Thread: Pong is completed!!!

  1. #1
    Absent Minded Programmer
    Join Date
    May 2005
    Posts
    968

    Pong is completed!!!

    WOOOOOOO!!!

    works just fine, through play testing, all i need to do is make the paddles a tad bit bigger, and make difficulty settings....

  2. #2
    Registered User
    Join Date
    Apr 2005
    Posts
    67
    post the code

  3. #3
    Registered User LogicError's Avatar
    Join Date
    Aug 2003
    Location
    г. Магнитогорск
    Posts
    76
    haha.. funny.. can you show us?

  4. #4
    Absent Minded Programmer
    Join Date
    May 2005
    Posts
    968
    I finished it at school and posted this at school, and i keep forgetting to post the source code from school :\

  5. #5
    Absent Minded Programmer
    Join Date
    May 2005
    Posts
    968
    Code:
    #include <windows.h>		// Header File For Windows
    #include <math.h>			// Header File For Windows Math Library
    #include <stdio.h>			// Header File For Standard Input/Output
    #include <gl\gl.h>			// Header File For The OpenGL32 Library
    #include <gl\glu.h>			// Header File For The GLu32 Library
    #include <gl\glaux.h>		// Header File For The Glaux Library
    
    HDC			hDC=NULL;		// Private GDI Device Context
    HGLRC		hRC=NULL;		// Permanent Rendering Context
    HWND		hWnd=NULL;		// Holds Our Window Handle
    HINSTANCE	hInstance;		// Holds The Instance Of The Application
    
    bool	keys[256];			// Array Used For The Keyboard Routine
    bool	active=TRUE;		// Window Active Flag Set To TRUE By Default
    bool	fullscreen=TRUE;	// Fullscreen Flag Set To Fullscreen Mode By Default
    bool	inMenu=true;
    bool	exitgame=false;
    bool	playerScored=false;
    bool	player1Scored=false;
    bool	player2Scored=false;
    bool	gameover=false;
    bool	introSwitch=false;
    
    float rtri;
    int	cnt=0;
    int	textureID=4;
    int	paddle1pos=224;			// Position for paddle 1
    int	paddle2pos=224;			// Position for paddle 2
    int	ballxpos=10;
    int	ballypos=232;
    int	ballxposPrev=10;
    int	ballyposPrev=232;
    int	ballxvel=2;
    int	ballyvel=4;
    int	paddlespeed=5;
    
    GLuint	player1score=0;			// Player 1 score
    GLuint	player2score=0;			// Player 2 score
    GLuint	texture[5];			// Storage For Our Font Texture
    GLuint	loop;				// Generic Loop Variable
    
    LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);	// Declaration For WndProc
    
    void ResetParts()
    {
    	paddle1pos=224;
    	paddle2pos=224;
    	ballxpos=8;
    	ballypos=232;
    }
    
    void ResetScore()
    {
    	player1score=0;
    	player2score=0;
    }
    
    void DetectKeys()
    {
    	if(inMenu)
    	{
    		if(keys[VK_RETURN]) inMenu=false;
    		if(keys[VK_ESCAPE]) exitgame=true;
    	}
    	else
    	{
    		if(gameover)
    		{
    			if(keys[VK_RETURN])
    			{
    				inMenu=true;
    				ResetScore();
    				ResetParts();
    				gameover=false;
    			}
    			keys[VK_RETURN]=false;
    		}
    		else if(playerScored)
    		{
    			if(keys[VK_RETURN])
    			{
    				playerScored=false;
    				player1Scored=false;
    				player2Scored=false;
    			}
    		}
    		else
    		{
    			if(keys[VK_UP]) paddle2pos+=paddlespeed;
    			else if(keys[VK_DOWN]) paddle2pos-=paddlespeed;
    
    			if(keys['A']) paddle1pos+=paddlespeed;
    			else if(keys['Z']) paddle1pos-=paddlespeed;
    		}
    
    		if(keys[VK_ESCAPE])
    		{
    			inMenu=true;
    			ResetScore();
    			ResetParts();
    			gameover=false;
    		}
    		keys[VK_ESCAPE]=false;//<----------correct
    	}
    }
    
