int main(void) { GWindow window = newGWindow(320, 240); pause(5000); closeGWindow(window); return 0; }
int main(void) { // instantiate window GWindow window = newGWindow(320, 240); // instantiate slider addToRegion(window, newGLabel("0"), "SOUTH"); GSlider slider = newGSlider(0, 100, 50); setActionCommand(slider, "slide"); addToRegion(window, slider, "SOUTH"); addToRegion(window, newGLabel("100"), "SOUTH"); // listen for events while (true) { // wait for event GActionEvent event = waitForEvent(ACTION_EVENT); // if window was closed if (getEventType(event) == WINDOW_CLOSED) { break; } // if action command is "slide" if (strcmp(getActionCommand(event), "slide") == 0) { printf("slider was slid to %i\n", getValue(slider)); } } // that's all folks closeGWindow(window); return 0; }
int main(void) { // instantiate window GWindow window = newGWindow(320, 240); // instantiate circle GOval circle = newGOval(0, 0, 50, 50); // x, y, width, height // add circle to window add(window, circle); // follow mouse forever while (true) { // check for mouse event GEvent event = getNextEvent(MOUSE_EVENT); // if we heard one if (event != NULL) { // if the event was movement if (getEventType(event) == MOUSE_MOVED) { // ensure circle follows top cursor double x = getX(event) - getWidth(circle) / 2; // Subtract off the radius to center the circle double y = getY(event) - getWidth(circle) / 2; setLocation(circle, x, y); } } } }
int main(void) { // instantiate window GWindow window = newGWindow(320, 240); GCheckBox checkBox = newGCheckBox("I agree"); setActionCommand(checkBox, "check"); addToRegion(window, checkBox, "SOUTH"); while (true) { GActionEvent event = waitForEvent(ACTION_EVENT); if (getEventType(event) == WINDOW_CLOSED) { break; } if (strcmp(getActionCommand(event), "check") == 0) { if (isSelected(checkBox)) { printf("Checkbox was checked\n"); } else { printf("Checkbox was unchecked\n"); } } } closeGWindow(window); return 0; }
int main() { GWindow gw; GArc pacman; int angle, sign; double limit; gw = newGWindow(600, 400); pacman = newGArc(0, (getHeight(gw) - PACMAN_SIZE) / 2, PACMAN_SIZE, PACMAN_SIZE, 45, 270); setFilled(pacman, true); setFillColor(pacman, "YELLOW"); add(gw, pacman); waitForClick(); angle = 45; sign = -1; limit = getWidth(gw) - PACMAN_SIZE; while (getX(pacman) < limit) { move(pacman, DELTA_X, 0); angle += sign * DELTA_THETA; if (angle == 0 || angle == 45) sign = -sign; setStartAngle(pacman, angle); setSweepAngle(pacman, 360 - 2 * angle); pause(PAUSE_TIME); } return 0; }
int main(void) { // instantiate window GWindow window = newGWindow(320, 240); // instantiate label GLabel label = newGLabel(""); setFont(label, "SansSerif-36"); add(window, label); // count down from 50 to 0 for (int i = 50; i >= 0; i--) { // to store 50 through 0 (with '\0'), we need <= 3 chars char s[3]; // convert i from int to string sprintf(s, "%i", i); // update label setLabel(label, s); // center label double x = (getWidth(window) - getWidth(label)) / 2; double y = (getHeight(window) - getHeight(label)) / 2; setLocation(label, x, y); // linger for 100 milliseconds pause(100); } // that's all folks closeGWindow(window); return 0; }
int main(void) { GWindow window = newGWindow(320, 240); GButton button = newGButton("button"); setActionCommand( button, "check" ); addToRegion(window, button, "SOUTH"); while( true ) { GActionEvent event = waitForEvent( ACTION_EVENT ); if( getEventType(event) == WINDOW_CLOSED ) { break; } else if( strcmp( getActionCommand(event) , "click") == 0 ) { printf("button was clicked\n"); } } closeGWindow(window); return 0; }
int main(void) { // instantiate window GWindow window = newGWindow(320, 240); // instantiate button GButton button = newGButton("Button"); setActionCommand(button, "click"); // add button to southern region of window addToRegion(window, button, "SOUTH"); // listen for events while (true) { // wait for event GActionEvent event = waitForEvent(ACTION_EVENT); // if window was closed if (getEventType(event) == WINDOW_CLOSED) { break; } // if action command is "click" if (strcmp(getActionCommand(event), "click") == 0) { printf("button was clicked\n"); } } // that's all folks closeGWindow(window); return 0; }
o/** * slider.c * * David J. Malan * [email protected] * * Demonstrates a slider. */ // standard libraries #include <stdio.h> #include <string.h> // Stanford Portable Library #include <spl/gevents.h> #include <spl/ginteractors.h> #include <spl/gwindow.h> int main(void) { // instantiate window GWindow window = newGWindow(320, 240); // instantiate slider addToRegion(window, newGLabel("0"), "SOUTH"); GSlider slider = newGSlider(0, 100, 50); setActionCommand(slider, "slide"); addToRegion(window, slider, "SOUTH"); addToRegion(window, newGLabel("100"), "SOUTH"); // listen for events while (true) { // wait for event GActionEvent event = waitForEvent(ACTION_EVENT); // if window was closed if (getEventType(event) == WINDOW_CLOSED) { break; } // if action command is "slide" if (strcmp(getActionCommand(event), "slide") == 0) { printf("slider was slid to %i\n", getValue(slider)); } } // that's all folks closeGWindow(window); return 0; }
