Esempio n. 1
0
void PluginPong::update(unsigned long timeDiff, boolean realtimeSync) {
  if (!gameOver) {
    // Update the game
    movePaddles();
    moveBall();
    gameOver = isGameOver();
  }

  // Draw it!
  matrix.clear();
  matrix.drawLine(paddleTop.x, paddleTop.y, paddleTop.x + PADDLE_WIDTH - 1, paddleTop.y);
  matrix.drawLine(paddleBottom.x, paddleBottom.y, paddleBottom.x + PADDLE_WIDTH - 1, paddleBottom.y);
  matrix.setPixel(ball.x, ball.y);
}
Esempio n. 2
0
bool TutorialApplication::frameRenderingQueued(const Ogre::FrameEvent& evt) {
	float deltaTime = mTimer.getMicroseconds() / 1000.0f;
	deltaTime /= 4;

	mTimer.reset();
	if(BaseApplication::frameRenderingQueued(evt)){
		movePaddles(deltaTime);
		moveBall(deltaTime);
		mSceneMgr->getLight("spotLight")->setDirection(mBall->getPosition()-mSceneMgr->getLight("spotLight")->getPosition());
		mSceneMgr->getLight("spotLight2")->setDirection(mBall->getPosition()-mSceneMgr->getLight("spotLight2")->getPosition());
		return true;
	}
	else {
		return false;
	}
}
Esempio n. 3
0
int main(int argc, char *argv[])
{
	SDL_Init(SDL_INIT_VIDEO);
	displayWindow = SDL_CreateWindow("My Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL);
	SDL_GLContext context = SDL_GL_CreateContext(displayWindow);
	SDL_GL_MakeCurrent(displayWindow, context);
	#ifdef _WINDOWS
		glewInit();
	#endif

	glViewport(0, 0, 1280, 720);

	ShaderProgram program(RESOURCE_FOLDER"vertex.glsl", RESOURCE_FOLDER"fragment.glsl");

	Entity rightpaddle(program);
	rightpaddle.moveRight(1.50);

	Entity ball(program);

	Entity leftpaddle(program);
	leftpaddle.moveLeft(1.50);

	Time counter;
	float elapsed;

	float paddleVertex[] = { -0.025, -0.175,
		0.025, -0.175,
		0.025, 0.175,
		-0.025, -0.175,
		0.025, 0.175,
		-0.025, 0.175
	};

	float ballVertex[] = { -0.035, -0.035,
		0.035, -0.035,
		0.035, 0.035,
		-0.035, -0.035,
		0.035, 0.035,
		-0.035, 0.035
	};

	SDL_Event event;
	bool done = false;
	while (!done) {
		while (SDL_PollEvent(&event)) {
			if (event.type == SDL_QUIT || event.type == SDL_WINDOWEVENT_CLOSE) {
				done = true;
			}
		}
		glClear(GL_COLOR_BUFFER_BIT);

		elapsed = counter.getTime();

		rightpaddle.setMatrix();
		rightpaddle.Draw(paddleVertex);

		ball.setMatrix();
		ball.Draw(ballVertex);

		leftpaddle.setMatrix();
		leftpaddle.Draw(paddleVertex);

		detectCollision(ball, leftpaddle, rightpaddle, elapsed);
		
		movePaddles(leftpaddle, rightpaddle, elapsed);
		moveBall(ball, elapsed);

		detectWin(ball, elapsed);

		SDL_GL_SwapWindow(displayWindow);// keep at bottom
	}

	SDL_Quit();
	return 0;
}
Esempio n. 4
0
void runGameplay(GameVars* gameVars)
{
    //GAME
    
    //Draw the court
    drawCourt();
    
    //Draw the scores
    drawScores(gameVars);
    
    //Game play states
    switch (gameVars->gameState) {
        case GSGameStart:
        {
#ifdef DEBUG
            debugPrint("START\x80");
#endif
            //Draw Ready message
            drawReady(0x80);
            
            //Wait for a number of frames
            waitForFramesThenMoveOnToNextState(60, gameVars);
        }
            break;
            
        case GSWaitForServe:
        {
#ifdef DEBUG
            debugPrint("SERVE\x80");
#endif
            //Score max?
            if (gameVars->player1.score >= maxScoreForPlayer
                || gameVars->player2.score >= maxScoreForPlayer)
            {
                //Served - move to next state
                moveToNextGameState(gameVars, GEWinner);
                return;
            }
            
            //Draw player paddles
            movePaddles(gameVars);

            //Inform who is about to serve
            drawServe(gameVars->player1ServeNext);
            
            //wait for user to start game with button 4
            readButton();
            
            //Player 1 Button 4 or P2 Button 4
            if (
                (gameVars->player1ServeNext && (_BTN_CUR_MASK & _JOY1_B4))
                ||
                (!gameVars->player1ServeNext && (_BTN_CUR_MASK & _JOY2_B4))
                )
            {
                //Position the ball and make visible
                serve(gameVars);
                
                //Served - move to next state
                moveToNextGameState(gameVars, GENone);
            }

        }
            break;
            
        case GSPlay:
        {
#ifdef DEBUG
            debugPrint("PLAY\x80");
#endif
            //GAME PLAY ACTION
            
            drawCenterLine(gameVars);
            
            //Draw player paddles
            movePaddles(gameVars);
            
            //Only deal with visible balls
            if(gameVars->ball.visibility == false) return;
            
            //Move ball - check for goal
            moveBallSprite(gameVars);
        }
            break;
            
        case GSScored:
        {
#ifdef DEBUG
            debugPrint("SCORED\x80");
#endif
            //Goal!
            drawPoint(!gameVars->player1ServeNext);
            
            waitForFramesThenMoveOnToNextState(60, gameVars);
        }
            break;
            
        case GSGameOver:
        {
#ifdef DEBUG
            debugPrint("GAMEOVER\x80");
#endif
            //Display 'Game Over'
            drawGameOver(gameVars->player1.score > gameVars->player2.score);
            
            //wait for user to select replay or menu
            readButton();
            //Player 1 Button 1
            if (_BTN_CUR_MASK & _JOY1_B1)
            {
                //Reset scores
                resetPlayerScores(gameVars);
                
                //Replay - move to next state
                moveToNextGameState(gameVars, GEPlayAgain);
            }
            else if (_BTN_CUR_MASK & _JOY1_B2)
            {
                //Reset scores
                resetPlayerScores(gameVars);
                
                //Menu - move to next state
                moveToNextGameState(gameVars, GEBackToMenu);
            }
        }
            break;
            
        default:
            break;
    }
    
}