    void Sign(int id)
    {
    	GLdouble init=(.9375)-(.0625*id);
    	glBindTexture(GL_TEXTURE_2D, texture[1]);
    	glBegin(GL_QUADS);									// Draw Our First Texture Mapped Quad
    		glTexCoord2d(0.0,init);						// First Texture Coord
    		glVertex2f(-0.5f, 0.125f);						// First Vertex
    		glTexCoord2d(.375,init);						// Second Texture Coord
    		glVertex2f( 0.5f, 0.125f);						// Second Vertex
    		glTexCoord2d(.375,(init-.0625));						// Third Texture Coord
    		glVertex2f( 0.5f,-0.125f);						// Third Vertex
    		glTexCoord2d(0.0,(init-.0625));						// Fourth Texture Coord
    		glVertex2f(-0.5f,-0.125f);						// Fourth Vertex
    	glEnd();
    }
    
    void RenderPaddle1()
    {
    	if(paddle1pos>448) paddle1pos=448;
    	if(paddle1pos<0) paddle1pos=0;
    	glBindTexture(GL_TEXTURE_2D, texture[0]);
    	glMatrixMode(GL_PROJECTION);
    	glPushMatrix();
    		glLoadIdentity();
    		glOrtho(0,640,0,480,-1,1);
    		glMatrixMode(GL_MODELVIEW);
    		glPushMatrix();
    			glLoadIdentity();
    			glTranslated(0,paddle1pos,0);
    			glBegin(GL_QUADS);
    				glTexCoord2d(0.0f,1.0f);						// First Texture Coord
    				glVertex2f(0, 32);						// First Vertex
    				glTexCoord2d(.125f,1.0f);						// Second Texture Coord
    				glVertex2f( 8, 32);						// Second Vertex
    				glTexCoord2d(.125f,0.5f);						// Third Texture Coord
    				glVertex2f( 8,0);						// Third Vertex
    				glTexCoord2d(0,0.5f);						// Fourth Texture Coord
    				glVertex2f(0,0);						// Fourth Vertex
    			glEnd();
    			glMatrixMode(GL_PROJECTION);////////
    		glPopMatrix();///////
    		glMatrixMode(GL_MODELVIEW);/////////
    	glPopMatrix();
    }
    
    void RenderPaddle2()
    {
    	if(paddle2pos>448) paddle2pos=448;
    	if(paddle2pos<0) paddle2pos=0;
    	glBindTexture(GL_TEXTURE_2D, texture[0]);
    	glMatrixMode(GL_PROJECTION);
    	glPushMatrix();
    		glLoadIdentity();
    		glOrtho(0,640,0,480,-1,1);
    		glMatrixMode(GL_MODELVIEW);
    		glPushMatrix();
    			glLoadIdentity();
    			glTranslated(632,paddle2pos,0);
    			glBegin(GL_QUADS);
    				glTexCoord2d(0.0f,1.0f);						// First Texture Coord
    				glVertex2f(0, 32);						// First Vertex
    				glTexCoord2d(.125f,1.0f);						// Second Texture Coord
    				glVertex2f( 8, 32);						// Second Vertex
    				glTexCoord2d(.125f,0.5f);						// Third Texture Coord
    				glVertex2f( 8,0);						// Third Vertex
    				glTexCoord2d(0,0.5f);						// Fourth Texture Coord
    				glVertex2f(0,0);						// Fourth Vertex
    			glEnd();
    			glMatrixMode(GL_PROJECTION);
    		glPopMatrix();
    		glMatrixMode(GL_MODELVIEW);
    	glPopMatrix();
    }
    
    void CalculateBall()
    {
    	if((ballypos<0)||(ballypos>464)) ballyvel=(-1)*ballyvel;
    	if(ballypos<0) ballypos=0;
    	if(ballypos>464) ballypos=464;
    
    	if((ballxposPrev>=8)&&(ballxpos<8))
    	{
    		if(((ballyposPrev+8)>(paddle1pos-8))&&((ballyposPrev+8)<(paddle1pos+40)))////
    		{
    			ballxvel=(-1)*ballxvel;
    			ballxpos=8;
    		}
    	}
    
    	if((ballxposPrev<=616)&&(ballxpos>616))
    	{
    		if(((ballyposPrev+8)>(paddle2pos-8))&&((ballyposPrev+8)<(paddle2pos+40)))/////
    		{
    			ballxvel=(-1)*ballxvel;
    			ballxpos=616;
    		}
    	}
    