int main() { GWindow gw = newGWindow(600, 400); GRect rect = NULL; bool dragging = false; double startX = 0.0; double startY = 0.0; while (true) { GEvent e = waitForEvent(MOUSE_EVENT | KEY_EVENT); if (getEventType(e) == MOUSE_PRESSED) { startX = getX(e); startY = getY(e); rect = getGObjectAt(gw, startX, startY); dragging = (rect != NULL); if (!dragging) { rect = newGRect(startX, startY, 0, 0); setFilled(rect, true); add(gw, rect); } } else if (getEventType(e) == MOUSE_DRAGGED) { double x = getX(e); double y = getY(e); if (dragging) { move(rect, x - startX, y - startY); startX = x; startY = y; } else { double width = fabs(x - startX); double height = fabs(y - startY); x = fmin(x, startX); y = fmin(y, startY); setBounds(rect, x, y, width, height); } } else if (getEventType(e) == MOUSE_CLICKED) { if (rect != NULL) sendToFront(rect); } else if (getEventType(e) == KEY_TYPED) { if (rect != NULL) { string color = "BLACK"; switch (getKeyChar(e)) { case 'b': color = "BLUE"; break; case 'c': color = "CYAN"; break; case 'g': color = "GREEN"; break; case 'm': color = "MAGENTA"; break; case 'o': color = "ORANGE"; break; case 'r': color = "RED"; break; case 'w': color = "WHITE"; break; case 'y': color = "YELLOW"; break; } setColor(rect, color); } } } }
int main(void) { // seed pseudorandom number generator srand48(time(NULL)); // instantiate window GWindow window = newGWindow(WIDTH, HEIGHT); // instantiate bricks initBricks(window); // instantiate ball, centered in middle of window GOval ball = initBall(window); // instantiate paddle, centered at bottom of window GRect paddle = initPaddle(window); // instantiate scoreboard, centered in middle of window, just above ball GLabel label = initScoreboard(window); // number of bricks initially int bricks = COLS * ROWS; // number of lives initially int lives = LIVES; // number of points initially int points = 0; // keep playing until game over while (lives > 0 && bricks > 0) { // TODO } // wait for click before exiting waitForClick(); // game over closeGWindow(window); return 0; }
int main() { GWindow gw; GPolygon stopSign; double edge; int i; printf("This program draws a red octagon.\n"); gw = newGWindow(600, 400); edge = 75; stopSign = newGPolygon(); addVertex(stopSign, -edge / 2, edge / 2 + edge / sqrt(2.0)); for (i = 0; i < 8; i++) { addPolarEdge(stopSign, edge, 45 * i); } setFilled(stopSign, true); setColor(stopSign, "RED"); addAt(gw, stopSign, getWidth(gw) / 2, getHeight(gw) / 2); return 0; }
int main(void) { // instantiate window GWindow window = newGWindow(320, 240); // listen forever while (true) { // check for mouse event GEvent event = getNextEvent(MOUSE_EVENT); // if we heard one if (event != NULL) { // if the event was movement if (getEventType(event) == MOUSE_CLICKED) { // print click's coordinates printf("%.0f,%.0f\n", getX(event), getY(event)); } } } }
int main(void) { GWindow window = newGWindow(320, 240); GOval circle = newGOval(0,0,50,50); setColor(circle, "RED"); setFilled(circle, true); add(window, circle); while ( true ) { GEvent event = getNextEvent( MOUSE_EVENT ); if( event != NULL ) { if( getEventType(event) == MOUSE_MOVED ) { double x = getX(event) - getWidth(circle) / 2; double y = getY(event) - getWidth(circle) /2; setLocation(circle, x, y); } } } }
int main(void) { // instantiate window GWindow window = newGWindow(320, 240); // instantiate circle GOval circle = newGOval(0, 110, 20, 20); setColor(circle, "BLACK"); setFilled(circle, true); add(window, circle); // initial velocity double velocity = 2.0; // bounce forever while (true) { // move circle along x-axis move(circle, velocity, 0); // bounce off right edge of window if (getX(circle) + getWidth(circle) >= getWidth(window)) { velocity = -velocity; } // bounce off left edge of window else if (getX(circle) <= 0) { velocity = -velocity; } // linger before moving again pause(10); } }
int main(void) { /* Welcome Message*/ GWindow window = newGWindow(WIDTH, HEIGHT); // instantiates a window setWindowTitle(window, "Tic-Tac-Toe"); welcome(window); /* Mode Selection */ int mode = selectMode(window); /* Show Rules */ showRules(mode, window); /* Play Game */ play(mode, window); /* End Message */ endMessage(window); waitForClick(); closeGWindow(window); return 0; }
int main(void) { // seed pseudorandom number generator srand48(time(NULL)); // instantiate window GWindow window = newGWindow(WIDTH, HEIGHT); // instantiate bricks initBricks(window); // instantiate life counter GOval lifeball1 = newGOval(WIDTH - 30, 20, DIAMETER, DIAMETER); setFilled(lifeball1, true); setColor(lifeball1, "#000000"); add(window, lifeball1); GOval lifeball2 = newGOval(WIDTH - 50, 20, DIAMETER, DIAMETER); setFilled(lifeball2, true); setColor(lifeball2, "#000000"); add(window, lifeball2); // instantiate ball, centered in middle of window GOval ball = initBall(window); // instantiate paddle, centered at bottom of window GRect paddle = initPaddle(window); // instantiate scoreboard, centered in middle of window, just above ball GLabel scoreboard = initScoreboard(window); // number of bricks initially int bricks = COLS * ROWS; // number of lives initially int lives = LIVES; // number of points initially int points = 0; //initialize ball velocities double xvelocity = drand48(); double yvelocity = 2.0; // keep playing until game over if (lives > 0) { waitForClick(); } while (lives > 0 && bricks > 0) { // compel paddle to follow mouse along x-axis by listening for mouse_event GEvent paddlemove = getNextEvent(MOUSE_EVENT); // if there was an event if (paddlemove != NULL) { // if the event was movement if (getEventType(paddlemove) == MOUSE_MOVED) { // make paddle follow mouse pointer's motion along the x axis only double paddlex = getX(paddlemove) - getWidth(paddle) / 2; double paddley = 565; setLocation(paddle, paddlex, paddley); } } // move ball along both x and y move(ball, xvelocity, yvelocity); GObject