WOOOOOOO!!! :D
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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WOOOOOOO!!! :D
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
}
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.
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
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 :).Quote:
Originally 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