    	if(ballxpos<-16)
    	{
    		playerScored=true;
    		player2Scored=true;
    		player2score+=1;
    		ResetParts(); //reset for player 1
    	}
    	if(ballxpos>640)
    	{
    		playerScored=true;
    		player1Scored=true;
    		player1score+=1;
    		paddle1pos=224; //reset for player 2
    		paddle2pos=224;
    		ballxpos=616;
    		ballypos=232;
    		ballxvel=-2;
    	}
    	if((player1score==5)||(player2score==5)) gameover=true;
    }
    
    
    void RenderBall()
    {
    	glEnable(GL_BLEND);
    	glBindTexture(GL_TEXTURE_2D, texture[0]);
    	glMatrixMode(GL_PROJECTION);
    	glPushMatrix();
    		glLoadIdentity();
    		glOrtho(0,640,0,480,-1,1);
    		glMatrixMode(GL_MODELVIEW);
    		glPushMatrix();
    			glLoadIdentity();
    			glTranslated(ballxpos,ballypos,0);
    
    			glBegin(GL_QUADS);
    				glTexCoord2d(.13f,1.0f);						// First Texture Coord
    				glVertex2f(0, 16);						// First Vertex
    				glTexCoord2d(.36f,1.0f);						// Second Texture Coord
    				glVertex2f( 16, 16);						// Second Vertex
    				glTexCoord2d(.36f,0.75f);						// Third Texture Coord
    				glVertex2f( 16,0);						// Third Vertex
    				glTexCoord2d(.13,0.75f);						// Fourth Texture Coord
    				glVertex2f(0,0);						// Fourth Vertex
    			glEnd();
    
    			glMatrixMode(GL_PROJECTION);
    		glPopMatrix();
    		glMatrixMode(GL_MODELVIEW);
    	glPopMatrix();
    	glDisable(GL_BLEND);
    	ballxposPrev=ballxpos;
    	ballyposPrev=ballypos;
    
    	if(gameover)
    	{
    		if(player1score>player2score) Sign(2);
    		else Sign(3);
    	}
    	else if(playerScored)
    	{
    		if(player1Scored) Sign(0);
    		if(player2Scored) Sign(1);
    
    	}
    	else
    	{
    		ballxpos+=ballxvel;
    		ballypos+=ballyvel;
    	}
    }
    
    void RenderMenu()
    {
    
    	cnt++;
    	if(cnt>10)
    	{
    		if(introSwitch)
    		{
    			textureID=4;
    			introSwitch=false;
    		}
    		else
    		{
    			textureID=3;
    			introSwitch=true;
    		}
    		cnt=0;
    	}
    
    	glBindTexture(GL_TEXTURE_2D, texture[textureID]);
    	glBegin(GL_QUADS);									// Draw Our First Texture Mapped Quad
    		glTexCoord2d(0.0f,0.0f);						// First Texture Coord
    		glVertex2f(-1.0f, -1.0f);						// First Vertex
    		glTexCoord2d(1.0f,0.0f);						// Second Texture Coord
    		glVertex2f( 1.0f, -1.0f);						// Second Vertex
    		glTexCoord2d(1.0f,1.0f);						// Third Texture Coord
    		glVertex2f( 1.0f,1.0f);						// Third Vertex
    		glTexCoord2d(0.0f,1.0f);						// Fourth Texture Coord
    		glVertex2f(-1.0f,1.0f);						// Fourth Vertex
    	glEnd();
    }
    
    void RenderScore()
    {
    	GLdouble init=(.0625)*player1score;
    
    	glBindTexture(GL_TEXTURE_2D, texture[1]);
    	glTranslatef(-1.0f,0.8f,0.0f);
    	glBegin(GL_QUADS);									// Draw Our First Texture Mapped Quad
    		glTexCoord2d(init,0.9375f);						// First Texture Coord
    		glVertex2f(-0.125f, -0.125f);						// First Vertex
    		glTexCoord2d((init+.0625),0.9375f);						// Second Texture Coord
    		glVertex2f( 0.125f, -0.125f);						// Second Vertex
    		glTexCoord2d((init+.0625),1.0f);						// Third Texture Coord
    		glVertex2f( 0.125f,0.125f);						// Third Vertex
    		glTexCoord2d(init,1.0f);						// Fourth Texture Coord
    		glVertex2f(-0.125f,0.125f);						// Fourth Vertex
    	glEnd();
    
