192 lines
No EOL
6.8 KiB
C++
192 lines
No EOL
6.8 KiB
C++
#include <iostream>
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#include <string>
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#include <cmath>
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#include "util.h"
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#include "BrickBreaker.h"
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using namespace std;
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// seed the random numbers generator by current time (see the documentation of srand for further help)...
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/* Function sets canvas size (drawing area) in pixels...
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* that is what dimensions (x and y) your game will have
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* Note that the bottom-left coordinate has value (0,0) and top-right coordinate has value (width-1,height-1)
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* */
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void SetCanvasSize(int width, int height){
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glMatrixMode (GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0, width, 0, height, -1, 1); // set the screen size to given width and height.
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glMatrixMode (GL_MODELVIEW);
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glLoadIdentity();
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}
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// Level1 level1;
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BrickBreaker brickBreaker;
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void GameDisplay(){
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glClearColor(0, 0, 148.0/2550.0, 0); // Red==Green==Blue==1 --> White Colour
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glClear(GL_COLOR_BUFFER_BIT); //Update the colors
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// if(brickBreaker.getLevel() != nullptr){
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brickBreaker.getLevel()->draw();
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// }
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// level1.draw();
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glutSwapBuffers(); // do not modify this line..
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}
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/*
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* This function is called after every 1000.0/FPS milliseconds
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* (FPS is defined on in the beginning).
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* You can use this function to animate objects and control the
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* speed of different moving objects by varying the constant FPS.
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* */
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void Timer(int m){
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if(brickBreaker.getGameState() == "playing"){
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for(int i=0;i<3;i++){
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if(brickBreaker.getLevel()->getBalls()[i] != nullptr){
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brickBreaker.getLevel()->getBalls()[i]->move();
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brickBreaker.getLevel()->getBalls()[i]->checkBoundCollision();
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brickBreaker.getLevel()->getPaddle().checkCollision(*brickBreaker.getLevel()->getBalls()[i]);
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if(brickBreaker.getLevel()->getPaddle2() != nullptr) brickBreaker.getLevel()->getPaddle2()->checkCollision(*brickBreaker.getLevel()->getBalls()[i]);
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}
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}
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brickBreaker.getLevel()->checkBrickCollision();
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// brickBreaker.getLevel()->moveFood();
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brickBreaker.getLevel()->checkFoodCollision();
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}
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// level1.getBall().move();
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// level1.getBall().checkBoundCollision();
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// level1.getPaddle().checkCollision(level1.getBall());
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// level1.checkBrickCollision();
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// level1.moveFood();
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// level1.checkFoodCollision();
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if(Food::getPowerActive() && Food::getCounter() < 300) Food::count();
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else if(Food::getCounter() == 300) Food::resetPowerup(brickBreaker.getLevel()->getPaddle(), brickBreaker.getLevel()->getBalls());
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glutTimerFunc(1000.0/60, Timer, 0);
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glutPostRedisplay();
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}
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/* This function is called (automatically) whenever your mouse moves witin inside the game window
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* You will have to add the necessary code here for finding the direction of shooting
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* This function has two arguments: x & y that tells the coordinate of current position of move mouse
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* */
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void MousePressedAndMoved(int x, int y){
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glutPostRedisplay();
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}
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void MouseMoved(int x, int y){
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if(x < brickBreaker.getLevel()->getPaddle().getWidth()/2) x = 0;
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else if(x > 1050 - brickBreaker.getLevel()->getPaddle().getWidth()/2) x = 1050 - brickBreaker.getLevel()->getPaddle().getWidth();
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else x -= brickBreaker.getLevel()->getPaddle().getWidth()/2;
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brickBreaker.getLevel()->getPaddle().setX(x);
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// level1.getPaddle().setX(x);
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glutPostRedisplay();
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}
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/* This function is called (automatically) whenever any non-printable key (such as up-arrow, down-arraw)
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* is pressed from the keyboard
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*
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* You will have to add the necessary code here when the arrow keys are pressed or any other key is pressed...
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*
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* This function has three argument variable key contains the ASCII of the key pressed, while x and y tells the
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* program coordinates of mouse pointer when key was pressed.
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* */
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void NonPrintableKeys(int key, int x, int y){
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if(brickBreaker.getLevel()->getPaddle2() != nullptr){
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if(key == GLUT_KEY_LEFT){
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if(brickBreaker.getLevel()->getPaddle2()->getX() >= 0)
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brickBreaker.getLevel()->getPaddle2()->setX(brickBreaker.getLevel()->getPaddle2()->getX()-10);
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}
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else if(key == GLUT_KEY_RIGHT){
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if(brickBreaker.getLevel()->getPaddle2()->getX()+brickBreaker.getLevel()->getPaddle2()->getWidth() <= 1050)
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brickBreaker.getLevel()->getPaddle2()->setX(brickBreaker.getLevel()->getPaddle2()->getX()+10);
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}
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else if(key == GLUT_KEY_UP){
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}
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else if(key == GLUT_KEY_DOWN){
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}
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}
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glutPostRedisplay();
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}
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/*This function is called (automatically) whenever any printable key (such as x,b, enter, etc.)
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* is pressed from the keyboard
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* This function has three argument variable key contains the ASCII of the key pressed, while x and y tells the
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* program coordinates of mouse pointer when key was pressed.
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* */
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void PrintableKeys(unsigned char key, int x, int y){
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if(key == 27){
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exit(0);
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}
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if(key == 13){
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brickBreaker.setGameState("paused");
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brickBreaker.nextLevel();
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}
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if(key == 112){
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if(brickBreaker.getGameState() == "paused") brickBreaker.setGameState("playing");
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else if(brickBreaker.getGameState() == "playing") brickBreaker.setGameState("paused");
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}
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glutPostRedisplay();
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}
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/*This function is called (automatically) whenever your mouse button is clicked witin inside the game window
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* You will have to add the necessary code here for shooting, etc.
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* This function has four arguments: button (Left, Middle or Right), state (button is pressed or released),
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* x & y that tells the coordinate of current position of move mouse
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* */
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void MouseClicked(int button, int state, int x, int y){
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if(button == GLUT_LEFT_BUTTON){
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}
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else if(button == GLUT_RIGHT_BUTTON){
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}
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glutPostRedisplay();
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}
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int main(int argc, char*argv[]){
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int width = 1050, height = 870; // i have set my window size to be 800 x 600
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InitRandomizer(); // seed the random number generator...
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glutInit(&argc, argv); // initialize the graphics library...
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glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA); // we will be using color display mode
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glutInitWindowPosition(50, 50); // set the initial position of our window
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glutInitWindowSize(width, height); // set the size of our window
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glutCreateWindow("OOP Project"); // set the title of our game window
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SetCanvasSize(width, height); // set the number of pixels...
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// Register your functions to the library,
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// you are telling the library names of function to call for different tasks.
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//glutDisplayFunc(display); // tell library which function to call for drawing Canvas.
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glutDisplayFunc(GameDisplay); // tell library which function to call for drawing Canvas.
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glutSpecialFunc(NonPrintableKeys); // tell library which function to call for non-printable ASCII characters
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glutKeyboardFunc(PrintableKeys); // tell library which function to call for printable ASCII characters
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// This function tells the library to call our Timer function after 1000.0/FPS milliseconds...
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glutTimerFunc(1000.0, Timer, 0);
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glutMouseFunc(MouseClicked);
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glutPassiveMotionFunc(MouseMoved); // Mouse
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glutMotionFunc(MousePressedAndMoved); // Mouse
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// now handle the control to library and it will call our registered functions when
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// it deems necessary...
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glutMainLoop();
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return 1;
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} |