collided = detectCollision(window, ball); // Correct code to make ball bounce - this does not work, despite working exactly as so in bounce.c //perhaps a switch is in order using detect collision for bouncing if (getX(ball) + DIAMETER >= WIDTH) { xvelocity = -xvelocity; } // bounce off left edge of window else if (getX(ball) <= 0) { xvelocity = -xvelocity; } else if (getY(ball) <= 0) { yvelocity = -yvelocity; } else if (collided == paddle) { yvelocity = -yvelocity; xvelocity = xvelocity + (drand48() - drand48()); } else if ((((collided != NULL) && (collided != paddle)) && (collided != scoreboard)) && (strcmp(getType(collided), "GOval") != 0)) { yvelocity = -yvelocity; xvelocity = xvelocity + (drand48() - drand48()); removeGWindow(window, collided); points++; bricks = bricks - 1; updateScoreboard(window, scoreboard, points); } else if (getY(ball) + DIAMETER >= HEIGHT) { yvelocity = 2.0; xvelocity = drand48(); lives = lives - 1; if (lives == 2) { removeGWindow(window, lifeball2); } else if (lives == 1) { removeGWindow(window, lifeball1); } setLocation(ball, (WIDTH / 2) - (DIAMETER / 2), (HEIGHT / 2) - (DIAMETER / 2)); setLocation(paddle, (WIDTH / 2) - (PADDLEWIDTH / 2), HEIGHT - 35); if (lives > 0) { waitForClick(); } } // linger before moving again pause(10); } // game over if (lives > 0 && bricks == 0) { GLabel winner = newGLabel("YOU WON!"); setFont(winner, "SansSerif-22"); double x = (WIDTH / 2) - (getWidth(winner) / 2); double y = HEIGHT - 250; setLocation(winner, x, y); setColor(winner, "#0033FF"); add(window, winner); } else { GLabel gameover = newGLabel("GAME OVER"); setFont(gameover, "SansSerif-22"); double x = (WIDTH / 2) - (getWidth(gameover) / 2); double y = HEIGHT - 250; setLocation(gameover, x, y); setColor(gameover, "#990000"); add(window, gameover); } waitForClick(); return 0; }
int main(void) { // seed pseudorandom number generator srand48(time(NULL)); // instantiate window GWindow window = newGWindow(WIDTH, HEIGHT); // instantiate bricks initBricks(window); // instantiate ball, centered in middle of window GOval ball = initBall(window); // instantiate paddle, centered at bottom of window GRect paddle = initPaddle(window); // instantiate scoreboard, centered in middle of window, just above ball GLabel label = initScoreboard(window); // number of bricks initially int bricks = COLS * ROWS; // number of lives initially int lives = LIVES; // number of points initially int points = 0; // keep playing until game over double velocity = drand48()*2; double angle = drand48()*3; while (lives > 0 && bricks > 0) { // check for mouse event GEvent event = getNextEvent(MOUSE_EVENT); // if we heard one if (event != NULL) { // if the event was movement if (getEventType(event) == MOUSE_MOVED) { double x = getX(event)-PADDLEW/2; double y = HEIGHT - PADDLEH; setLocation(paddle, x, y); } } move(ball, velocity, angle); GObject object = detectCollision(window, ball); // bounce off right edge of window if (getX(ball) + getWidth(ball) > 400) { velocity = -velocity; } // bounce off left edge of window else if (getX(ball) <= 0) { velocity = -velocity; } // Dtects if the ball hit the paddle then reverses angle else if(object == paddle) { angle = -angle; } //Detects if it hits the bottom of the screen else if(getY(ball) + getHeight(ball) > HEIGHT) { removeGWindow(window, ball); waitForClick(); ball = initBall(window); lives -= 1; } else if (getY(ball) <= 0) { angle = -angle; } else if (strcmp(getType(object), "GRect") == 0) { angle = -angle; removeGWindow(window, object); initScoreboard(window); updateScoreboard(window, label, points); points += 1; if(points == 50) { break; } } // linger before moving again pause(5); } // wait for click before exiting waitForClick(); // game over closeGWindow(window); return 0; }
int main(void) { // seed pseudorandom number generator srand48(time(NULL)); // instantiate window GWindow window = newGWindow(WIDTH, HEIGHT); // instantiate bricks initBricks(window); // instantiate ball, centered in middle of window GOval ball = initBall(window); // instantiate paddle, centered at bottom of window GRect paddle = initPaddle(window); // instantiate scoreboard, centered in middle of window, just above ball GLabel label = initScoreboard(window); // number of bricks initially int bricks = COLS * ROWS; // number of lives initially int lives = LIVES; // number of points initially int points = 0; // initial velocity double standardReduction = 0.07; double velocity = drand48() - standardReduction; double velocityY = 2; waitForClick(); // keep playing until game over while (lives > 0 && bricks > 0) { // Get the next mouse event GEvent event = getNextEvent(MOUSE_EVENT); // If some move if (event != NULL) { if (getEventType(event) == MOUSE_MOVED) { double x = getX(event) - (PADDLE_WIDTH / 2); double y = 500; setLocation(paddle, x, y); } } move(ball, velocity, velocityY); // bounce off right edge of window if (getX(ball) + RADIUS >= WIDTH) { velocity = -velocity; } // bounce off left edge of window else if (getX(ball) <= 0) { velocity = -velocity; } // bounce off top edge else if (getY(ball) <= 0) { velocityY = -velocityY; } // bottom edge else if (getY(ball) + RADIUS >= HEIGHT) { velocityY = 0; velocity = 0; lives--; removeGWindow(window, ball); removeGWindow(window, paddle); ball = initBall(window); paddle = initPaddle(window); velocity = drand48() - standardReduction; velocityY = 2; waitForClick(); } GObject obj = detectCollision(window, ball); if (obj != NULL) { if (obj == paddle) { velocityY = -velocityY; } else if (strcmp(getType(obj), "GRect") == 0) { removeGWindow(window, obj); bricks--; points++; updateScoreboard(window, label, points); velocityY = -velocityY; } } pause(3); } if (bricks == 0) { updateScoreboard(window, label, 51); } else { updateScoreboard(window, label, 0); } // wait for click before exiting waitForClick(); // game over closeGWindow(window); return 0; }