    	init=(.0625)*player2score;
    	glTranslatef(2.0f,0.0f,0.0f);
    	glBegin(GL_QUADS);									// Draw Our First Texture Mapped Quad
    		glTexCoord2d(init,0.9375f);						// First Texture Coord
    		glVertex2f(-0.125f, -0.125f);						// First Vertex
    		glTexCoord2d((init+.0625),0.9375f);						// Second Texture Coord
    		glVertex2f( 0.125f, -0.125f);						// Second Vertex
    		glTexCoord2d((init+.0625),1.0f);						// Third Texture Coord
    		glVertex2f( 0.125f,0.125f);						// Third Vertex
    		glTexCoord2d(init,1.0f);						// Fourth Texture Coord
    		glVertex2f(-0.125f,0.125f);						// Fourth Vertex
    	glEnd();
    }
    
    AUX_RGBImageRec *LoadBMP(char *Filename)                // Loads A Bitmap Image
    {
            FILE *File=NULL;                                // File Handle
            if (!Filename)                                  // Make Sure A Filename Was Given
            {
                    return NULL;                            // If Not Return NULL
            }
            File=fopen(Filename,"r");                       // Check To See If The File Exists
            if (File)                                       // Does The File Exist?
            {
                    fclose(File);                           // Close The Handle
                    return auxDIBImageLoad(Filename);       // Load The Bitmap And Return A Pointer
            }
            return NULL;                                    // If Load Failed Return NULL
    }
    
    int LoadGLTextures()                                    // Load Bitmaps And Convert To Textures
    {
            int Status=FALSE;                               // Status Indicator
            AUX_RGBImageRec *TextureImage[5];               // Create Storage Space For The Textures
            memset(TextureImage,0,sizeof(void *)*5);        // Set The Pointer To NULL
    
            if ((TextureImage[0]=LoadBMP("Data/parts.bmp")) &&
    			(TextureImage[1]=LoadBMP("Data/Text.bmp"))&&
    			(TextureImage[2]=LoadBMP("Data/Background.bmp"))&&
    			(TextureImage[3]=LoadBMP("Data/intro.bmp"))&&
    			(TextureImage[4]=LoadBMP("Data/intro2.bmp")))
            {
                    Status=TRUE;                            // Set The Status To TRUE
                    glGenTextures(5, &texture[0]);          // Create Two Texture
    
    				for (loop=0; loop<5; loop++)
    				{
    	                glBindTexture(GL_TEXTURE_2D, texture[loop]);
    			        glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
    				    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
    					glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[loop]->sizeX, TextureImage[loop]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[loop]->data);
    				}
            }
    		for (loop=0; loop<5; loop++)
    		{
    	        if (TextureImage[loop])							// If Texture Exists
    		    {
    			        if (TextureImage[loop]->data)			// If Texture Image Exists
    				    {
    					        free(TextureImage[loop]->data);	// Free The Texture Image Memory
    					}
    					free(TextureImage[loop]);				// Free The Image Structure
    			}
    		}
            return Status;                                  // Return The Status
    }
    
    
    GLvoid ReSizeGLScene(GLsizei width, GLsizei height)		// Resize And Initialize The GL Window
    {
    	if (height==0)										// Prevent A Divide By Zero By
    	{
    		height=1;										// Making Height Equal One
    	}
    	glViewport(0,0,width,height);						// Reset The Current Viewport
    	glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix
    	glLoadIdentity();									// Reset The Projection Matrix
    	gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);	// Calculate Window Aspect Ratio
    	glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
    	glLoadIdentity();									// Reset The Modelview Matrix
    }
    
    int InitGL(GLvoid)										// All Setup For OpenGL Goes Here
    {
    	if (!LoadGLTextures())								// Jump To Texture Loading Routine
    	{
    		return FALSE;									// If Texture Didn't Load Return FALSE
    	}
    														// Build The Font
    	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);				// Clear The Background Color To Black
    	glClearDepth(1.0);									// Enables Clearing Of The Depth Buffer
    	glDepthFunc(GL_LEQUAL);								// The Type Of Depth Test To Do
    	glEnable(GL_DEPTH_TEST);
    	glBlendFunc(GL_SRC_ALPHA,GL_ONE);					// Select The Type Of Blending
    	glShadeModel(GL_SMOOTH);							// Enables Smooth Color Shading
    	glEnable(GL_TEXTURE_2D);							// Enable 2D Texture Mapping
    	return TRUE;										// Initialization Went OK
    }
    
