Nadesłany przez Marek Rudolf, 08 grudnia 2005 01:00
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ARKANOID/main.cpp:
/*
* Arkanoid Created By Marek Rudolf
* Base Code Was Created By Jeff Molofee nehe.gamedev.net
*/
#include <windows.h> // Header File For Windows
#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
#include <math.h>
#include "images.h"
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
GLuint base; // Base Display List For The Font
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
int balls=0; //ilosc pilek
int score=0; //wynik
int level=1; //etap
int maxlevel=2;//ilosc etapow
bool gamestate=false; //stan gry
rect Box; //plansza
blocks Blocks;//bloczki
bat Bat;//paletka
ball Ball;//pilka
//bool zapisane=false;
typedef struct // Create a structure
{
GLubyte *imageData; // Image data (Up to 32 bits)
GLuint bpp; // Image color depth in bits per pixel.
GLuint width; // Image width
GLuint height; // Image height
GLuint texID; // Texture ID used to select a texture
} TextureImage; // Structure name
TextureImage texture[2]; // Font Texture Storage Space
GLYPHMETRICSFLOAT gmf[256]; // Storage For Information About Our Outline Font Characters
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
bool LoadTGA(TextureImage *texture, char *filename) // Loads a TGA file into memory
{
GLubyte TGAheader[12]={0,0,2,0,0,0,0,0,0,0,0,0}; // Uncompressed TGA header
GLubyte TGAcompare[12]; // Used to compare TGA header
GLubyte header[6]; // First 6 useful bytes from the header
GLuint bytesPerPixel; // Holds number of bytes per pixel used in the TGA file
GLuint imageSize; // Used to store the image size when setting aside ram
GLuint temp; // Temporary variable
GLuint type=GL_RGBA; // Set the default GL mode to RBGA (32 BPP)
FILE *file = fopen(filename, "rb"); // Open the TGA file
if( file==NULL || // Does file even exist?
fread(TGAcompare,1,sizeof(TGAcompare),file)!=sizeof(TGAcompare) || // Are there 12 bytes to read?
memcmp(TGAheader,TGAcompare,sizeof(TGAheader))!=0 || // Does the header match what we want?
fread(header,1,sizeof(header),file)!=sizeof(header)) // If so read next 6 header bytes
{
if (file == NULL) // Did the file even exist? *Added Jim Strong*
return FALSE; // Return false
else // Otherwise
{
fclose(file); // If anything failed, close the file
return FALSE; // Return false
}
}
texture->width = header[1] * 256 + header[0]; // Determine the TGA width (highbyte*256+lowbyte)
texture->height = header[3] * 256 + header[2]; // Determine the TGA height (highbyte*256+lowbyte)
if( texture->width <=0 || // Is the width less than or equal to zero
texture->height <=0 || // Is the height less than or equal to zero
(header[4]!=24 && header[4]!=32)) // Is the TGA 24 or 32 bit?
{
fclose(file); // If anything failed, close the file
return FALSE; // Return false
}
texture->bpp = header[4]; // Grab the TGA's bits per pixel (24 or 32)
bytesPerPixel = texture->bpp/8; // Divide by 8 to get the bytes per pixel
imageSize = texture->width*texture->height*bytesPerPixel; // Calculate the memory required for the TGA data
texture->imageData=(GLubyte *)malloc(imageSize); // Reserve memory to hold the TGA data
if( texture->imageData==NULL || // Does the storage memory exist?
fread(texture->imageData, 1, imageSize, file)!=imageSize) // Does the image size match the memory reserved?
