//-------------------------------------------------------------- // initialize application void DontHitMe::appInit() { // get the important directories mgString shaderDir; m_options.getFileName("shaderDir", m_options.m_sourceFileName, "docs/shaders", shaderDir); mgString uiDir; m_options.getFileName("uiDir", m_options.m_sourceFileName, "docs/ui", uiDir); mgString fontDir; m_options.getFileName("fontDir", m_options.m_sourceFileName, "docs/fonts", fontDir); mgInitDisplayServices(shaderDir, fontDir); mgDisplay->setFOV(m_options.getDouble("FOV", 60.0)); mgDisplay->setDPI(m_options.getInteger("DPI", 0)); // load cursor pattern loadCursor(); setDeskMode(true); initMovement(); // load the shaders we might use mgVertex::loadShader("litTexture"); mgVertex::loadShader("unlitTexture"); mgVertex::loadShader("litTextureCube"); mgVertex::loadShader("unlitTextureCube"); mgVertexTA::loadShader("litTextureArray"); mgVertexTA::loadShader("unlitTextureArray"); m_sky = new StarrySky(m_options); m_sky->enableSkyBox(true); m_sky->enableStars(true); m_sky->enableSun(true); mgPoint3 lightDir(0, 1, 1); lightDir.normalize(); m_sky->setSunDir(lightDir); mgDisplay->setLightDir(lightDir); m_saucer = new Saucer(m_options); m_planet = new Planet(m_options); m_wreck = new Wreck(m_options); m_tower1 = new Tower(m_options, false); m_tower2 = new Tower(m_options, false); mgString fileName; m_options.getFileName("tube", m_options.m_sourceFileName, "tube.jpg", fileName); m_tubeTexture = mgDisplay->loadTexture(fileName); initTrack(); initBall(); updateBallPt(); m_intro = new Intro(m_options, m_ballOrigin); m_showingIntro = false; m_lastAnimate = mgOSGetTime(); // now! }
void MainScene::onEnterTransitionDidFinish() { Layer::onEnterTransitionDidFinish(); initBlocks(); // ブロックを配置する関数の呼び出し initCollisionSprite(); // コリジョンスプライトの作成 initScoreLabel(); // スコアラベルの作成 createMyUnit(); // MyUnitの生成 initBall(); }
int main(int argc,char **argv){ glutInit(&argc,argv); glutInitDisplayMode(GLUT_SINGLE|GLUT_RGBA); glutInitWindowSize(800,600); glutInitWindowPosition(0,0); glutCreateWindow("Ball"); initBall(); glutDisplayFunc(display); glutTimerFunc(UPDATE_TIME, update, 0); glutMainLoop(); return 0; }
void runAStep(struct Ball* ball, int posYJ1, int posYJ2, struct Score* score) { if(colideRWall(*ball) == 1) { if (colideRaquette(posYJ1, *ball)) { changeDirection(ball); ball->varY = ((ball->coord.y - posYJ1) - 20)/2.3; mouve(ball); } else { score->J2++; displayScore(*score); initBall(ball); } } else if(colideRWall(*ball) == 2) { if (colideRaquette(posYJ2, *ball)) { changeDirection(ball); ball->varY = ((ball->coord.y - posYJ2) - 20)/2.3; mouve(ball); } else { score->J1++; displayScore(*score); initBall(ball); } } else { if (colideWall(*ball) > 0) ball->varY = - ball->varY; mouve(ball); } }
/// class MatchReplayScene MatchReplayScene::MatchReplayScene(MatchRecording *const &recording, QObject *const &parent) : QGraphicsScene(parent), recording(recording), controller(recording), projection(computeProjection(1000, 700)) { initPitch(); initScoreboard(); initBall(); initPlayers(); connect(&controller, SIGNAL(frameChanged(MatchSnapshot *const &)), this, SLOT(changeFrame(MatchSnapshot *const &))); }