    int DrawGLScene(GLvoid)									// Here's Where We Do All The Drawing
    {
    	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// Clear The Screen And The Depth Buffer
    	glLoadIdentity();									// Reset The Modelview Matrix
    	glTranslatef(0.0f,0.0f,-2.5f);
    	if(inMenu)
    	{
    		RenderMenu();//render menu
    	}
    	else
    	{
    		glBindTexture(GL_TEXTURE_2D, texture[2]);
    		glBegin(GL_QUADS);									// Draw Our First Texture Mapped Quad
    			glTexCoord2d(0.0f,0.0f);						// First Texture Coord
    			glVertex2f(-2.0f, -1.2f);						// First Vertex
    			glTexCoord2d(1.0f,0.0f);						// Second Texture Coord
    			glVertex2f( 2.0f, -1.2f);						// Second Vertex
    			glTexCoord2d(1.0f,1.0f);						// Third Texture Coord
    			glVertex2f( 2.0f,1.2f);						// Third Vertex
    			glTexCoord2d(0.0f,1.0f);						// Fourth Texture Coord
    			glVertex2f(-2.0f,1.2f);						// Fourth Vertex
    		glEnd();
    
    		RenderPaddle1();
    		RenderPaddle2();
    		CalculateBall();
    		RenderBall();
    		RenderScore();
    	}
    
    	return TRUE;										// Everything Went OK
    }
    
    GLvoid KillGLWindow(GLvoid)								// Properly Kill The Window
    {
    	if (fullscreen)										// Are We In Fullscreen Mode?
    	{
    		ChangeDisplaySettings(NULL,0);					// If So Switch Back To The Desktop
    		ShowCursor(TRUE);								// Show Mouse Pointer
    	}
    
    	if (hRC)											// Do We Have A Rendering Context?
    	{
    		if (!wglMakeCurrent(NULL,NULL))					// Are We Able To Release The DC And RC Contexts?
    		{
    			MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
    		}
    
    		if (!wglDeleteContext(hRC))						// Are We Able To Delete The RC?
    		{
    			MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
    		}
    		hRC=NULL;										// Set RC To NULL
    	}
    
    	if (hDC && !ReleaseDC(hWnd,hDC))					// Are We Able To Release The DC
    	{
    		MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
    		hDC=NULL;										// Set DC To NULL
    	}
    
    	if (hWnd && !DestroyWindow(hWnd))					// Are We Able To Destroy The Window?
    	{
    		MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
    		hWnd=NULL;										// Set hWnd To NULL
    	}
    
    	if (!UnregisterClass("OpenGL",hInstance))			// Are We Able To Unregister Class
    	{
    		MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
    		hInstance=NULL;									// Set hInstance To NULL
    	}
    
    	//KillFont();											// Kill The Font
    }
    
    /*	This Code Creates Our OpenGL Window.  Parameters Are:					*
     *	title			- Title To Appear At The Top Of The Window				*
     *	width			- Width Of The GL Window Or Fullscreen Mode				*
     *	height			- Height Of The GL Window Or Fullscreen Mode			*
     *	bits			- Number Of Bits To Use For Color (8/16/24/32)			*
     *	fullscreenflag	- Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE)	*/
     
    BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
    {
    	GLuint		PixelFormat;			// Holds The Results After Searching For A Match
    	WNDCLASS	wc;						// Windows Class Structure
    	DWORD		dwExStyle;				// Window Extended Style
    	DWORD		dwStyle;				// Window Style
    	RECT		WindowRect;				// Grabs Rectangle Upper Left / Lower Right Values
    	WindowRect.left=(long)0;			// Set Left Value To 0
    	WindowRect.right=(long)width;		// Set Right Value To Requested Width
    	WindowRect.top=(long)0;				// Set Top Value To 0
    	WindowRect.bottom=(long)height;		// Set Bottom Value To Requested Height
    
