WOOOOOOO!!!![]()
works just fine, through play testing, all i need to do is make the paddles a tad bit bigger, and make difficulty settings....
This is a discussion on Pong is completed!!! within the Game Programming forums, part of the General Programming Boards category; WOOOOOOO!!! works just fine, through play testing, all i need to do is make the paddles a tad bit bigger, ...
WOOOOOOO!!!![]()
works just fine, through play testing, all i need to do is make the paddles a tad bit bigger, and make difficulty settings....
post the code
haha.. funny.. can you show us?
I finished it at school and posted this at school, and i keep forgetting to post the source code from school :\
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.
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.)
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.
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 OpenglOriginally Posted by Shamino
.
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
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.
not to mention you need the textures I used.... you won't get compile errors but the game wont run