{
if(texture->imageData!=NULL) // Was image data loaded
free(texture->imageData); // If so, release the image data
fclose(file); // Close the file
return FALSE; // Return false
}
for(GLuint i=0; i<int(imageSize); i+=bytesPerPixel) // Loop through the image data
{ // Swaps the 1st and 3rd bytes ('R'ed and 'B'lue)
temp=texture->imageData[i]; // Temporarily store the value at image data 'i'
texture->imageData[i] = texture->imageData[i + 2]; // Set the 1st byte to the value of the 3rd byte
texture->imageData[i + 2] = temp; // Set the 3rd byte to the value in 'temp' (1st byte value)
}
fclose (file); // Close the file
// Build a texture from the data
glGenTextures(1, &texture[0].texID); // Generate OpenGL texture IDs
glBindTexture(GL_TEXTURE_2D, texture[0].texID); // Bind our texture
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // Linear filtered
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Linear filtered
if (texture[0].bpp==24) // Was the TGA 24 bits
{
type=GL_RGB; // If so set the 'type' to GL_RGB
}
glTexImage2D(GL_TEXTURE_2D, 0, type, texture[0].width, texture[0].height, 0, type, GL_UNSIGNED_BYTE, texture[0].imageData);
return true; // Texture building went ok, return true
}
GLvoid BuildFont(GLvoid) // Build Our Font Display List
{
base=glGenLists(256); // Creating 256 Display Lists
glBindTexture(GL_TEXTURE_2D, texture[0].texID); // Select Our Font Texture
for (int i=0; i<95; i++) // Loop Through All 256 Lists
{
float cx=float(i%16)/16.0f; // X Position Of Current Character
float cy=float(i/16)/7.88f; // Y Position Of Current Character
glNewList(base+i,GL_COMPILE); // Start Building A List
glBegin(GL_QUADS); // Use A Quad For Each Character
glTexCoord2f(cx, 1.0f-cy-0.120f); glVertex2i(0,14); // Texture / Vertex Coord (Bottom Left)
glTexCoord2f(cx+0.0625f, 1.0f-cy-0.120f); glVertex2i(14,14); // Texutre / Vertex Coord (Bottom Right)
glTexCoord2f(cx+0.0625f, 1.0f-cy); glVertex2i(14,0);// Texture / Vertex Coord (Top Right)
glTexCoord2f(cx, 1.0f-cy); glVertex2i(0,0); // Texture / Vertex Coord (Top Left)
glEnd(); // Done Building Our Quad (Character)
glTranslated(15,0,0); // Move To The Right Of The Character
glEndList(); // Done Building The Display List
} // Loop Until All 256 Are Built
}
GLvoid KillFont(GLvoid) // Delete The Font From Memory
{
glDeleteLists(base,256); // Delete All 256 Display Lists
}
GLvoid glPrint(GLint x, GLint y, int set, const char *fmt, ...) // Where The Printing Happens
{
char text[256]; // Holds Our String
va_list ap; // Pointer To List Of Arguments
if (fmt == NULL) // If There's No Text
return; // Do Nothing
va_start(ap, fmt); // Parses The String For Variables
vsprintf(text, fmt, ap); // And Converts Symbols To Actual Numbers
va_end(ap); // Results Are Stored In Text
if (set>1) // Did User Choose An Invalid Character Set?
{
set=1; // If So, Select Set 1 (Italic)
}
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
glLoadIdentity(); // Reset The Modelview Matrix
glTranslated(x,y,0); // Position The Text (0,0 - Bottom Left)
glListBase(base-32+(128*set)); // Choose The Font Set (0 or 1)
if (set==0) // If Set 0 Is Being Used Enlarge Font
{
glScalef(1.0f,1.2f,1.0f); // Enlarge Font Width And Height
}
glCallLists(strlen(text),GL_UNSIGNED_BYTE, text); // Write The Text To The Screen
glDisable(GL_TEXTURE_2D); // Disable Texture Mapping
glDisable(GL_BLEND);
}
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
// Calculate The Aspect Ratio Of The Window
glOrtho(0.0f,width,height,0.0f,-1.0f,1.0f); // Create Ortho 640x480 View (0,0 At Top Left)
Bat.x=width/2-Bat.width/2;
Bat.y=height-Bat.height;
Bat.maxx=width;
Box.left=0;
Box.right=width;
Box.top=0;
Box.bottom=height;
Ball.x=width/2-Bat.width/2;
Ball.y=height-Bat.height-Ball.size;
Blocks.width=(width/Blocks.sizex())-0.1f;
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
}
int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
if (!LoadTGA(&texture[0],"Data/font.tga")) // Jump To Texture Loading Routine
{