int main(void) { // seed pseudorandom number generator srand48(time(NULL)); // instantiate window GWindow window = newGWindow(WIDTH, HEIGHT); // instantiate bricks initBricks(window); // instantiate ball, centered in middle of window GOval ball = initBall(window); // randomize x velocity of ball double xvelocity = drand48()/50 + 0.05; double yvelocity = 0.1; // instantiate paddle, centered at bottom of window GRect paddle = initPaddle(window); // instantiate scoreboard, centered in middle of window, just above ball GLabel label = initScoreboard(window); // number of bricks initially int bricks = COLS * ROWS; // number of lives initially int lives = LIVES; // number of points initially int points = 0; while (lives > 0 && bricks > 0) { GEvent event = getNextEvent(MOUSE_EVENT); // if we heard one if (event != NULL) { // if the event was movement if (getEventType(event) == MOUSE_MOVED) { // ensure paddle follows mouse double x = getX(event) - WIDTHPADDLE/2; // makes sure paddle stays within screen if (x >= 0 || x <= WIDTH) { setLocation(paddle, x, 9*HEIGHT/10); } if (x < 0) { setLocation(paddle, 0, 9*HEIGHT/10); } if (x > WIDTH - WIDTHPADDLE) { setLocation(paddle, WIDTH - WIDTHPADDLE, 9*HEIGHT/10); } } } // compels ball to move move(ball, xvelocity, yvelocity); // bounce off edge of window if (getX(ball) + getWidth(ball) >= WIDTH || getX(ball) <= 0) { xvelocity = -xvelocity; } // bouce off top edge of window if (getY(ball) <= 0) { yvelocity = -yvelocity; } // detect collision GObject object = detectCollision(window, ball); // bounce off paddle if (object == paddle) { yvelocity = -yvelocity; } // bounce off brick else if (object != NULL) { if (strcmp(getType(object), "GRect") == 0) { yvelocity = -yvelocity; bricks--; removeGWindow(window, object); points++; } } // update scoreboard updateScoreboard(window, label, points); // ball at bottom edge of window if (getY(ball) + 2*RADIUS >= HEIGHT) { lives--; if (lives >= 1) { waitForClick(); } setLocation(ball, WIDTH/2 - RADIUS, HEIGHT/2 - RADIUS); } } // wait for click before exiting waitForClick(); // game over closeGWindow(window); return 0; }
int main(void) { // seed pseudorandom number generator srand48(time(NULL)); // instantiate window GWindow window = newGWindow(WIDTH, HEIGHT); // instantiate bricks initBricks(window); // instantiate ball, centered in middle of window GOval ball = initBall(window); // instantiate paddle, centered at bottom of window GRect paddle = initPaddle(window); // instantiate scoreboard, centered in middle of window, just above ball GLabel label = initScoreboard(window); // number of bricks initially int bricks = COLS * ROWS; updateScoreboard(window, label, 0); // number of lives initially int lives = LIVES; // number of points initially int points = 0; // define ball's velocity double xvelocity = 2.5 * drand48(); double yvelocity = 2.5; waitForClick(); // keep playing until game over while (lives > 0 && bricks > 0) { // TODO //set paddle to follow mouse GEvent event = getNextEvent(MOUSE_EVENT); if (event != NULL) { if (getEventType(event) == MOUSE_MOVED) { double x = getX(event) - 25; setLocation(paddle, x, 500); } } // move ball move(ball, xvelocity, yvelocity); // bounce from side walls if (getX(ball) + getWidth(ball) >= getWidth(window)) { xvelocity = -xvelocity; } else if (getX(ball) <= 0) { xvelocity = -xvelocity; } // bounce from ceiling or floor if (getY(ball) + getHeight(ball) >= getHeight(window)) { lives--; removeGWindow(window, ball); ball = initBall(window); waitForClick(); continue; } else if (getY(ball) <= 0) { yvelocity = -yvelocity; } // detect collision between objects GObject object = detectCollision(window, ball); if (object != NULL) { // bounce off paddle if (object == paddle) { if (yvelocity > 0.0) { yvelocity = -yvelocity; } } // bounce off and remove block else if (strcmp(getType(object), "GRect") == 0) { yvelocity = -yvelocity; bricks--; updateScoreboard(window, label, 50 - bricks); removeGWindow(window, object); } } pause(10); } // wait for click before exiting waitForClick(); // game over closeGWindow(window); return 0; }
int main(void) { // seed pseudorandom number generator srand48(time(NULL)); // instantiate window GWindow window = newGWindow(WIDTH, HEIGHT); // instantiate bricks initBricks(window); // instantiate ball, centered in middle of window GOval ball = initBall(window); // instantiate paddle, centered at bottom of window GRect paddle = initPaddle(window); // instantiate scoreboard, centered in middle of window, just above ball GLabel label = initScoreboard(window); // number of bricks initially int bricks = COLS * ROWS; // number of lives initially int lives = LIVES; // number of points initially int points = 0; // make the ball’s initial velocity along its (horizontal) x-axis random. srand48((long int) time(NULL)); double velocityX = -BALL_VELOCITY + 2 * BALL_VELOCITY * drand48(); double velocityY = BALL_VELOCITY; while (true) { GEvent event = getNextEvent(MOUSE_EVENT); if (event != NULL) { if (getEventType(event) == MOUSE_CLICKED) { break; } } } // keep playing until game over while (lives > 0 && bricks > 0) { // TODO move(ball, velocityX, velocityY); GEvent event = getNextEvent(MOUSE_EVENT); if (event != NULL) { if (getEventType(event) == MOUSE_MOVED) { double x = 0; if (getX(event) - PADDLE_WIDTH / 2 <= 0) { x = 0; } else if (getX(event) + PADDLE_WIDTH / 2 >= WIDTH) { x = WIDTH - PADDLE_WIDTH; } else { x = getX(event) - PADDLE_WIDTH / 2; } double y = getY(paddle); setLocation(paddle, x, y); } } if (getX(ball) + 2 * RADIUS >= WIDTH) { velocityX = -velocityX; } else if (getX(ball) <= 0) { velocityX = -velocityX; } /*// the bottom edge condition else if (getY(ball) + 2 * RADIUS >= HEIGHT) { velocityY = -velocityY; } */ else if (getY(ball) > getY(paddle) + PADDLE_WIDTH / 2) { lives--; if (lives > 0) { while (true) { GEvent event = getNextEvent(MOUSE_EVENT); if (event != NULL) { if (getEventType(event) == MOUSE_CLICKED) { break; } } } setLocation(ball, (getWidth(window) - 2 * RADIUS) / 2, (getHeight(window) - 2 * RADIUS) / 2); move(ball, velocityX, velocityY); } } else if (getY(ball) <= 0) { velocityY = -velocityY; } GObject object = detectCollision(window, ball); if (object != NULL) { if (object == paddle) { // TODO velocityY = -velocityY; } /*// More generally with the same functionality if (strcmp(getType(object), "GRect") == 0) { // TODO } */ if (strcmp(getType(object), "GLabel") == 0) { // TODO sendToBack(object); } if (strcmp(getType(object), "GRect") == 0 && object != paddle) { // TODO bricks--; removeGWindow(window, object); updateScoreboard(window, label, ++points); velocityY = -velocityY; } } pause(8); } // wait for click before exiting waitForClick(); // game over closeGWindow(window); return 0; }
int main(void) { // seed pseudorandom number generator srand48(time(NULL)); // instantiate window GWindow window = newGWindow(WIDTH, HEIGHT); // instantiate bricks initBricks(window); // instantiate ball, centered in middle of window GOval ball = initBall(window); sendForward(ball); //send ball forword. // instantiate paddle, centered at bottom of window GRect paddle = initPaddle(window); // instantiate scoreboard, centered in middle of window, just above ball GLabel label = initScoreboard(window); sendBackward(label); //send label backwords // number of bricks initially int bricks = COLS * ROWS; // number of lives initially int lives = LIVES; // number of points initially int points = 0; //velocity constants for x and y directions for velocity of ball double velocityX = 0.029; double velocityY = 0.043; //wait for click before starting waitForClick(); // keep playing until game over while (lives > 0 && bricks > 0) { //moving paddle with mouse movement in x direction only. // check for mouse event GEvent Mevent = getNextEvent(MOUSE_EVENT); // if we heard one if (Mevent != NULL) { // if the Mevent was a mouse movement if (getEventType(Mevent) == MOUSE_MOVED) { // moves paddle only in x direction with movement of mouse. double x = getX(Mevent); if(x > PADDLEW/2 && x < WIDTH-(PADDLEW/2)) { setLocation(paddle, x-(PADDLEW/2), PADDLEY ); } } } //move ball with given velocity constants. move(ball, velocityX, velocityY ); // bounce off right edge of window if (getX(ball) + getWidth(ball) >= getWidth(window)) { velocityX = -velocityX; } // bounce off left edge of window else if (getX(ball) <= 0) { velocityX = -velocityX; } //bounce off the top edge of window else if (getY(ball) <= 0) { velocityY = -velocityY; } //if ball touch bottom edge decrese a life and reset the ball at center of window and lunnch again after click. else if(getY(ball) + getHeight(ball) >= getHeight(window)) { lives = lives-1; waitForClick(); setLocation(ball, WIDTH/2, HEIGHT/2); //close window if live finishes. if(lives == 0){ closeGWindow(window); } } //ball movement, edge bounce , and lives calculation part end here. //detect collsion of ball with other objects. //paddlecollde is the object with ball collided. GObject collide = detectCollision(window ,ball); if(collide == paddle){ velocityY = -velocityY; //funkey fun with color char* colorpaddle = malloc(20*sizeof(char)); colorpaddle = getColorGObject(ball); setColor(paddle,colorpaddle); freeGObject(colorpaddle); } if(collide == label ){ //funkey fun with color char* colorlabel = malloc(20*sizeof(char)); colorlabel = getColorGObject(ball); setColor(label,colorlabel); freeGObject(colorlabel); } //collidedObj is the object with ball collides. GObject collidedObj = detectCollision(window, ball); if(collidedObj){ if(collidedObj != paddle && collidedObj != label){ //funkey fun with color char* colorball = malloc(20*sizeof(char)); colorball = getColorGObject(collidedObj); setColor(ball,colorball); freeGObject(colorball); //if collided object is brick then remove bricks and increse and update score and decrese no of bricks and bounce ball. removeGWindow(window, collidedObj); points++; bricks--; updateScoreboard(window, label, points); velocityY = -velocityY; freeGObject(colorball); freeGObject(collidedObj); } } } // wait for click before exiting waitForClick(); // game over closeGWindow(window); freeGObject(paddle); freeGObject(ball); freeGObject(label); return 0; }
