/** * Test maPimItemRemoveValue syscall. */ void AppMoblet::testMaPimItemRemoveValue() { printf("\n=========Test maPimItemRemoveValue syscall======="); MAHandle list = maPimListOpen(MA_PIM_CONTACTS); printResultCode(list); MAHandle item = maPimItemCreate(list); printResultCode(item); PIMContact* contact = new PIMContact(item); printf("\nTest syscalls with invalid item handle"); printResultCode(maPimItemRemoveValue(555, 0, 0)); printf("\nTest syscalls with invalid field id"); printResultCode(maPimItemRemoveValue(item, 19191, 0)); printf("\nTest syscall with unsupported field id"); printResultCode(maPimItemRemoveValue(item, MA_PIM_FIELD_CONTACT_CLASS, 0)); printf("\nTest syscall with invalid value index - empty field"); printResultCode(maPimItemRemoveValue(item, MA_PIM_FIELD_CONTACT_ADDR, 0)); waitForClick(); printf("\nTest syscall with invalid value index - field not empty"); contact->addAddress(); printResultCode(maPimItemRemoveValue(item, MA_PIM_FIELD_CONTACT_ADDR, 100)); waitForClick(); printf("\nTest syscall with valid parameters"); printResultCode(maPimItemRemoveValue(item, MA_PIM_FIELD_CONTACT_ADDR, 1)); delete contact; maPimItemRemove(list, item); maPimListClose(list); waitForClick(); }
/** * Test maPimItemGetValue syscall. */ void AppMoblet::testMaPimItemGetValue() { printf("\n=========Test maPimItemGetValue syscall======="); MAHandle list = maPimListOpen(MA_PIM_CONTACTS); printResultCode(list); MAHandle item = maPimItemCreate(list); printResultCode(item); PIMContact* contact = new PIMContact(item); MA_PIM_ARGS args; char buf[1024]; args.buf = buf; args.bufSize = 1024; printf("\nTest syscalls with invalid item handle"); args.item = 1234; printResultCode(maPimItemGetValue(&args, 0)); printf("\nTest syscalls with invalid field id"); args.item = item; args.field = 696; printResultCode(maPimItemGetValue(&args, 0)); printf("\nTest syscall with unsupported field id"); args.field = MA_PIM_FIELD_CONTACT_CLASS; printResultCode(maPimItemGetValue(&args, 0)); printf("\nTest syscall with invalid value index - empty field"); args.field = MA_PIM_FIELD_CONTACT_ADDR; printResultCode(maPimItemGetValue(&args, 0)); waitForClick(); printf("\nTest syscall with invalid value index - field not empty"); contact->addAddress(); printResultCode(maPimItemGetValue(&args, 15)); waitForClick(); printf("\nTest syscall for a write only field"); args.field = MA_PIM_FIELD_CONTACT_PHOTO_URL; printResultCode(maPimItemGetValue(&args, 0)); waitForClick(); printf("\nTest syscall with invalid buf size."); args.field = MA_PIM_FIELD_CONTACT_ADDR; args.bufSize = 20; printResultCode(maPimItemGetValue(&args, 0)); printf("\nTest syscall with valid parameters."); args.bufSize = 1024; printResultCode(maPimItemGetValue(&args, 0)); delete contact; maPimItemRemove(list, item); maPimListClose(list); waitForClick(); }
/** * Test maPimItemSetLabel syscall. */ void AppMoblet::testMaPimItemSetLabel() { printf("\n===========Test maPimItemSetLabel syscall==========="); MAHandle list = maPimListOpen(MA_PIM_CONTACTS); printResultCode(list); MAHandle item = maPimItemCreate(list); printResultCode(item); MA_PIM_ARGS args; char buf[1024]; args.buf = buf; args.bufSize = 1024; printf("\nTest with invalid item handle"); args.item = 323; printResultCode(maPimItemSetLabel(&args, 1)); printf("\nTest with invalid field"); args.item = item; args.field = 12333; printResultCode(maPimItemSetLabel(&args, 1)); printf("\nTest with unsupported field"); args.field = MA_PIM_FIELD_CONTACT_CLASS; printResultCode(maPimItemSetLabel(&args, 1)); printf("\nTest with invalid value index and empty field"); args.field = MA_PIM_FIELD_CONTACT_ADDR; printResultCode(maPimItemSetLabel(&args, 1)); waitForClick(); printf("\nTest