    	fullscreen=fullscreenflag;			// Set The Global Fullscreen Flag
    
    	hInstance			= GetModuleHandle(NULL);				// Grab An Instance For Our Window
    	wc.style			= CS_HREDRAW | CS_VREDRAW | CS_OWNDC;	// Redraw On Size, And Own DC For Window.
    	wc.lpfnWndProc		= (WNDPROC) WndProc;					// WndProc Handles Messages
    	wc.cbClsExtra		= 0;									// No Extra Window Data
    	wc.cbWndExtra		= 0;									// No Extra Window Data
    	wc.hInstance		= hInstance;							// Set The Instance
    	wc.hIcon			= LoadIcon(NULL, IDI_WINLOGO);			// Load The Default Icon
    	wc.hCursor			= LoadCursor(NULL, IDC_ARROW);			// Load The Arrow Pointer
    	wc.hbrBackground	= NULL;									// No Background Required For GL
    	wc.lpszMenuName		= NULL;									// We Don't Want A Menu
    	wc.lpszClassName	= "OpenGL";								// Set The Class Name
    
    	if (!RegisterClass(&wc))									// Attempt To Register The Window Class
    	{
    		MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    		return FALSE;											// Return FALSE
    	}
    	
    	if (fullscreen)												// Attempt Fullscreen Mode?
    	{
    		DEVMODE dmScreenSettings;								// Device Mode
    		memset(&dmScreenSettings,0,sizeof(dmScreenSettings));	// Makes Sure Memory's Cleared
    		dmScreenSettings.dmSize=sizeof(dmScreenSettings);		// Size Of The Devmode Structure
    		dmScreenSettings.dmPelsWidth	= width;				// Selected Screen Width
    		dmScreenSettings.dmPelsHeight	= height;				// Selected Screen Height
    		dmScreenSettings.dmBitsPerPel	= bits;					// Selected Bits Per Pixel
    		dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
    
    		// Try To Set Selected Mode And Get Results.  NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
    		if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
    		{
    			// If The Mode Fails, Offer Two Options.  Quit Or Use Windowed Mode.
    			if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
    			{
    				fullscreen=FALSE;		// Windowed Mode Selected.  Fullscreen = FALSE
    			}
    			else
    			{
    				// Pop Up A Message Box Letting User Know The Program Is Closing.
    				MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
    				return FALSE;									// Return FALSE
    			}
    		}
    	}
    
    	if (fullscreen)												// Are We Still In Fullscreen Mode?
    	{
    		dwExStyle=WS_EX_APPWINDOW;								// Window Extended Style
    		dwStyle=WS_POPUP;										// Windows Style
    		ShowCursor(FALSE);										// Hide Mouse Pointer
    	}
    	else
    	{
    		dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;			// Window Extended Style
    		dwStyle=WS_OVERLAPPEDWINDOW;							// Windows Style
    	}
    
    	AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);		// Adjust Window To True Requested Size
    
    	// Create The Window
    	if (!(hWnd=CreateWindowEx(	dwExStyle,							// Extended Style For The Window
    								"OpenGL",							// Class Name
    								title,								// Window Title
    								dwStyle |							// Defined Window Style
    								WS_CLIPSIBLINGS |					// Required Window Style
    								WS_CLIPCHILDREN,					// Required Window Style
    								0, 0,								// Window Position
    								WindowRect.right-WindowRect.left,	// Calculate Window Width
    								WindowRect.bottom-WindowRect.top,	// Calculate Window Height
    								NULL,								// No Parent Window
    								NULL,								// No Menu
    								hInstance,							// Instance
    								NULL)))								// Dont Pass Anything To WM_CREATE
    	{
    		KillGLWindow();								// Reset The Display
    		MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    		return FALSE;								// Return FALSE
    	}
    
    	static	PIXELFORMATDESCRIPTOR pfd=				// pfd Tells Windows How We Want Things To Be
    	{
    		sizeof(PIXELFORMATDESCRIPTOR),				// Size Of This Pixel Format Descriptor
    		1,											// Version Number
    		PFD_DRAW_TO_WINDOW |						// Format Must Support Window
    		PFD_SUPPORT_OPENGL |						// Format Must Support OpenGL
    		PFD_DOUBLEBUFFER,							// Must Support Double Buffering
    		PFD_TYPE_RGBA,								// Request An RGBA Format
    		bits,										// Select Our Color Depth
    		0, 0, 0, 0, 0, 0,							// Color Bits Ignored
    		0,											// No Alpha Buffer
    		0,											// Shift Bit Ignored
    		0,											// No Accumulation Buffer
    		0, 0, 0, 0,									// Accumulation Bits Ignored
    		16,											// 16Bit Z-Buffer (Depth Buffer)  
    		0,											// No Stencil Buffer
    		0,											// No Auxiliary Buffer
    		PFD_MAIN_PLANE,								// Main Drawing Layer
    		0,											// Reserved
    		0, 0, 0										// Layer Masks Ignored
    	};
    	