int main(void) { // seed pseudorandom number generator srand48(time(NULL)); // instantiate window GWindow window = newGWindow(WIDTH, HEIGHT); // instantiate bricks initBricks(window); // instantiate ball, centered in middle of window GOval ball = initBall(window); // instantiate paddle, centered at bottom of window GRect paddle = initPaddle(window); // instantiate scoreboard, centered in middle of window, just above ball GLabel label = initScoreboard(window); // number of bricks initially int bricks = COLS * ROWS; // number of lives initially int lives = LIVES; // number of points initially int points = 0; // initial y-axis velocity double y_velocity = 2.0; // initial x-axis velocity double x_velocity = drand48() + LIMIT; //mouse click to start waitForClick(); // keep playing until game over while (lives > 0 && bricks > 0) { GEvent event = getNextEvent(MOUSE_EVENT); if (event != NULL) { // paddle movement if(getEventType(event) == MOUSE_MOVED) { double x = getX(event) - P_WIDTH / 2; double y = 550; setLocation(paddle, x, y); // prevent paddle from leaving screen if (getX(paddle) + getWidth(paddle) >= getWidth(window)) { x = getWidth(window) - getWidth(paddle); setLocation(paddle, x, y); } else if (getX(paddle) <= 0) { x = 0; setLocation(paddle, x, y); } } } // bouncing ball move(ball, x_velocity, y_velocity); /* not sure my x and y axis are coded correctly, may be backwards*/ //bounce off bottom of window if (getY(ball) + getWidth(ball) >= getHeight(window)) { lives--; setLocation(ball, 190, 350); // game pause until mouse click waitForClick(); } // bounce off top of window else if (getY(ball) <= 0) { y_velocity = - y_velocity; } // bounce off right edge of window else if (getX(ball) + getWidth(ball) >= getWidth(window)) { x_velocity = -x_velocity; } // bounce off left edge of window else if (getX(ball) <= 1) { x_velocity = -x_velocity; } // make sure ball doesn't move too fast pause (20); //detect collisions between the ball and objects in window GObject object = detectCollision(window, ball); if (object != NULL) { // bounce off paddle if (object == paddle) { y_velocity = - (drand48() + LIMIT); } // bounce off bricks if ((strcmp(getType(object), "GRect") == 0) && (object != paddle)) { //x_velocity = -x_velocity; y_velocity = - y_velocity; // remove brick when hit removeGWindow(window, object); points++; updateScoreboard(window, label, points); } } } // wait for click before exiting waitForClick(); // game over closeGWindow(window); return 0; }
int main(int argv, string args[] ) { int isGod= -1; if (argv ==2) { if (strcmp(args[1] ,"GOD")==0) { isGod = 1;; //printf("args %s \n",args[1]); } } // seed pseudorandom number generator srand48(time(NULL)); // instantiate window GWindow window = newGWindow(WIDTH, HEIGHT); // instantiate bricks initBricks(window); // instantiate ball, centered in middle of window GOval ball = initBall(window); // instantiate paddle, centered at bottom of window GRect paddle = initPaddle(window); // instantiate scoreboard, centered in middle of window, just above ball GLabel label = initScoreboard(window); // number of bricks initially int bricks = COLS * ROWS; // number of lives initially int lives = LIVES; // number of points initially int points = 0; // Variable declation for whiel double velocityX = drand48()+5; double velocityY = drand48()+1; // keep playing until game over while (lives > 0 && bricks > 0) { // ball beyond paddle if( (getY(ball) + getWidth(ball)) > getHeight(window) ) { lives--; removeGWindow(window, ball); freeGObject(ball); if(lives <= 0) { break; } initBall(window); } waitForClick(); // paddle moment if (isGod == -1) { GEvent event = getNextEvent(MOUSE_EVENT); if(event !=NULL) { //printf("before MOUSE_MOVED event\n"); if(getEventType(event) == MOUSE_MOVED) { double x = getX(event); // repositioning paddle from going beyond the window's width if(x + getWidth(paddle) > getWidth(window)) { x = getWidth(window) - getWidth(paddle); } double y = getHeight(window)-SPACE - getHeight(paddle); setLocation(paddle, x , y ); } //printf("After MOUSE_MOVED event\n"); } } else if(isGod == 1)//Its GOD mode { double ballX = getX(ball); double ballY = getX(ball); double x = ballX; if(x + getWidth(paddle) > getWidth(window)) { x = getWidth(window) - getWidth(paddle); } double y = getHeight(window)-SPACE - getHeight(paddle); setLocation(paddle, x , y ); } // Accelerate x cordinates of the ball i.e. left and right if( getX(ball) + getWidth(ball) > getWidth(window) ) { velocityX = - velocityX ; } else if( getX(ball) <= 0) { velocityX = - velocityX; } // Acceleration control check for top of the window if( getY(ball) < 0) { velocityY = - velocityY; } // Acceleration control if ball collided with paddle or brick GObject object = detectCollision(window,ball); if( object != NULL) { // Acceleration control if ball collided with paddle if( object == paddle) { velocityY = - velocityY; //move(ball, velocityX, velocityY); } // Ignore collision if (strcmp(getType(object), "GLabel") == 0) { //do nothing } // Acceleration, ScoreBoard, brick control if ball collided with brick if( (strcmp(getType(object), "GRect") == 0) && getY(ball) < HEIGHT / 2) { velocityY = - velocityY; //update points string colorB = getColorGObject(object); // return type is "#rrggbb" if(strcmp(colorB,"RED")==0 ) { points = points+5; } else if(strcmp(colorB,"ORANGE")==0) { points = points+4; } else if(strcmp(colorB,"YELLOW")==0 ) { points = points+3; } else if(strcmp(colorB,"GREEN")==0) { points = points+2; } else if(strcmp(colorB,"CYAN")==0) { points++; } // shrink bat with points increased if( points % 10 == 0 ) { double x = getX(paddle); double y = getY(paddle); paddleL -= 5; removeGWindow(window, paddle); paddle = newGRect(x, y, paddleL, paddleH); setFilled(paddle, true); setColor(paddle,"BLACK"); add(window,paddle); //paddle = initPaddle(window) } //update Scoreboard updateScoreboard(window, label, points); //brick removeGWindow(window, object); bricks--; if(bricks < 0) { break; } } } // move ball move(ball, velocityX, velocityY); pause(10); } // wait for click before exiting waitForClick(); // game over closeGWindow(window); return 0; }