with invalid value index and field is not empty"); PIMContact* contact = new PIMContact(item); contact->addAddress(); printResultCode(maPimItemSetLabel(&args, 5)); waitForClick(); printf("\nTest with a valid field, but value's attribute is not custom"); printResultCode(maPimItemSetLabel(&args, 0)); printf("\nTest with a valid field and value's attribute is custom"); // Write value to buffer. args.bufSize = writeWCharArraysToBuf(args.buf, sAddressHome, COUNT_ADDRESS_INDICES); int index = maPimItemAddValue(&args, MA_PIM_ATTR_ADDR_CUSTOM); args.bufSize = copyWCharArray(args.buf, L"My label"); printResultCode(maPimItemSetLabel(&args, index)); maPimItemRemove(list, item); maPimListClose(list); waitForClick(); }
/** * Modify the first value of the address field. * Set a custom label for that value. */ void PIMContact::modifyAddressField() { printf("==============Modify address field=============\n\n"); mArgs.field = MA_PIM_FIELD_CONTACT_ADDR; // Print new value on the screen. for (int i = 0; i < COUNT_ADDRESS_INDICES; i++) { MAUtil::String addressValueIndex = getAddressIndexString(i); const wchar* addressValue = sAddressModified[i]; printf("%s %S", addressValueIndex.c_str(), addressValue); } printf("\n"); // Write the address into the buffer. mArgs.bufSize = writeWCharArraysToBuf( mArgs.buf, sAddressModified, COUNT_ADDRESS_INDICES); // Set the value for the address field at position 0. // Use MA_PIM_ATTR_ADDR_CUSTOM so we can set the label later. checkResultCode(maPimItemSetValue(&mArgs, 0, MA_PIM_ATTR_ADDR_CUSTOM)); // Set custom attribute(label) for the above address. printf("\n Set label for the this address."); printf("Label: %S", sAddressLabel); // Write label value into buffer. mArgs.bufSize = copyWCharArray(mArgs.buf, sAddressLabel); // Set label value for address field at position 0. checkResultCode(maPimItemSetLabel(&mArgs, 0)); waitForClick(); }
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; }
/** * Remove a specified field value. * @param fieldID One of the MA_PIM_FIELD_CONTACT constants. * @param index Value's index in the given field. */ void PIMContact::removeFieldValue(const int fieldID, const int index) { checkResultCode(maPimItemRemoveValue( mItemHandle, fieldID, index)); waitForClick(); }
/** * Test maPimItemAddValue syscall. */ void AppMoblet::testMaPimItemAddValue() { printf("\n=========Test maPimItemAddValue syscall======="); MAHandle list = maPimListOpen(MA_PIM_CONTACTS); printResultCode(list); MAHandle item = maPimItemCreate(list); printResultCode(item); MA_PIM_ARGS args; char buf[1024]; args.buf = buf; args.bufSize = 1024; printf("\nTest syscall with invalid item handle"); args.item = 1234; printResultCode(maPimItemAddValue(&args, 0)); printf("\nTest syscall with invalid field id"); args.item = item; args.field = 696; printResultCode(maPimItemAddValue(&args, 0)); printf("\nTest syscall with unsupported field id"); args.field = MA_PIM_FIELD_CONTACT_CLASS; printResultCode(maPimItemAddValue(&args, 0)); printf("\nTest syscall for a read only field"); args.field = MA_PIM_FIELD_CONTACT_REVISION; printResultCode(maPimItemAddValue(&args, MA_PIM_ATTR_ADDR_WORK)); printf("\nTest syscall with invalid attribute"); args.field = MA_PIM_FIELD_CONTACT_ADDR; writeWCharArraysToBuf(args.buf, sAddressHome, 8); printResultCode(maPimItemAddValue(&args, 9099)); printf("\nTest syscall with attribute from another field"); printResultCode(maPimItemAddValue(&args, MA_PIM_ATTR_RELATION_BROTHER)); printf("\nTest syscall with invalid buffer size"); writeWCharArraysToBuf(args.buf, sAddressHome, 8); args.bufSize = 10; printResultCode(maPimItemAddValue(&args, MA_PIM_ATTR_ADDR_HOME)); printf("\nTest syscall with valid parameters."); args.bufSize = writeWCharArraysToBuf(args.buf, sAddressHome, 8); printResultCode(maPimItemAddValue(&args, MA_PIM_ATTR_ADDR_WORK)); maPimItemRemove(list, item); maPimListClose(list); waitForClick(); }
