Ramp game

This is a discussion on Ramp game within the Game Programming forums, part of the General Programming Boards category; HELLO FRIENDS... I M MAKING A GAME WHICH IS CALLED "RAMP GAME". THIS GAME CONSIST OF 1) A BALL, 2) ...

  1. #1
    Registered User
    Join Date
    Aug 2009
    Posts
    20

    Question Ramp game

    HELLO FRIENDS...
    I M MAKING A GAME WHICH IS CALLED "RAMP GAME".
    THIS GAME CONSIST OF
    1) A BALL, 2) A BASKET, 3) SOME LINES ( which can be place anywhere by the user with in the boundary walls).

    HERE IS TEH LINK....
    Ramps Game - Skill Games - GameGecko.com
    u can see what it looks like....

    now what i m here for?....is i dont know how to bounce a ball w.r.t the collision angle..... i don't know how to move lines at run time.....
    i should no my problems here, so u can understand what i m trying to say...

    1) Setting the lines at run time.
    2) When ball collides with the lines then it should reflect w.r.t the angle of
    reflection.

    ONE MORE THING......there is a restriction that the game should be made on "OPENGL".

    PLEASE HELP ME OUT WHO KNOWS OPENGL.......

  2. #2
    Registered User
    Join Date
    Aug 2009
    Posts
    20

  3. #3
    Registered User
    Join Date
    Aug 2003
    Posts
    1,199
    What are you having trouble with??

  4. #4
    Super Moderator VirtualAce's Avatar
    Join Date
    Aug 2001
    Posts
    9,596
    Thread re-opened.

    I closed it b/c it looked like you were just trying to get hits on a site.
    Now I see that you want to program a game like the one you linked to. I apologize for closing the thread.

    Threads have been merged and cleaned up. Oh and on a side note please refrain from using all CAPS.

  5. #5
    Registered User
    Join Date
    Aug 2009
    Posts
    20
    thanks....
    now plz help me....I have some code i.e
    Code:
    #include <gl/glut.h>  // Also included gl.h, glu.h
    #include <Math.h>     // Needed for sin, cos
    #define PI 3.14159265f
          
    // Global variables
    char title[] = "Bouncing Ball (2D)";  // Windowed mode's title
    int windowWidth  = 640;     // Windowed mode's width
    int windowHeight = 480;     // Windowed mode's height
    int windowPosX   = 50;      // Windowed mode's top-left corner x
    int windowPosY   = 50;      // Windowed mode's top-left corner y
       
    GLfloat ballRadius = 0.5f;   // Radius of the bouncing ball
    GLfloat xPos = 0.0f;         // Ball's (x, y) position
    GLfloat yPos = 0.0f;
    GLfloat xPosMax, xPosMin, yPosMax, yPosMin; // Ball's (x, y) bounds
    GLdouble xLeft, xRight, yBottom, yTop;      // Projection clipping area
    GLfloat xSpeed = 0.02f;      // Ball's speed in x and y directions
    GLfloat ySpeed = 0.007f;
    int refreshMillis = 30;      // Refresh period in milliseconds
          
    // Initialize OpenGL Graphics
    void initGL() {
       glClearColor(0.0, 0.0, 0.0, 1.0); // Set background (clear) color to black
    }
       
    // Callback handler for window re-paint event
    void display() {
       glClear(GL_COLOR_BUFFER_BIT);    // Clear the color buffer
       
       glLoadIdentity();                // Reset model-view matrix
       glTranslatef(xPos, yPos, 0.0f);  // Translate to (xPos, yPos)
       // Use triangular segments to form a circle
       glBegin(GL_TRIANGLE_FAN);
          glColor3f(0.0f, 0.0f, 1.0f);  // Blue
          glVertex2f(0.0f, 0.0f);       // Center of circle
          int numSegments = 100;
          GLfloat angle;
          for (int i = 0; i < numSegments; i++) {
             angle = i * 2.0f * PI / numSegments;  // 360 deg for all segments
             glVertex2f(cos(angle) * ballRadius, sin(angle) * ballRadius);
          }
          glVertex2f(ballRadius, 0.0f);     // Last vertex
       glEnd();
       
       glutSwapBuffers();  // Swap front and back buffers (of double buffered mode)
       
       // Animation Control - compute the location for the next refresh
       xPos += xSpeed;
       yPos += ySpeed;
       // Check if the ball exceeds the edges
       if (xPos > xPosMax) {
          xPos = xPosMax;
          xSpeed = -xSpeed;
       } else if (xPos < xPosMin) {
          xPos = xPosMin;
          xSpeed = -xSpeed;
       }
       if (yPos > yPosMax) {
          yPos = yPosMax;
          ySpeed = -ySpeed;
       } else if (yPos < yPosMin) {
          yPos = yPosMin;
          ySpeed = -ySpeed;
       }
    }
       