// Suppose there is a hyper-shell of unknown shape and unknown size that encloses the // origin. The shell is defined by a function that returns true for all points within // the shell and false for all points without the shell. Suppose you wish to sample // the space within the shell. This class tries to produce pseudo-random points // inside the shell by firing virtual accelerating rubber-balls in random directions // from the origin. These balls decelerate and pick a new random direction when they // hit the inner surface of the shell. (Unfortunately, this doesn't do a good job // with narrow alleys) GRubberBallSwarm::GRubberBallSwarm(int dims, int ballCount, GRand* pRand) : m_balls(0, 3 * dims + NUMBER_OF_DOUBLES_TO_CONTAIN_STATS), m_pRand(pRand), m_dims(dims), m_currentBall(0), m_compareBall(0), m_condemnedBall(0) { m_balls.reserve(ballCount); m_condemnedDistance = 1e200; m_wallPrecisionIters = 16; m_acceleration = 1.15; m_deceleration = 0.6; m_learningRate = 0.1; int i; for(i = 0; i < ballCount; i++) initBall(m_balls.newRow(), 1); m_pTemp = new double[2 * dims]; m_pNormal = m_pTemp + dims; }
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; }
void PushBallScene::initUI() { m_pBG = Sprite::create("images/select/bg_choose.jpg"); kAdapterScreen->setExactPosition(m_pBG, 320, 480); this->addToBGLayer(m_pBG); auto borderUpper = PhysicsBody::createEdgeChain(bgLine,2,PHYSICSBODY_MATERIAL_DEFAULT,10); m_pBG->setPhysicsBody(borderUpper); ui_button = cocostudio::GUIReader::getInstance()->widgetFromJsonFile("cocos_studio/choose_flavors.json"); this->addToUILayer(ui_button,10); ui_next = ui::Helper::seekWidgetByName(ui_button, "btn_next"); ui_next->setTag(100); ui_next->setVisible(false); ui_next ->addTouchEventListener(CC_CALLBACK_2(PushBallScene::touchEvent, this)); ui_coin = ui::Helper::seekWidgetByName(ui_button, "btn_coin"); ui_coin->setTag(200); ui_coin->setOpacity(0); // ui_coin->setVisible(false); ui_coin ->addTouchEventListener(CC_CALLBACK_2(PushBallScene::touchEvent, this)); //根据选择界面,获取需要的水果,赋值到数组 // m_iFriutNum = (int)g_vChooseTaste.size(); for (int i = 0; i<g_vChooseTaste.size(); i++) { ballStr[i] = g_vChooseTaste.at(i); } initMac(); initBall(); pushBall(); }
int main(int argc, char *argv[]) { SDL_Init(SDL_INIT_VIDEO); displayWindow = SDL_CreateWindow("Simon Project 1", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 800, 600, SDL_WINDOW_OPENGL); // SDL Window, title, position,position,width,height, type of graphics? SDL_GLContext context = SDL_GL_CreateContext(displayWindow); SDL_GL_MakeCurrent(displayWindow, context); glClearColor(0.5, 0.5, 0.0, .9);//Green-color //Setup glViewport(0, 0, 800, 600); glMatrixMode(GL_PROJECTION); glOrtho(-1.33, 1.33, -1.0, 1.0, -1.0, 1.0); glMatrixMode(GL_MODELVIEW); glOrtho(-1.33, 1.33, -1.0, 1.0, -1.0, 1.0); //LoadTextures GLuint paddleID = LoadTexture("pngs/paddle.png"); GLuint ballID = LoadTexture("pngs/ball.png"); GLuint leftwinID = LoadTexture24("pngs/leftwin.png"); GLuint rightwinID = LoadTexture24("pngs/rightwin.png"); //Init Entities initBall(ballID); initPaddleLeft(paddleID); initPaddleRight(paddleID); initRightwin(rightwinID); initLeftwin(leftwinID); //Time float lastFrameTicks = 0.0; SDL_Event event; bool done = false; while (!done) { glClear(GL_COLOR_BUFFER_BIT); float ticks = (float)SDL_GetTicks() / 1000.0f; float elapsed = ticks - lastFrameTicks; lastFrameTicks = ticks; //Read Input and Update World while (SDL_PollEvent(&event)) { // a lot of events could cue up, no?, could also get all keyboard states and check for those. I think I like that better. - specially for pong if (event.type == SDL_QUIT || event.type == SDL_WINDOWEVENT_CLOSE) { done = true; } } const Uint8 *keys = SDL_GetKeyboardState(NULL); if (keys[SDL_SCANCODE_UP]) { paddleright.y += elapsed*paddleright.velocity_y; if (paddleright.y > (1 - .2)){ paddleright.y = 1 - .2; } } else if (keys[SDL_SCANCODE_DOWN]) { paddleright.y -= elapsed*paddleright.velocity_y; if (paddleright.y < (-1 + .2)){ paddleright.y = -1 + .2; } } if (keys[SDL_SCANCODE_W]) { paddleleft.y += elapsed*paddleleft.velocity_y; if (paddleleft.y >(1 - .2)){ paddleleft.y = 1 - .2; } } else if (keys[SDL_SCANCODE_S]) { paddleleft.y -= elapsed*paddleleft.velocity_y; if (paddleleft.y < (-1 + .2)){ paddleleft.y = -1 + .2; } } updateBall(elapsed); isWin(); //Render World ball.Draw(); paddleleft.Draw(); paddleright.Draw(); if (rightwin) { endGame(); rightwinE.Draw(); } if (leftwin) { endGame(); leftwinE.Draw(); } SDL_GL_SwapWindow(displayWindow);//Swaps old modelview with new one? } SDL_Quit(); 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; // wait for click before starting waitForClick(); // set velocity double velocity = drand48() * 4.0; double velocity_y = 5.0; // keep playing until game over while (lives > 0 && bricks > 0) { // TODO // Scoreboard updateScoreboard(window, label, points); // move ball move(ball, velocity, velocity_y); // linger before ball moving again pause(10); // check for mouse event GEvent mouseMove = getNextEvent(MOUSE_EVENT); // move paddle with cursor if (mouseMove != NULL) { // if the event was movement if (getEventType(mouseMove) == MOUSE_MOVED) { // ensure paddle follows top cursor double x = getX(mouseMove) - getWidth(paddle) / 2; double y = 550; setLocation(paddle, x, y); } } GObject object = detectCollision(window, ball); if (object != NULL) { // If hits the paddle. if (object == paddle) { velocity_y = -velocity_y; } // If hits a brickck. Remove brick, add point. else if (strcmp(getType(object), "GRect") == 0) { removeGWindow(window, object); velocity_y = -velocity_y; points++; bricks--; } } // If hits right wall. if (getX(ball) + getWidth(ball) >= getWidth(window)) { velocity = -velocity; } // If hits left wall. if (getX(ball) <= 0) { velocity = -velocity; } // If hits top wall. if (getY(ball) <= 0) { velocity_y = -velocity_y; } // If hits bottom, subtract life and start over. if (getY(ball) + getHeight(ball) >= getHeight(window)) { int x = (getWidth(window) - 25) / 2; int y = (getHeight(window) - 25) / 2; lives--; // move ball to start setLocation(ball, x, y); // move paddle to start setLocation(paddle, (getWidth(window) - 100) / 2, 550); 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); } // 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; // 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; 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 score = initScoreboard(window); // number of bricks initially int bricks = COLS * ROWS; // number of lives initially int lives = LIVES; // number of points initially int points = 0; // creates invisible rect to detect if ball has gone beyond window double x = drand48(); if (x < 0.5) { x = x * 2; } else { x = x * 4; } double y = drand48(); if (y < 0.5) { y = y * 3; } else { y = y * 6; } double velocity_x = x; double velocity_y = y; // keep playing until game over while (lives > 0 && bricks > 0) { move(ball, velocity_x, velocity_y); pause(7.5); if (getX(ball) + getWidth(ball) >= getWidth(window)) { velocity_x = -velocity_x; } else if (getX(ball) < 0) { velocity_x = -velocity_x; } else if (getY(ball) <= 0 ) { velocity_y = -velocity_y; } else if (getY(ball) + getHeight(ball) >= getHeight(window)) { lives = lives - 1; int velocity_x_end = velocity_x * 0; int velocity_y_end = velocity_y * 0; while (getY(ball) + getHeight(ball) >= getHeight(window)) { move(ball, velocity_x_end, velocity_y_end); GEvent mouse_clicked = getNextEvent(MOUSE_EVENT); if (mouse_clicked != NULL) { if (getEventType(mouse_clicked) == MOUSE_CLICKED) { setLocation(ball,((WIDTH/2)-(30/2)),((HEIGHT/2)+(30/2))); move(ball, velocity_x, velocity_y); } } } } GObject collide = detectCollision(window, ball); if(collide == paddle) { if (velocity_y > 0) { velocity_y = -velocity_y; } } else if (strcmp(getType(collide),"GRect") == 