][2] = { 480, p2, 480, p2+paddleHeight, 480+paddleWidth, p2+paddleHeight, 480+paddleWidth, p2 };
const float pspeed = 20;
 
int score[2];// = {0, 0}; // Score for players 1 and 2
 
#define bsize 10
GLdouble bpos[2] = {235,235};
GLfloat bvx = 1; // ball vector in left-right axis
GLfloat bvy = 1; // ball vector in top-bottom axis
// GLfloat ball[4][2] = { pos[0], pos[1], pos[0], pos[1]+bsize, pos[0]+bsize, pos[1]+bsize, pos[0]+bsize, pos[1] };
float bspeed = 2;
 
// Time variables for the speed calculation of the objects
GLdouble time;
GLdouble prtime;
GLdouble timeDiff;
GLdouble runtime;
 
// Text variable
static char str[200];
void * font = GLUT_BITMAP_9_BY_15;
 
void inicio()
{
 
char linea[5];
 
printf("Pong!!!.\n\n");
printf("/*************************/\n\n");
//printf("Utiliza la tecla p para hacer una pausa.\n\n");//
printf("mueve el jugador 1con w s.\n\n");
printf("mueve el jugador 2 con las flechas.\n\n");
 
 
printf("/*************************/\n\n");
 
printf("Teclea la velocitat de la bola i pulsa intro.\n");
printf("--------------------------------------------------\n");
printf("a - Rapido.\n");
printf("b - Normal.\n");
printf("c - Lento.\n\n");
 
fflush(stdin);
printf("Opcion:");
 
 
 fgets(linea,2,stdin);
 
 if(!strcmp(linea,"a")) bspeed=3;
 
 if(!strcmp(linea,"b")) bspeed=2;
 
 if(!strcmp(linea,"c")) bspeed=1;
 
 fflush(stdin);
 system("cls");
} /* fin inicio */
 
 
/*********************************************
    Drawing
*********************************************/
void renderScene(void)
{
     // Elapsed time from the initiation of the game.
     time = glutGet(GLUT_ELAPSED_TIME);
     timeDiff = time - prtime; // Elapsed time from the previous frame.
     prtime = time;
     runtime = timeDiff / 10.0;
 
     update(); // Update the game.
     // Clear the screen.
     glClear(GL_COLOR_BUFFER_BIT);
 
     sprintf(str, "%d       %d", score[0], score[1] );
     glRasterPos2f(205, 450);
     glutBitmapString(font,(unsigned char*)str);
 
     // Draws the 1st paddle and the 2nd.
     drawRect(10.0, p1, paddleHeight, paddleWidth, 0, 0, 1); // Left blue paddle.
     drawRect(480.0, p2, paddleHeight, paddleWidth, 1, 0, 0); // Right red paddle.
 
drawRect(250.0, p3, paddleHeight, paddleWidth, 1, 0, 0); // center line1.
drawRect(250.0, p4, paddleHeight, paddleWidth, 1, 0, 0); // center line2. 
drawRect(250.0, p5, paddleHeight, paddleWidth, 1, 0, 0); // center line3. 
drawRect(250.0, p6, paddleHeight, paddleWidth, 1, 0, 0); // center line4.
 
 
     drawRect(bpos[0], bpos[1], bsize, bsize, 1, 1, 0); // Yellow ball.
 
     glutSwapBuffers(); // Draw the new frame of the game.
}
 
/*********************************************
    Update
*********************************************/
void update()
{
     // Ball collision with the border of the window.
     if(bpos[0] + bspeed > 500-bsize)
     {
          bvx = -1;
          score[0]++;
     }
     else if (bpos[0] - bspeed < 0)
     {
          bvx = 1;
          score[1]++;
     }
     if(bpos[1] + bspeed > 500-bsize)
          bvy = -1;
     else if (bpos[1] - bspeed < 0)
          bvy = 1;
 
     /******** Collision with the paddles ********/
     // Collision with left paddle.
     if(bpos[0] <= 10 + paddleWidth && bpos[1] >= p1 && bpos[1] + bsize <= p1 + paddleHeight)
     {
          bvx *= -1;
          // bspeed *= 1.01;
     }
     // Collision with right paddle.
     if(bpos[0] + bsize >= 480 && bpos[1] >= p2 && bpos[1] + bsize <= p2 + paddleHeight)
     {
          bvx *= -1;
          // bspeed *= 1.01;
     }
 
     // New position of the ball dependent to the speed ***************
     // Because frame rate isn't always the same that might affect objects speed.
     // That's why we multiply the frame speed and multiply it with the object speed.
     // In that way the object speed is always the same.
     bpos[0] += bspeed * bvx * runtime;
     bpos[1] += bspeed * bvy * runtime;
}
 
/*********************************************
    Create and draw a rectangle.
    Generally, we are only interested in the height(y) of the paddle.
*********************************************/
void drawRect(GLfloat x, GLfloat y, int height, int width, float R, float G, float B)
{
     glColor3f(1.0,1.0,1.0);
 
     glBegin(GL_QUADS);
          glVertex2f( x, y);                        // Top Left
          glVertex2f( x, y + height);               // Bottom Left
          glVertex2f( x + width, y + height);       // Bottom Right
          glVertex2f( x + width, y);                // Top Right
     glEnd();
}
 
/*********************************************
    User Input (keyboard)
 
    I don't calculate frame speed, since it doesn't affect much.
*********************************************/
void keyPress(unsigned char key, int x, int y)
{
    switch (key)
    {
        case 'w':
        case 'W':
             if(420>=p1+pspeed)
                      {p1 += pspeed;}
             break;
        case 's':
        case 'S':
             if(0<=p1-pspeed)
                      {p1 -= pspeed;}
             break;
        case 27 :
             exit(0);
    }
}
 
/*********************************************
    Special Keys Input (keyboard arrows)
 
    I don't calculate frame speed, since it doesn't affect much.
*********************************************/
void specialKeyPress(int key, int x, int y)
{
     switch (key)
     {
            case GLUT_KEY_UP:
                 if(420>=p2+pspeed)
                      {p2 += pspeed;}
                 break;
            case GLUT_KEY_DOWN:
                 if(0<=p2-pspeed)
                      {p2 -= pspeed;}
                 break;
     }
}
 
/*********************************************
    Let there be initial variables.
*********************************************/
void init(void)
{
     // The color the windows will redraw. Its done to erase the previous frame.
     glClearColor(0.4f, 0.4f, 0.4f, 0.4f); // Black, no opacity(alpha).
 
     // Orthographic projection matrix (initiating 2D window).
     gluOrtho2D(0,500,0,500);
 
     // Initialize time.
     prtime = time = glutGet(GLUT_ELAPSED_TIME);
 
     // Initialize score.
     score[0] = score[1] = 0;
}
 
/* Main function */
int main(int argc, char *argv[])
{
 
 
inicio();
    // Initialize openGL with Double buffer and RGB color without transparency.
    // Its interesting to try GLUT_SINGLE instead of GLUT_DOUBLE.
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
 
    // Create the window.
    glutInitWindowSize(Width, Height);
    glutInitWindowPosition(150,50);
    glutCreateWindow("Pong");
 
    // Define the draw function.
    glutDisplayFunc(renderScene);
 
    // Define the keyboard input function.
    glutKeyboardFunc(keyPress);
    // Define the keyboards' special keys input function.
    glutSpecialFunc(specialKeyPress);
 
    // Define which function to execute when nothing except the gameplay is updating.
    glutIdleFunc(renderScene);
 
    init();
 
    glutMainLoop();
 
    return 0;
}
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