    // Call back when the windows is re-sized.
    void reshape(GLsizei weight, GLsizei height) {
       if (height == 0) height = 1;               // To prevent divide by 0
       GLfloat aspect = (GLfloat)weight / height; // Get aspect ratio
       
       // Set the viewport to cover the entire window
       glViewport(0, 0, weight, height);
       
       // Adjust the aspect ratio of clipping area to match the viewport
       glMatrixMode(GL_PROJECTION); // Select the Projection matrix
       glLoadIdentity();            // Reset
       if (weight <= height) {
          xLeft   = -1.0;
          xRight  = 1.0;
          yBottom = -1.0 / aspect;
          yTop    = 1.0 / aspect;
       } else {
          xLeft   = -1.0 * aspect;
          xRight  = 1.0 * aspect;
          yBottom = -1.0;
          yTop    = 1.0;
       }
       gluOrtho2D(xLeft, xRight, yBottom, yTop);
       xPosMin = xLeft + ballRadius;
       xPosMax = xRight - ballRadius;
       yPosMin = yBottom + ballRadius;
       yPosMax = yTop - ballRadius;
       
       // Reset the model-view matrix
       glMatrixMode(GL_MODELVIEW); // Select the model-view matrix
       glLoadIdentity();           // Reset
    }
       
    // Animation timer function
    void Timer(int value) {
    	glutPostRedisplay();    // Post a paint request to activate display()
    	glutTimerFunc(refreshMillis, Timer, 0); // subsequent timer call at milliseconds
    }
       
    // main function - GLUT run as a Console Application
    int main(int argc, char** argv) {
       glutInit(&argc, argv);            // Initialize GLUT
       glutInitDisplayMode(GLUT_DOUBLE); // Enable double buffered mode
       glutInitWindowSize(windowWidth, windowHeight);  // Initial window width and height
       glutInitWindowPosition(windowPosX, windowPosY); // Initial window top-left corner (x, y)
       glutCreateWindow(title);      // Create window with given title
       glutDisplayFunc(display);     // Register callback handler for window re-paint
       glutReshapeFunc(reshape);     // Register callback handler for window re-shape
       glutTimerFunc(0, Timer, 0);   // First timer call immediately
       initGL();                     // Our own OpenGL initialization
       glutMainLoop();               // Enter event-processing loop
       return 0;
    }
    Can anyone tell me what is the purpose of timer function here???
    and
    what this code do???
    Code:
    if (weight <= height) {
          xLeft   = -1.0;
          xRight  = 1.0;
          yBottom = -1.0 / aspect;
          yTop    = 1.0 / aspect;
       } else {
          xLeft   = -1.0 * aspect;
          xRight  = 1.0 * aspect;
          yBottom = -1.0;
          yTop    = 1.0;
       }
       gluOrtho2D(xLeft, xRight, yBottom, yTop);
       xPosMin = xLeft + ballRadius;
       xPosMax = xRight - ballRadius;
       yPosMin = yBottom + ballRadius;
       yPosMax = yTop - ballRadius;
    ???????????????

  6. #6
    Registered User
    Join Date
    Aug 2009
    Posts
    20
    I have solved one of my ball bouncing problem with the help my some online friends...
    Can anyone tell me the link or something from i can understand the collision detection between the ball and sloped lines/????

  7. #7
    Registered User
    Join Date
    Jan 2008
    Posts
    70
    Collision detection is no easy issue. It may be worth your time to look into a 2D physics engine like box2d.

  8. #8
    Registered User
    Join Date
    Sep 2009
    Posts
    37
    u need to use phytagoras and find the cutting point of the circle around the 2 radian of your object.

    i can't find my documents yet for collusion detection to give more detaild informations, i will try to find it and post it here...
    Attached Images Attached Images  

  9. #9
    Registered User
    Join Date
    Sep 2009
    Posts
    37
    OPCODE
    Optimized Collision Detection
    OPCODE is a new small collision detection library. It is similar to popular packages such as SOLID or RAPID, but more memory-friendly, and often faster.

    LINK: OPCODE

  10. #10
    Super Moderator VirtualAce's Avatar
    Join Date
    Aug 2001
    Posts
    9,596
    Please do not bump old threads.
    Closed.

Popular pages Recent additions subscribe to a feed

Similar Threads

  1. how do the game engine and the api interact?
    By Shadow12345 in forum Game Programming
    Replies: 9
    Last Post: 12-07-2010, 11:08 PM
  2. Open Source / Semi Open source game idea. Help needed
    By CaptainPatent in forum Projects and Job Recruitment
    Replies: 10
    Last Post: 05-16-2007, 10:44 AM
  3. game engine advice?
    By stien in forum Game Programming
    Replies: 0
    Last Post: 01-23-2007, 02:46 PM
  4. My Maze Game --- A Few Questions
    By TechWins in forum Game Programming
    Replies: 18
    Last Post: 04-24-2002, 11:00 PM

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21