int main(void) { // seed pseudorandom number generator srand48(time(NULL)); // instantiate window GWindow window = newGWindow(WIDTH, HEIGHT); // instantiate bricks initBricks(window); // instantiate ball, centered in middle of window GOval ball = initBall(window); // instantiate paddle, centered at bottom of window GRect paddle = initPaddle(window); // instantiate scoreboard, centered in middle of window, just above ball GLabel label = initScoreboard(window); // number of bricks initially int bricks = COLS * ROWS; // number of lives initially int lives = LIVES; // number of points initially int points = 0; // need to get velocity of paddle double t_paddle = 0.0; // keep playing until game over while (lives > 0 && bricks > 0) { // Win condition if (points == bricks) { setLabel(scoreboard, "You WIN!"); break; } // Lose life condition if (getHeight(ball) == HEIGHT) { lives--; break; } // Dictate Paddle movement // Test to see if you can move off screen // if left and right cursors move at an accelrated pace, time based GKeyEvent e = waitForEvent(KEY_EVENT); if (getEventType(e) == LEFT_ARROW_KEY) { //KEY_PRESSED // KEY_RELEASED t_paddle = e.getEventTime(); move(paddle, -1, 0); } else if (getEventType(e) == LEFT_ARROW_KEY) { t_paddle = e.getEventTime(); move(paddle, 1, 0); } printf("time of event: %d", t_paddle); // If ball hits brick // Test if top or side of ball hits a brick, does it still detect GObject hitBrick = detectCollision(window, ball); if(hitBrick != NULL) { remove(window, hitBrick); points++; updateScoreboard(window, scoreboard, points); //call ball bounce logic; } // Ball bouncing logic int ballX = getX(ball); int ballY = getY(ball); int paddleX = getX(paddle); if (ballX == 0 || ballX + getWidth(ball) == WIDTH) { setLocation(ball, -ballX, y); } else if (ballY == 0) { setLocation(ball, x, -ballY); } // Hit paddle and within the width of paddle, do complicated bouncing else if (ballY + getHieght(ball) == getY(paddle) && ballX >= paddleX && ballX + getWidth(ball) <= paddleX + getWidth(paddle)) { //bounce logic } } // wait for click before exiting waitForClick(); // game over closeGWindow(window); return 0; }
int main(void) { // instantiate window GWindow window = newGWindow(WIDTH, HEIGHT); // instantiate bricks initBricks(window); // instantiate ball, centered in middle of window GOval ball = initBall(window); // instantiate paddle, centered at bottom of window GRect paddle = initPaddle(window); // instantiate scoreboard, centered in middle of window, just above ball GLabel label = initScoreboard(window); // number of bricks initially int bricks = COLS * ROWS; // number of lives initially int lives = LIVES; // number of points initially int points = 0; // wait for click before starting waitForClick(); velocityX = 1.0; velocityY = 2.5; // keep playing until game over while (lives > 0 && bricks > 0) { // Scoreboard updateScoreboard(window, label, points); // move ball move(ball, velocityX, velocityY); pause(10); // check for mouse event. GEvent event = getNextEvent(MOUSE_EVENT); // Lock the paddle X to the cursor. if (event != NULL) { // if the event was movement if (getEventType(event) == MOUSE_MOVED) { // ensure paddle follows top cursor double x = getX(event) - getWidth(paddle) / 2; double y = 500; setLocation(paddle, x, y); } } GObject object = detectCollision(window, ball); if (object != NULL) { // If the ball hits the paddle. if (object == paddle) { velocityY = -velocityY; } // If the ball hits a block. Remove block, add a point, decrement count and bounce. else if (strcmp(getType(object), "GRect") == 0) { removeGWindow(window, object); velocityY = -velocityY; points++; bricks--; } } // If the ball hits the right wall. if (getX(ball) + getWidth(ball) >= getWidth(window)) { velocityX = -velocityX; } // If the ball hits the left wall. if (getX(ball) <= 0) { velocityX = -velocityX; } // If the ball hits the top wall. if (getY(ball) <= 0) { velocityY = -velocityY; } // Remove a life. Start over. if (getY(ball) + getHeight(ball) >= getHeight(window)) { lives--; //move ball to start setLocation(ball, 190, 200); //move paddle to start setLocation(paddle, 160, 500); waitForClick(); } } // You Lose Label Message for kicks. if (bricks > 0) { GLabel game_over = newGLabel("YOU LOSE!"); setFont(game_over, "SansSerif-70"); setColor(game_over, "RED"); add(window, game_over); setLocation(game_over, 15, 300); } else { GLabel game_over = newGLabel("YOU WIN!"); setFont(game_over, "SansSerif-70"); setColor(game_over, "GREEN"); add(window, game_over); setLocation(game_over, 15, 300); } // wait for click before exiting waitForClick(); // game over closeGWindow(window); return 0; }
