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pong.cpp
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pong.cpp
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#ifdef _WINDOWS
#include <GL/glew.h>
#endif
#include <SDL.h>
#include <SDL_opengl.h>
#include <SDL_image.h>
#include "ShaderProgram.h"
#include "Matrix.h"
#ifdef _WINDOWS
#define RESOURCE_FOLDER ""
#else
#define RESOURCE_FOLDER "NYUCodebase.app/Contents/Resources/"
#endif
void updateBall(float& ball_dir_x,float& ball_dir_y, float& ball_pos_x, float& ball_pos_y, float lyposition, float ryposition, float top, float bottom, float elapsed){
float ballSpeed = 4.00f;
float racketHeight = 1.666f;
float nadjustedPosX = ball_pos_x - 0.125;
float padjustedPosX = ball_pos_x + 0.125;
float nadjustedPosY = ball_pos_y - 0.125;
float padjustedPosY = ball_pos_y + 0.125;
//set ball_dir_x and ball_dir_y accordingly
// hit by left racket
if (nadjustedPosX < -3.35f && nadjustedPosY < (lyposition+0.833f) && padjustedPosY > (lyposition-0.833f)){
//change x direction
ball_dir_x = fabs(ball_dir_x);
// change y direction
float t = ((ball_pos_y - lyposition) / racketHeight) ; // racket height
ball_dir_y = t;
}
// hit by right racket
if (padjustedPosX > 3.35f && nadjustedPosY < (ryposition + 0.833f) && padjustedPosY >(ryposition - 0.833f)){
//change x direction
ball_dir_x = -fabs(ball_dir_x);
//change y direction
float t = ((ball_pos_y - ryposition) / racketHeight) ;
ball_dir_y = t;
}
//hit by left wall
if (nadjustedPosX < -3.55f){
ball_pos_x = 0.0f;
ball_pos_y = 0.0f;
}
//hit by right wall
if (padjustedPosX > 3.55f){
ball_pos_y = 0.0f;
ball_pos_x = 0.0f;
}
// hit top
if (padjustedPosY > top){
ball_dir_y = -fabs(ball_dir_y);
}
// hit bottom
if (nadjustedPosY < bottom){
ball_dir_y = fabs(ball_dir_y);
}
ball_pos_y += (ball_dir_y * ballSpeed * elapsed);
ball_pos_x += (ball_dir_x * ballSpeed * elapsed);
}
SDL_Window* displayWindow;
int main(int argc, char *argv[])
{
SDL_Init(SDL_INIT_VIDEO);
displayWindow = SDL_CreateWindow("My Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 360, SDL_WINDOW_OPENGL);
SDL_GLContext context = SDL_GL_CreateContext(displayWindow);
SDL_GL_MakeCurrent(displayWindow, context);
#ifdef _WINDOWS
glewInit();
#endif
ShaderProgram program(RESOURCE_FOLDER"vertex.glsl", RESOURCE_FOLDER"fragment.glsl");
Matrix projectionMatrix;
Matrix viewMatrix;
Matrix modelMatrix;
Matrix rightmodelMatrix;
Matrix leftmodelMatrix;
float bottom = -2.0f;
float top = 2.0f;
//ball variables
float ball_dir_x = -1.0f;
float ball_dir_y = 1.0f;
float ball_pos_x = 0.0f;
float ball_pos_y = 0.0f;
projectionMatrix.setOrthoProjection(-3.55, 3.55, bottom, top, -1.0f, 1.0f);
glUseProgram(program.programID);
// timings , angles and positions
float lastFrameTicks = 0.0f;
float angle = 0.0f;
float units_a_second = 3.0f;
float ryposition = 0.0f;
float lyposition = 0.0f;
SDL_Event event;
bool done = false;
while (!done) {
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT || event.type == SDL_WINDOWEVENT_CLOSE) {
done = true;
}
else if (event.type == SDL_KEYDOWN){
if (event.key.keysym.scancode == SDL_SCANCODE_SPACE){
angle = 0.0;
}
}
}
float ticks = (float)SDL_GetTicks() / 1000.0f;
float elapsed = ticks - lastFrameTicks;
lastFrameTicks = ticks;
glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
const Uint8 *keys = SDL_GetKeyboardState(NULL);
program.setProjectionMatrix(projectionMatrix);
program.setViewMatrix(viewMatrix);
program.setModelMatrix(modelMatrix);
// BALL
updateBall(ball_dir_x, ball_dir_y, ball_pos_x, ball_pos_y, lyposition, ryposition, top, bottom, elapsed);
modelMatrix.identity();
modelMatrix.setPosition(ball_pos_x, ball_pos_y, 0.0f);
program.setModelMatrix(modelMatrix);
float vertices[] = { -0.125f, -0.125f, 0.125f, -0.125f, 0.125f, 0.125f, -0.125f, -0.125f, 0.125f, 0.125f, -0.125f, 0.125f };
glVertexAttribPointer(program.positionAttribute, 2, GL_FLOAT, false, 0, vertices);
glEnableVertexAttribArray(program.positionAttribute);
glDrawArrays(GL_TRIANGLES, 0, 6);
glDisableVertexAttribArray(program.positionAttribute);
if (keys[SDL_SCANCODE_UP]){
if ((ryposition+0.833f) < top){
ryposition += elapsed * units_a_second;
}
}
if (keys[SDL_SCANCODE_DOWN]){
if ((ryposition-0.833f) > bottom){
ryposition -= elapsed * units_a_second;
}
}
if (keys[SDL_SCANCODE_W]){
if ((lyposition+0.833f) < top){
lyposition += elapsed * units_a_second;
}
}
if (keys[SDL_SCANCODE_S]){
if ((lyposition-0.833f)> bottom){
lyposition -= elapsed * units_a_second;
}
}
//RIGHT BAT
rightmodelMatrix.identity();
//modelMatrix.Rotate(angle);
rightmodelMatrix.setPosition(0.0f, ryposition, 0.0f);
program.setModelMatrix(rightmodelMatrix);
float verticesRight[] = { 3.35f, -0.833f, 3.55f, -0.833f, 3.55f, 0.833f, 3.35f, -0.833f, 3.55f, 0.833f, 3.35f, 0.833f};
glVertexAttribPointer(program.positionAttribute, 2, GL_FLOAT, false, 0, verticesRight);
glEnableVertexAttribArray(program.positionAttribute);
glDrawArrays(GL_TRIANGLES, 0, 6);
glDisableVertexAttribArray(program.positionAttribute);
//LEFT BAT
leftmodelMatrix.identity();
leftmodelMatrix.setPosition(0.0f, lyposition, 0.0f);
program.setModelMatrix(leftmodelMatrix);
float verticesLeft[] = { -3.55f, -.833f, -3.35f, -0.833f, -3.35f, 0.833f, -3.55f, -0.833f, -3.35f, 0.833f, -3.55f, 0.833f };
glVertexAttribPointer(program.positionAttribute, 2, GL_FLOAT, false, 0, verticesLeft);
glEnableVertexAttribArray(program.positionAttribute);
glDrawArrays(GL_TRIANGLES, 0, 6);
glDisableVertexAttribArray(program.positionAttribute);
SDL_GL_SwapWindow(displayWindow);
}
SDL_Quit();
return 0;