    	if (!(hDC=GetDC(hWnd)))							// Did We Get A Device Context?
    	{
    		KillGLWindow();								// Reset The Display
    		MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    		return FALSE;								// Return FALSE
    	}
    
    	if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))	// Did Windows Find A Matching Pixel Format?
    	{
    		KillGLWindow();								// Reset The Display
    		MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    		return FALSE;								// Return FALSE
    	}
    
    	if(!SetPixelFormat(hDC,PixelFormat,&pfd))		// Are We Able To Set The Pixel Format?
    	{
    		KillGLWindow();								// Reset The Display
    		MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    		return FALSE;								// Return FALSE
    	}
    
    	if (!(hRC=wglCreateContext(hDC)))				// Are We Able To Get A Rendering Context?
    	{
    		KillGLWindow();								// Reset The Display
    		MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    		return FALSE;								// Return FALSE
    	}
    
    	if(!wglMakeCurrent(hDC,hRC))					// Try To Activate The Rendering Context
    	{
    		KillGLWindow();								// Reset The Display
    		MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    		return FALSE;								// Return FALSE
    	}
    
    	ShowWindow(hWnd,SW_SHOW);						// Show The Window
    	SetForegroundWindow(hWnd);						// Slightly Higher Priority
    	SetFocus(hWnd);									// Sets Keyboard Focus To The Window
    	ReSizeGLScene(width, height);					// Set Up Our Perspective GL Screen
    
    	if (!InitGL())									// Initialize Our Newly Created GL Window
    	{
    		KillGLWindow();								// Reset The Display
    		MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    		return FALSE;								// Return FALSE
    	}
    
    	return TRUE;									// Success
    }
    
    LRESULT CALLBACK WndProc(	HWND	hWnd,			// Handle For This Window
    							UINT	uMsg,			// Message For This Window
    							WPARAM	wParam,			// Additional Message Information
    							LPARAM	lParam)			// Additional Message Information
    {
    	switch (uMsg)									// Check For Windows Messages
    	{
    		case WM_ACTIVATE:							// Watch For Window Activate Message
    		{
    			if (!HIWORD(wParam))					// Check Minimization State
    			{
    				active=TRUE;						// Program Is Active
    			}
    			else
    			{
    				active=FALSE;						// Program Is No Longer Active
    			}
    
    			return 0;								// Return To The Message Loop
    		}
    
    		case WM_SYSCOMMAND:							// Intercept System Commands
    		{
    			switch (wParam)							// Check System Calls
    			{
    				case SC_SCREENSAVE:					// Screensaver Trying To Start?
    				case SC_MONITORPOWER:				// Monitor Trying To Enter Powersave?
    				return 0;							// Prevent From Happening
    			}
    			break;									// Exit
    		}
    
    		case WM_CLOSE:								// Did We Receive A Close Message?
    		{
    			PostQuitMessage(0);						// Send A Quit Message
    			return 0;								// Jump Back
    		}
    
    		case WM_KEYDOWN:							// Is A Key Being Held Down?
    		{
    			keys[wParam] = TRUE;					// If So, Mark It As TRUE
    			return 0;								// Jump Back
    		}
    
    		case WM_KEYUP:								// Has A Key Been Released?
    		{
    			keys[wParam] = FALSE;					// If So, Mark It As FALSE
    			return 0;								// Jump Back
    		}
    
    		case WM_SIZE:								// Resize The OpenGL Window
    		{
    			ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord=Width, HiWord=Height
    			return 0;								// Jump Back
    		}
    	}
    
    	// Pass All Unhandled Messages To DefWindowProc
    	return DefWindowProc(hWnd,uMsg,wParam,lParam);
    }
    
    int WINAPI WinMain(	HINSTANCE	hInstance,			// Instance
    					HINSTANCE	hPrevInstance,		// Previous Instance
    					LPSTR		lpCmdLine,			// Command Line Parameters
    					int			nCmdShow)			// Window Show State
    {
    	MSG		msg;									// Windows Message Structure
    	BOOL	done=FALSE;								// Bool Variable To Exit Loop
    