int main(void) { // seed pseudorandom number generator srand48(time(NULL)); // instantiate window GWindow window = newGWindow(WIDTH, HEIGHT); // instantiate bricks initBricks(window); // instantiate ball, centered in middle of window GOval ball = initBall(window); // instantiate paddle, centered at bottom of window GRect paddle = initPaddle(window); // instantiate scoreboard, centered in middle of window, just above ball GLabel label = initScoreboard(window); // number of bricks initially int bricks = COLS * ROWS; // number of lives initially int lives = LIVES; // number of points initially int points = 0; double x = 0.0; double vx = 2.5; double vy = 2.5; waitForClick(); while (lives > 0 && bricks > 0) // keep playing until game over //TODO FUN { GEvent event = getNextEvent(MOUSE_EVENT); if (event != NULL) { if (getEventType(event) == MOUSE_MOVED) { x = getX(event) -getWidth(paddle)/2; setLocation(paddle,x,588); } } move(ball,vx,vy); if ((getX(ball) + getWidth(ball) >= WIDTH) || (getX(ball) <= 0)) { vx = -vx; } else if ((getY(ball) <= 0)) { vy = -vy; } else if (getY(ball) + getHeight(ball) >= HEIGHT) { lives--; pause(250); setLocation(ball, WIDTH/2, HEIGHT/2); setLocation(paddle, 165, 588); } pause(7); GObject object = detectCollision( window, ball); if (object == paddle) { vy = -vy; } if (object != paddle && strcmp(getType(object),"GRect") == 0) { removeGWindow(window,object); points++; bricks--; updateScoreboard(window,label,points); vy = -vy; } } // wait for click before exiting // game over closeGWindow(window); if (points >= 50) { printf("You won, Congrats!!!!!!!!!!\n"); } else { printf("You lose!!!\n"); } return 0; }
int main(void) { // seed pseudorandom number generator srand48(time(NULL)); // instantiate window GWindow window = newGWindow(WIDTH, HEIGHT); // instantiate bricks initBricks(window); // instantiate ball, centered in middle of window GOval ball = initBall(window); // instantiate paddle, centered at bottom of window GRect paddle = initPaddle(window); // instantiate scoreboard, centered in middle of window, just above ball GLabel label = initScoreboard(window); // number of bricks initially int bricks = COLS * ROWS; // number of lives initially int lives = LIVES; // number of points initially int points = 0; // initial velocity double Xvelocity = drand48(); double Yvelocity = 2.0; // keep playing until game over while (lives > 0 && bricks > 0) { // move circle along y-axis move(ball, Xvelocity, Yvelocity); // bounce off top edge of window if (getY(ball) <= 0) { Yvelocity = -Yvelocity; } // ball hits bottom edge, lose life if (getY(ball) + getHeight(ball) >= getHeight(window)) { lives = lives - 1; removeGWindow(window, ball); waitForClick(); ball = initBall(window); pause(20); Yvelocity = -Yvelocity; } // bounce off right edge of window if (getX(ball) + getWidth(ball) >= getWidth(window)) { Xvelocity = -Xvelocity; } // bounce off left edge of window if (getX(ball) <= 0) { Xvelocity = -Xvelocity; } // linger before moving again pause(10); // check for mouse event GEvent event = getNextEvent(MOUSE_EVENT); // if we heard one if (event != NULL) { // if the event was movement if (getEventType(event) == MOUSE_MOVED) { // ensure grect follows top cursor double x = getX(event) - pWIDTH / 2; double y = 500; setLocation(paddle, x, y); } } //check for ball collision GObject object = detectCollision(window, ball); //if there was a collision if (object != NULL) { //if it collided with the paddle if (object == paddle) { Yvelocity = -Yvelocity; } //removes brick, updates scores else if (strcmp(getType(object), "GRect") == 0) { Yvelocity = -Yvelocity; removeGWindow(window, object); points = points + 1; updateScoreboard(window, label, points); } //Do not detect scoreboard if (strcmp(getType(object), "GLabel") == 0) { return 0; } } } // wait for click before exiting waitForClick(); // game over closeGWindow(window); return 0; }
int main(void) { // seed pseudorandom number generator srand48(time(NULL)); // instantiate window GWindow window = newGWindow(WIDTH, HEIGHT); // instantiate bricks initBricks(window); // instantiate ball, centered in middle of window GOval ball = initBall(window); // instantiate paddle, centered at bottom of window GRect paddle = initPaddle(window); // instantiate scoreboard, centered in middle of window, just above ball GLabel label = initScoreboard(window); // number of bricks initially int bricks = COLS * ROWS; // number of lives initially int lives = LIVES; // number of points initially int points = 0; //initialize ball velocity double v_x = drand48() * LIMIT; double v_y = 2.0; // keep playing until game over while (lives > 0 && bricks > 0) { // check for mouse event GEvent event = getNextEvent(MOUSE_EVENT); // if we heard one if (event != NULL) { // if the event was movement, ensure paddle follows cursor and doesn't go beyond window if (getEventType(event) == MOUSE_MOVED) { double x = getX(event) - P_WIDTH / 2; double y = HEIGHT - (2*P_HEIGHT); if (x < 0 ) setLocation(paddle, 0, y); else if (x > WIDTH - P_WIDTH) setLocation(paddle, WIDTH - P_WIDTH, y); else setLocation(paddle, x, y); } } // move ball move(ball, v_x, v_y); // bounce off top edge of window if (getY(ball) < 0) { v_y = -v_y; } // bounce off left and right edge of window if (getX(ball) < 0 || getX(ball) > WIDTH - (2*RADIUS) ) { v_x = -v_x; } // bounce off collision object if (detectCollision(window, ball)!=NULL) { GObject collide = detectCollision(window, ball); //bounce off paddle if(collide == paddle) { v_y = -v_y; } //bounce off brick, removing brick from window and updating score else if (strcmp(getType(collide), "GRect")==0) { v_y = -v_y; removeGWindow(window, collide); bricks--; points++; updateScoreboard(window, label, points); } } // linger before moving again pause(5); //pause game and decrease lives if ball goes past bottom of window if (getY(ball) > HEIGHT) { lives--; waitForClick(); //reinitalializes ball at centre of window when game resumes if(lives > 0) { setLocation(ball, WIDTH/2, HEIGHT/2); pause(1000); } } } // wait for click before exiting waitForClick(); // game over closeGWindow(window); return 0; }