0 && collide != paddle) { if (velocity_y < 0) { velocity_y = -velocity_y; } removeGWindow(window, collide); points = points + 1; updateScoreboard(window, score, points); } GEvent move_paddle = getNextEvent(MOUSE_EVENT); if (move_paddle != NULL) { if (getEventType(move_paddle) == MOUSE_MOVED) { double x_paddle = getX(move_paddle); setLocation(paddle, x_paddle - (P_WIDTH/2), 550); } } if (points == 50) { break; } } // 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; // keep playing until game over double velocity_x = drand48() * 3; double velocity_y = 2.5; double x = getX(ball); double y = getY(ball); waitForClick(); while (lives > 0 && bricks > 0) { GEvent event = getNextEvent(MOUSE_EVENT); if (event != NULL) if(getEventType(event) == MOUSE_MOVED) { double x = getX(event) - getWidth(paddle) / 2; double y = 500; setLocation(paddle, x, y); } move(ball, velocity_x, velocity_y); if (getY(ball) + getHeight(ball) > getHeight(window)) { velocity_y = -velocity_y; } else if (getY(ball) <= 0) { velocity_y = -velocity_y; } else if (getX(ball) + getWidth(ball) > getWidth(window)) { velocity_x = -velocity_x; } else if (getX(ball) <= 0) { velocity_x = -velocity_x; } GObject object = detectCollision(window, ball); if (object == paddle) { velocity_y = -velocity_y; } if ((strcmp(getType(object), "GRect") == 0) && (object != paddle)) { points = points + 1; removeGWindow(window, object); velocity_y = -velocity_y; char s[12]; sprintf(s, "Score: %i", points); setLabel(label, s); } if (points == 50) { char s[12]; sprintf(s, "Well Done!"); setLabel(label, s); pause(10); break; } if (getY(ball) + 95 >= getHeight(window)) { lives = lives -1; removeGWindow(window, ball); waitForClick(); ball = initBall(window); char t[12]; sprintf(t, "Lives: %i", lives); setLabel(label, t); } if (lives == 0) { char s[12]; sprintf(s, "Score: %i", points); sprintf(s,"Nice try!"); setLabel(label, s); pause(20); break; } pause(10); } waitForClick(); pause(10); // game over closeGWindow(window); return 0; }
int main(int argc, string argv[]) { bool god_mode = false; if (argc > 1) { if (strlen(argv[1]) == 3 && strncmp(argv[1], "GOD", 3) == 0) // set god mode flag god_mode = true; else { printf("It seems you don't know the magic word...\n"); return 1; } } // seed pseudorandom number generator srand48(time(NULL)); // instantiate window GWindow window = newGWindow(WIDTH, HEIGHT); // instantiate bricks and return array with brick-Y coordinates for scoring int *brick_offsets = initBricks(window); // instantiate ball, centered in middle of window GOval ball = initBall(window); add(window, ball); // instantiate paddle, centered at bottom of window GRect paddle = initPaddle(window); add(window, paddle); // instantiate scoreboard, centered in middle of window, just above ball GLabel label = initScoreboard(window); add(window, label); setLocation(label, WIDTH / 2, HEIGHT / 2); // number of bricks initially int bricks = COLS * ROWS; // number of lives initially int lives = LIVES; // number of points initially int points = 0; // let scoreboard show up at the beginning of the game updateScoreboard(window, label, points); // declare once useful variables for game loop double mouse_x, paddle_x; double ball_x, ball_y; // paddle width is gonna change through the game double paddle_width = PADDLE_WIDTH; // start the ball with random x (scaled down by const) double ball_x_velocity = fmod(drand48() * BALL_VELOCITY_SCALE, BALL_VELOCITY_SCALE); double ball_y_velocity = 0.1; // wait for click before entering the game loop waitForClick(); // keep playing until game over while (lives > 0 && bricks > 0) { // move the ball