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Old 05-14-2005, 12:37 PM   #1
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Join Date: May 2005
Posts: 914
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....
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Old 05-14-2005, 01:54 PM   #2
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post the code
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Old 05-16-2005, 09:26 AM   #3
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Posts: 76
haha.. funny.. can you show us?
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Old 05-17-2005, 01:11 PM   #4
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I finished it at school and posted this at school, and i keep forgetting to post the source code from school :\
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Old 05-18-2005, 11:37 AM   #5
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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.
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Old 05-18-2005, 04:37 PM   #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.
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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.)
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Old 05-18-2005, 06:11 PM   #7
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Join Date: May 2005
Posts: 914
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.
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Old 05-18-2005, 06:16 PM   #8
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Join Date: May 2005
Posts: 914
If the only reason you guys wanted me to post my code was to bash how I did it I'll just stop posting :\
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Old 05-22-2005, 01:33 PM   #9
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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 .
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Old 05-25-2005, 08:26 AM   #10
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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
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Old 05-25-2005, 01:12 PM   #11
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Location: Phoenix, Arizona
Posts: 23
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.
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Old 05-26-2005, 10:50 AM   #12
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Posts: 914
not to mention you need the textures I used.... you won't get compile errors but the game wont run
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