    	// Ask The User Which Screen Mode They Prefer
    	if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
    	{
    		fullscreen=FALSE;							// Windowed Mode
    	}
    
    	// Create Our OpenGL Window
    	if (!CreateGLWindow("Jon's Super Pong Game!!!",1024,768,16,fullscreen))
    	{
    		return 0;									// Quit If Window Was Not Created
    	}
    
    	while(!done)									// Loop That Runs While done=FALSE
    	{
    		if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))	// Is There A Message Waiting?
    		{
    			if (msg.message==WM_QUIT)				// Have We Received A Quit Message?
    			{
    				done=TRUE;							// If So done=TRUE
    			}
    			else									// If Not, Deal With Window Messages
    			{
    				TranslateMessage(&msg);				// Translate The Message
    				DispatchMessage(&msg);				// Dispatch The Message
    			}
    		}
    		else										// If There Are No Messages
    		{
    			// Draw The Scene.  Watch For ESC Key And Quit Messages From DrawGLScene()
    			//DetectKeys();
    			if ((active && !DrawGLScene()) || exitgame/*keys[VK_ESCAPE]*/)	// Active?  Was There A Quit Received?
    			{
    				done=TRUE;							// ESC or DrawGLScene Signalled A Quit
    			}
    			else									// Not Time To Quit, Update Screen
    			{
    				SwapBuffers(hDC);					// Swap Buffers (Double Buffering)
    			}
    
    			if (keys[VK_F1])						// Is F1 Being Pressed?
    			{
    				keys[VK_F1]=FALSE;					// If So Make Key FALSE
    				KillGLWindow();						// Kill Our Current Window
    				fullscreen=!fullscreen;				// Toggle Fullscreen / Windowed Mode
    				// Recreate Our OpenGL Window
    				if (!CreateGLWindow("Jon's Super Pong Game!!!!",640,480,16,fullscreen))
    				{
    					return 0;						// Quit If Window Was Not Created
    				}
    			}
    			DetectKeys();
    		}
    	}
    
    	// Shutdown
    	KillGLWindow();									// Kill The Window
    	return (msg.wParam);							// Exit The Program
    }
    Last edited by Shamino; 05-18-2005 at 11:40 AM.

  6. #6
    mov.w #$1337,D0 Jeremy G's Avatar
    Join Date
    Nov 2001
    Posts
    704
    some ones been using tutorials at nehe.gamedev.net


    Thats not the problem I have, it just looks like you copied and pasted all the code--i'd be fine it looked like you copied word for word TYPING the code -- or at least made the effort of deleting comments from every line.
    c++->visualc++->directx->opengl->c++;
    (it should be realized my posts are all in a light hearted manner. And should not be taken offense to.)

  7. #7
    Absent Minded Programmer
    Join Date
    May 2005
    Posts
    968
    Oops my bad, forgot to add the props to NeHe in my code...

    Anyways, Props to NeHe and Anton Snisarenko for giving me quite a bit of help on the collision detection

    Regardless, I made sure I commented on each new line I added to the code so i could look back at what I did
    Last edited by Shamino; 05-18-2005 at 06:13 PM.

  8. #8
    Absent Minded Programmer
    Join Date
    May 2005
    Posts
    968
    If the only reason you guys wanted me to post my code was to bash how I did it I'll just stop posting :\

  9. #9
    Interested Newbie
    Join Date
    Sep 2004
    Location
    Sweden
    Posts
    51
    Quote Originally Posted by Shamino
    If the only reason you guys wanted me to post my code was to bash how I did it I'll just stop posting :\
    Don't take that so hard! I think it's awesome what you did, I've never done anything cool with Opengl .

  10. #10
    Registered User LogicError's Avatar
    Join Date
    Aug 2003
    Location
    г. Магнитогорск
    Posts
    76
    Alright.. about the pong game.. i tried to compile the code.. found "unidentified" headers. i think it's glaux.h .. what is it and where do i get it? thx

  11. #11
    Registered User
    Join Date
    Jul 2004
    Posts
    26
    If you're using DevC++ you should be abke to get it from the webupdate. If not then you should be able to find it on google.

  12. #12
    Absent Minded Programmer
    Join Date
    May 2005
    Posts
    968
    not to mention you need the textures I used.... you won't get compile errors but the game wont run

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