move(ball, ball_x_velocity, ball_y_velocity); // god mode if (god_mode) { if (getX(ball) > 0 && getX(ball) + paddle_width < WIDTH) setLocation(paddle, getX(ball), PADDLE_BOTTOM_OFFSET); } // check user input (mouse movements) else { GEvent event = getNextEvent(MOUSE_EVENT); if (event != NULL && getEventType(event) == MOUSE_MOVED) { // set paddle x to be the paddle center aligned to the x mouse event // keep paddle y constant (don't move through the y axis) mouse_x = getX(event); paddle_x = mouse_x - paddle_width / 2; // check mouse event x to keep paddle in the canvas if (mouse_x <= paddle_width / 2) paddle_x = 0; else if (mouse_x >= WIDTH - paddle_width / 2) paddle_x = WIDTH - paddle_width; // update paddle position setLocation(paddle, paddle_x, PADDLE_BOTTOM_OFFSET); } } // store x and y for ball and prevent further functions calls ball_x = getX(ball); ball_y = getY(ball); // bouncing checks // top window bouncing if (ball_y <= 0) ball_y_velocity = -ball_y_velocity; // bottom window bouncing else if (ball_y + BALL_DIMENSION >= HEIGHT) { // spawn ball from the center setLocation(ball, WIDTH / 2 - BALL_RADIUS, HEIGHT / 2 - BALL_RADIUS); // center the paddle setLocation(paddle, WIDTH / 2 - PADDLE_WIDTH / 2, PADDLE_BOTTOM_OFFSET); // pause 1 sec, update lives and starting ball velocity to random pause(1000); ball_x_velocity = fmod(drand48() * BALL_VELOCITY_SCALE, BALL_VELOCITY_SCALE); lives -= 1; } // left and right bouncing if (ball_x + BALL_DIMENSION >= WIDTH || ball_x <= 0) ball_x_velocity = -ball_x_velocity; // check for collisions GObject collided_obj = detectCollision(window, ball); if (collided_obj != NULL) { // check for rectangular object type if (strcmp(getType(collided_obj), "GRect") == 0) { // ball hit the paddle if (collided_obj == paddle) { ball_y_velocity = -ball_y_velocity; // prevent paddle-ball overlapping setLocation(ball, ball_x, PADDLE_BOTTOM_OFFSET - BALL_RADIUS * 2); } // ball hit a brick else if (collided_obj != paddle) { ball_y_velocity = -ball_y_velocity; ball_y_velocity += ball_y_velocity * BALL_VELOCITY_FACTOR; // reduce paddle width on every destroyed brick paddle_width -= PADDLE_SHRINKING; setSize(paddle, paddle_width, PADDLE_HEIGHT); // remove brick and update game status variables // points get updated properly for bricks on different levels points += getPoints(brick_offsets, getY(collided_obj)); removeGWindow(window, collided_obj); bricks -= 1; updateScoreboard(window, label, points); } } } } // wait for click before exiting waitForClick(); // game over closeGWindow(window); // fremem free(brick_offsets); 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 lives initially int lives = LIVES; // number of points initially int points = 0; // number of bricks initially int bricks = COLS * ROWS - points; // initial velocity srand48(time(NULL)); double xvelocity = 2.0; double yvelocity = (1 + drand48()) * 2; // keep playing until game over while (lives > 0 && bricks > 0) { // move ball along x & y move(ball, xvelocity, 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; } // ball out of bounds if (getY(ball) + getHeight(ball) >= getHeight(window)) { removeGWindow(window, ball); lives--; ball = newGOval(WIDTH / 2 - RADIUS, HEIGHT / 2 - RADIUS, RADIUS * 2, RADIUS * 2); setColor(ball, "RED"); setFilled(ball, true); add(window, ball); pause(1800); setColor(ball, "BLACK"); setFilled(ball, true); } // bounce off top if (getY(ball) <= 0) { yvelocity = -yvelocity; } // linger before moving again pause (10); // check for mouse event GEvent event = getNextEvent(MOUSE_EVENT); // if we heard event if (event != NULL) { // if the event was a movement if (getEventType(event) == MOUSE_MOVED) { // ensure