void showRules(int mode, GWindow window) { GLabel labelW = newGLabel("Hello World!!"); setFont(labelW, "SansSerif-26"); setLabel(labelW, "Player one starts first with X"); add(window, labelW); double x = WIDTH/2 - getWidth(labelW)/2; double y = HEIGHT/2; setLocation(labelW, x, y); // Wait for Click waitForClick(); // Remove Welcome Message removeGWindow(window, labelW); }
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 welcome(GWindow window) { GRect rectW = newGRect(0, 0, WIDTH, HEIGHT); setFilled(rectW, true); setColor(rectW, "#008080"); add(window, rectW); GLabel labelW = newGLabel("Hello World!!"); setFont(labelW, "SansSerif-32"); setLabel(labelW, "Tic-Tac-Toe"); add(window, labelW); double x = WIDTH/2 - getWidth(labelW)/2; double y = HEIGHT/2; setLocation(labelW, x, y); // Wait for Click waitForClick(); // Remove Welcome Message removeGWindow(window, labelW); }
void Game::loop() { switch (_gameState) { case Game::ShowingSplash: { showSplashScreen(); break; } case Game::ShowingMenu: { showMenu(); break; } case Game::ShowingOptions: { //showOptions(); break; } case Game::Playing: { sf::Event currentEvent; while (_mainWindow.pollEvent(currentEvent)) { _mainWindow.clear(sf::Color(0,0,0)); _gameObjectManager.drawAll(_mainWindow); _mainWindow.display(); //add a loop here that waits for a click //then launch the handle click function waitForClick(currentEvent); } break; } } }
/** * Test maPimItemRemove syscall. */ void AppMoblet::testMaPimItemRemove() { printf("\n===========Test maPimItemRemove syscall==========="); printf("\nTest with invalid list handle"); printResultCode(maPimItemRemove(5, 1)); printf("\nTest with valid list handle and invalid item handle"); MAHandle list = maPimListOpen(MA_PIM_CONTACTS); printResultCode(list); printResultCode(maPimItemRemove(list, 7)); printf("\nTest with valid list handle and valid item handle"); MAHandle newItem = maPimItemCreate(list); printResultCode(maPimItemRemove(list, newItem)); printf("\nTest with a removed item"); printResultCode(maPimItemRemove(list, newItem)); maPimItemRemove(list, newItem); maPimListClose(list); waitForClick(); }
/** * Test maPimItemClose syscall. */ void AppMoblet::testMaPimItemClose() { printf("\n===========Test maPimItemClose syscall==========="); printf("\nTest with invalid item handle"); printResultCode(maPimItemClose(500)); printf("\nTest with valid item handle, but list is closed"); MAHandle list = maPimListOpen(MA_PIM_CONTACTS); printResultCode(list); MAHandle newItem = maPimItemCreate(list); maPimListClose(list); printResultCode(maPimItemClose(newItem)); printf("\nTest with valid item handle and list is opened"); list = maPimListOpen(MA_PIM_CONTACTS); printResultCode(list); newItem = maPimItemCreate(list); printResultCode(newItem); printResultCode(maPimItemClose(newItem)); maPimListClose(list); waitForClick(); }
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(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 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; // 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); 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(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) { // 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(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; // 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 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); // 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; 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; }