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Frischling
Beruf: Keiner (Wunschberuf Programmierer bei einer Spielesoftwarefirma)
C-/C++-Quelltext |
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//Code zum Kompilieren:g++ Main.cpp -o Main -lSDLmain -lSDL -lGL /* Compile command: g++ -o test main.cpp -lSDLmain -lSDL -lGL */ // specific headers #include "SDL/SDL.h" #include "SDL/SDL_opengl.h" #include <iostream> bool checkCollision(float Ax, float Ay, float Aw, float Ah, float Bx, float By, float Bw, float Bh){ if(Ay > By+Bh) return false; else if(Ax > Bx+Bw) return false; else if(Ax+Aw < Bx) return false; else if(Ay+Ah < By) return false; else return true; } //start of the program int main(int argc, char* args[]){ //initialize SDL SDL_Init(SDL_INIT_EVERYTHING); //Set OpenGL memory usage SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); //Caption of the window SDL_WM_SetCaption("Our first game", NULL); //Size of the window SDL_SetVideoMode(1280,720,32, SDL_OPENGL); //Specific the clear color glClearColor(1,1,1,1); //RED,GREEN,BLUE,ALPHA //What portion of the screen we will display glViewport(0,0,1280,720); //Shader model - Use this glShadeModel(GL_SMOOTH); //2D rendering glMatrixMode(GL_PROJECTION); //"Save" it glLoadIdentity(); //Disable depth checking glDisable(GL_DEPTH_TEST); std::cout << "OpenGL is running\n"; std::cout << "Main loop has started\n"; //Handles the main loop bool isRunning = true; //For handling with event SDL_Event event; //Struktur Brick struct brick { float myX; float myY; float width; float hight; bool exists; }; //Struktur Platte struct platte { float myX; float myY; float width; float hight; }; //Struktur Ball struct ball { float myX; float myY; float durchmesser; float xbew; float ybew; }; //Punktestand int punkte = 0; //deklaration Brick //Reihe 1 brick c; c.myX = 5; c.myY = 5; c.width = 60; c.hight = 30; c.exists = true; brick d; d.myX = c.myX + c.width + 5; d.myY = c.myY; d.width = 60; d.hight = 30; d.exists = true; brick e; e.myX = d.myX + d.width + 5; e.myY = c.myY; e.width = 60; e.hight = 30; e.exists = true; brick f; f.myX = e.myX + e.width + 5; f.myY = c.myY; f.width = 60; f.hight = 30; f.exists = true; brick g; g.myX = f.myX + f.width + 5; g.myY = c.myY; g.width = 60; g.hight = 30; g.exists = true; brick h; h.myX = g.myX + g.width + 5; h.myY = c.myY; h.width = 60; h.hight = 30; h.exists = true; brick i; i.myX = h.myX + h.width + 5; i.myY = c.myY; i.width = 60; i.hight = 30; i.exists = true; //deklaration Ball ball b; b.myX = 50; b.myY = 200; b.durchmesser = 20; b.xbew = 2.0; b.ybew = 2.0; //deklaration Platte platte p; p.myX = 300; p.myY = 666; p.width = 80; p.hight = 20; bool left, right = false; bool zahl = true; //Main game loop while (isRunning){ //EVENTS while (SDL_PollEvent(&event)){ //if the window was closed if ( event.type == SDL_QUIT ){ isRunning = false; } //If a button was released and the button is escape if ( event.type == SDL_KEYUP && event.key.keysym.sym == SDLK_ESCAPE ){ isRunning = false; } //rot färben des Bildschirms mit Taste "r" if ( event.type == SDL_KEYUP && event.key.keysym.sym == SDLK_r ){ glClearColor(1,0,0,1); } //Steuerung Platte if (event.type == SDL_KEYDOWN){ if (event.key.keysym.sym == SDLK_LEFT){ left = true; } else if (event.key.keysym.sym == SDLK_RIGHT){ right = true; } } else if (event.type == SDL_KEYUP){ if(event.key.keysym.sym == SDLK_LEFT){ left = false; } else if(event.key.keysym.sym == SDLK_RIGHT){ right = false; } } //bugfix (Platte hat von Anfang an den Wert true) if(zahl == true){ left = false; zahl = false; } //logic that should happen for a certain event } //LOGIC //Steuerung Platte if(left == true){ p.myX -= 4.0; } if(right == true){ p.myX += 4.0; } //kollision Ball - Brick c if(checkCollision(c.myX, c.myY, c.width, c.hight, b.myX, b.myY, b.durchmesser, b.durchmesser) == true){ if(b.myX > c.myX+c.width-3 && c.exists == true) b.xbew = -b.xbew; if(b.myX+b.durchmesser < c.myX+3 && c.exists == true) b.xbew = -b.xbew; if(b.myY > c.myX+c.hight-3 && c.exists == true) b.ybew = -b.ybew; if(b.myY+b.durchmesser < c.myY+3 && c.exists == true) b.ybew = -b.ybew; if(c.exists == true) punkte ++; c.exists = false; } //kollision Ball - Brick d if(checkCollision(d.myX, d.myY, d.width, d.hight, b.myX, b.myY, b.durchmesser, b.durchmesser) == true){ if(b.myX > d.myX+d.width-3 && d.exists == true) b.xbew = -b.xbew; if(b.myX+b.durchmesser < d.myX+3 && d.exists == true) b.xbew = -b.xbew; if(b.myY > d.myX+d.hight-3 && d.exists == true) b.ybew = -b.ybew; if(b.myY+b.durchmesser < d.myY+3 && d.exists == true) b.ybew = -b.ybew; if(d.exists == true) punkte ++; d.exists = false; } //kollision Ball - Brick e if(checkCollision(e.myX, e.myY, e.width, e.hight, b.myX, b.myY, b.durchmesser, b.durchmesser) == true){ if(b.myX > e.myX+e.width-3 && e.exists == true) b.xbew = -b.xbew; if(b.myX+b.durchmesser < e.myX+3 && e.exists == true) b.xbew = -b.xbew; if(b.myY > e.myX+e.hight-3 && e.exists == true) b.ybew = -b.ybew; if(b.myY+b.durchmesser < e.myY+3 && e.exists == true) b.ybew = -b.ybew; if(e.exists == true) punkte ++; e.exists = false; } //kollision Ball - Brick f if(checkCollision(f.myX, f.myY, f.width, f.hight, b.myX, b.myY, b.durchmesser, b.durchmesser) == true){ if(b.myX > f.myX+f.width-3 && f.exists == true) b.xbew = -b.xbew; if(b.myX+b.durchmesser < f.myX+3 && f.exists == true) b.xbew = -b.xbew; if(b.myY > f.myX+f.hight-3 && f.exists == true) b.ybew = -b.ybew; if(b.myY+b.durchmesser < f.myY+3 && f.exists == true) b.ybew = -b.ybew; if(f.exists == true) punkte ++; f.exists = false; } //kollision Ball - Brick g if(checkCollision(g.myX, g.myY, g.width, g.hight, b.myX, b.myY, b.durchmesser, b.durchmesser) == true){ if(b.myX > g.myX+g.width-3 && g.exists == true) b.xbew = -b.xbew; if(b.myX+b.durchmesser < g.myX+3 && g.exists == true) b.xbew = -b.xbew; if(b.myY > g.myX+g.hight-3 && g.exists == true) b.ybew = -b.ybew; if(b.myY+b.durchmesser < g.myY+3 && g.exists == true) b.ybew = -b.ybew; if(g.exists == true) punkte ++; g.exists = false; } //kollision Ball - Brick h if(checkCollision(h.myX, h.myY, h.width, h.hight, b.myX, b.myY, b.durchmesser, b.durchmesser) == true){ if(b.myX > h.myX+h.width-3 && h.exists == true) b.xbew = -b.xbew; if(b.myX+b.durchmesser < h.myX+3 && h.exists == true) b.xbew = -b.xbew; if(b.myY > h.myX+h.hight-3 && h.exists == true) b.ybew = -b.ybew; if(b.myY+b.durchmesser < h.myY+3 && h.exists == true) b.ybew = -b.ybew; if(h.exists == true) punkte ++; h.exists = false; } //kollision Ball - Brick i if(checkCollision(i.myX, i.myY, i.width, i.hight, b.myX, b.myY, b.durchmesser, b.durchmesser) == true){ if(b.myX > i.myX+i.width-3 && i.exists == true) b.xbew = -b.xbew; if(b.myX+b.durchmesser < i.myX+3 && i.exists == true) b.xbew = -b.xbew; if(b.myY > i.myX+i.hight-3 && i.exists == true) b.ybew = -b.ybew; if(b.myY+b.durchmesser < i.myY+3 && i.exists == true) b.ybew = -b.ybew; if(i.exists == true) punkte ++; i.exists = false; } //kollision Ball - Platte if(b.myY+b.durchmesser > p.myY){ if(b.myX < p.myX+p.width){ if(b.myX+b.durchmesser > p.myX){ if(b.ybew > 0){ b.ybew = -b.ybew; } } } } //kollision Ball - Wände if(b.myY+b.durchmesser > 686){ isRunning = false; } if(b.myY < 0){ b.ybew = -b.ybew; } if(b.myX < 0){ b.xbew = -b.xbew; } if(b.myX+b.durchmesser > 1024){ b.xbew = -b.xbew; } //kollision Platte - Wände if(p.myX < 0){ p.myX = 0; } if(p.myX > 1024-p.width){ p.myX = 1024-p.width; } //logik der Bewegung des Balls b.myX += b.xbew; b.myY += b.ybew; //RENDERING to the screen glClear(GL_COLOR_BUFFER_BIT); glPushMatrix(); //Start rendering phase glOrtho(0,1024,686,0,-1,1); //Set the matrix glColor4ub(0,0,0,255); //erstellen der Platte glBegin(GL_QUADS); glVertex2f(p.myX, p.myY); glVertex2f(p.myX+p.width, p.myY); glVertex2f(p.myX+p.width, p.myY+p.hight); glVertex2f(p.myX, p.myY+p.hight); glEnd(); //erstellen des Balls glBegin(GL_QUADS); glColor4ub(255,0,0,255); glVertex2f(b.myX, b.myY); glVertex2f(b.myX+b.durchmesser, b.myY); glVertex2f(b.myX+b.durchmesser, b.myY+b.durchmesser); glVertex2f(b.myX, b.myY+b.durchmesser); glEnd(); if(c.exists == true){ //erstellen Brick c glBegin(GL_QUADS); glColor4ub(0,255,0,255); glVertex2f(c.myX, c.myY); glVertex2f(c.myX+c.width, c.myY); glVertex2f(c.myX+c.width, c.myY+c.hight); glVertex2f(c.myX, c.myY+c.hight); glEnd(); } if(d.exists == true){ //erstellen Brick d glBegin(GL_QUADS); glColor4ub(0,255,0,255); glVertex2f(d.myX, d.myY); glVertex2f(d.myX+d.width, d.myY); glVertex2f(d.myX+d.width, d.myY+d.hight); glVertex2f(d.myX, d.myY+d.hight); glEnd(); } if(e.exists == true){ //erstellen Brick e glBegin(GL_QUADS); glColor4ub(0,255,0,255); glVertex2f(e.myX, e.myY); glVertex2f(e.myX+e.width, e.myY); glVertex2f(e.myX+e.width, e.myY+e.hight); glVertex2f(e.myX, e.myY+e.hight); glEnd(); } if(f.exists == true){ //erstellen Brick f glBegin(GL_QUADS); glColor4ub(0,255,0,255); glVertex2f(f.myX, f.myY); glVertex2f(f.myX+f.width, f.myY); glVertex2f(f.myX+f.width, f.myY+f.hight); glVertex2f(f.myX, f.myY+f.hight); glEnd(); } if(g.exists == true){ //erstellen Brick g glBegin(GL_QUADS); glColor4ub(0,255,0,255); glVertex2f(g.myX, g.myY); glVertex2f(g.myX+g.width, g.myY); glVertex2f(g.myX+g.width, g.myY+g.hight); glVertex2f(g.myX, g.myY+g.hight); glEnd(); } if(h.exists == true){ //erstellen Brick h glBegin(GL_QUADS); glColor4ub(0,255,0,255); glVertex2f(h.myX, h.myY); glVertex2f(h.myX+h.width, h.myY); glVertex2f(h.myX+h.width, h.myY+h.hight); glVertex2f(h.myX, h.myY+h.hight); glEnd(); } if(i.exists == true){ //erstellen Brick i glBegin(GL_QUADS); glColor4ub(0,255,0,255); glVertex2f(i.myX, i.myY); glVertex2f(i.myX+i.width, i.myY); glVertex2f(i.myX+i.width, i.myY+i.hight); glVertex2f(i.myX, i.myY+i.hight); glEnd(); } glPopMatrix(); //End rendering phase SDL_GL_SwapBuffers(); SDL_Delay(1); } SDL_Quit(); std::cout << punkte << std::endl; return 0; } |
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Beruf: Teamleiter Mobile Applikationen & Senior Software Engineer
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Frischling
Beruf: Keiner (Wunschberuf Programmierer bei einer Spielesoftwarefirma)
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