the paddle follows mouse double x = getX(event) - getWidth(paddle) / 2; setLocation(paddle, x, HEIGHT * .92); } } // ball paddle collision GObject object = detectCollision(window, ball); if (object == paddle) { yvelocity = -yvelocity; } else if (object == label) { ; } else if (object != NULL) { // xvelocity = -xvelocity; yvelocity = -yvelocity; removeGWindow(window, object); points++; updateScoreboard(window, label, points); } } // 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; // 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); // 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) { // 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(int argc, string argv[]) { bool god = false; if (argc == 2 && (strcmp(argv[1], "GOD") == 0)) { god = true; } // 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; // velocity of ball double x_velocity = 2 * (drand48() + 1); double y_velocity = 2 * (drand48() + 1); // keep playing until game over while (lives > 0 && bricks > 0) { // regular non god mode play if (!god) { 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 the x of the mouse double x = getX(event) - getWidth(paddle) / 2; double y = getY(paddle); setLocation(paddle, x, y); } } } // god mode, set as X of ball else if (god) { double x = getX(ball); double y = getY(paddle); setLocation(paddle, x, y); } // Ball moves // move circle along x-axis move(ball, x_velocity, y_velocity); // bounce off right edge of window if (getX(ball) + getWidth(ball) >= getWidth(window)) { x_velocity *= -1; } // bounce off left edge of window else if (getX(ball) <= 0) { x_velocity *= -1; } if (getY(ball) + getHeight(ball) >= getHeight(window)) { lives -= 1; points -= 1; removeGWindow(window, ball); ball = initBall(window); waitForClick(); } // bounce off top edge of window else if (getY(ball) < 0) { y_velocity *= -1; } // goes off bottom edge of window GObject object = detectCollision(window, ball); // sees if any collisions if (object != NULL) { // avoids segmentation errors const char *daType = getType(object); int daMatch = strcmp(daType, "GRect"); // if hit paddle, bounce if (object == paddle) { y_velocity *= -1; } else if (daMatch == 0) { // ran into the bricks for (int i = 0; i < ROWS; i++) { for (int j = 0; j < COLS; j++) { if (object == brickz[i][j]) { /** leftover code int daWidth = getWidth(brickz[i][j]); int daX = getX(brickz[i][j]); int daHeight = getHeight(brickz[i][j]); int daY = getY(brickz[i][j]); int collisionX = getX(ball) + RADIUS / 2; //if (collisionX >= daX && collisionX <= daX + daWidth) //{ //if (getY(ball) == daY + daHeight) //{ */ y_velocity *= -1; bricks -= 1; points += 50 / (i + 1) + 30 / (bricks + 1); removeGWindow(window, brickz[i][j]); // changes direction, subtracts bricks by 1 // increases points depending on row of brick // and depending on how many bricks left // removes away the bricks // } // } } } } // y_velocity *= -1; } /* else if (strcmp(getType(object), "GLabel") == 0) { // do nothing } */ } /* char s[8]; sprintf(s, "%i", points); setLabel(label, s); */ updateScoreboard(window, label, points); // updates scoreboard // linger before moving again pause(10); } /** useless leftover code string overmessage = "Game Over. Click to Close"; char g[100]; sprintf(g, "%s", overmessage); setLabel(label, g); */ // 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; //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; }
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; }
Ball::Ball(QGraphicsItem *parent) : QGraphicsObject(parent) { initBall(); }
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; // 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; }