return FALSE; // If Texture Didn't Load Return FALSE
}
BuildFont(); // Build The Font
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
glEnable(GL_LIGHT0); // Enable Default Light (Quick And Dirty)
glEnable(GL_LIGHTING); // Enable Lighting
glEnable(GL_COLOR_MATERIAL); // Enable Coloring Of Material
return TRUE; // Initialization Went OK
}
int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
{
//glowna petla gry
bool ychange=false;
bool xchange=false;
float increase=0;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glLoadIdentity();
if (balls<1){
gamestate=false;
glPrint(int(Box.right/2-100),int(Box.bottom/2),0,"F5 - Nowa gra");
}
else
if (Blocks.won()){
if (gamestate==true)
{
gamestate=false;
}
else
{
if (level>maxlevel)
glPrint(int(Box.right/2-50),int(Box.bottom/2),0,"Wygrales");
else
{
level++;
Blocks.read(level,Box.right);
}
}
}
else
{
if (gamestate==false)
{
char txt[7];
sprintf(txt,"Etap %d",level);
glPrint(int(Box.right/2-30),int(Box.bottom/2),0,txt);
}
}
if(gamestate==false)
{
Ball.y=Bat.y-Ball.size;
Ball.x=Bat.x+Bat.width/2;
Ball.xspeed=0;
Ball.yspeed=0;
}
Blocks.draw();
Ball.draw();
Bat.draw();
glColor3f(0.4f,1.0f,0.2f);
char txt[30];
sprintf(txt,"Wynik: %d Pilki: %d",score,balls);
glPrint(10,int(Box.bottom-18),0,txt);
if (Ball.colisiontest(0.0f,-10.0f,Box.right,0.0f)==2)
ychange=true;
if (Ball.colisiontest(0.0f,Box.bottom,Box.right,Box.bottom+10.0f)==2)
{
balls--;
gamestate=false;
}
if (Ball.colisiontest(-10.0f,0.0f,0.0f,Box.bottom)==1)
xchange=true;
if (Ball.colisiontest(Box.right,0.0f,Box.right+10.0f,Box.bottom)==1)
xchange=true;
int paddle=Ball.colisiontest(Bat.x,Bat.y,Bat.x+Bat.width,Bat.y+Bat.height);
switch(paddle)
{
case 1: xchange=true; break;
case 2: ychange=true; break;
case 3: xchange=true; ychange=true; break;
};
increase=0;
for(int i=0;i<Blocks.sizey();i++)
for(int j=0;j<Blocks.sizex();j++)
if (Blocks.blockexistst(i,j))
{
rect tmp;
col tmp1;
tmp=Blocks.getblockrect(i,j);
int blok=Ball.colisiontest(tmp.left,tmp.top,tmp.right,tmp.bottom);
if (blok>0){
Blocks.blockhit(i,j);
increase+=0.2;
score+=abs(int(10*(Ball.yspeed)));
}
switch(blok)
{
case 1: xchange=true; break;
case 2: ychange=true; break;
case 3: xchange=true; ychange=true; break;
};
}
if (Ball.yspeed>5)
Ball.yspeed=5;
if (Ball.xspeed>5)
Ball.xspeed=5;
if (ychange)
Ball.yspeed*=-1-increase;
if (xchange)
Ball.xspeed*=-1-increase;
Ball.move();
return TRUE; // Keep Going
}
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 We Built
}
/* 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?","Arkanoid",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
// ShowCursor(FALSE); // Hide Mouse Pointer
}
else
{
active=FALSE; // Program Is No Longer Active
// ShowCursor(TRUE); // Show Mouse Pointer
}
return 0; // Return To The Message Loop
}
case WM_SYSCOMMAND:
{
switch (wParam)
{
case SC_SCREENSAVE:
case SC_MONITORPOWER:
return 0;
}
break;
}
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_MOUSEMOVE:
{
Bat.movemouse((int)LOWORD(lParam));
return 0;
}
case WM_LBUTTONDOWN:
if (gamestate==false)
{
gamestate=true;
Ball.yspeed=-1.0f;
Ball.xspeed=1.0f;
}
return 0;
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,"Uruchomic na pelnym ekranie?", "Pelny ekran?",MB_YESNO|MB_ICONQUESTION)==IDNO)
{
fullscreen=FALSE; // Windowed Mode
}
// Create Our OpenGL Window
if (!CreateGLWindow("Arkanoid",640,480,16,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()
if ((active && !DrawGLScene()) || 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_LEFT])
{
Bat.move(-5);
}
if (keys[VK_RIGHT])
{
Bat.move(5);
}
/*if (keys[VK_F2])
{
if (zapisane==false){
Blocks.save();
zapisane=true;
}
}
if (keys[VK_F3])
{
//generowanie etapu
Blocks.generate(5,28,Box.right);
}*/
if (keys[VK_F5])
{
gamestate=false;
balls=3;
score=0;
level=1;
Blocks.read(level,Box.right);
}
if (keys[VK_SPACE])
if (gamestate==false)
{
gamestate=true;
Ball.yspeed=-1.0f;
Ball.xspeed=1.0f;
}
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("Arkanoid",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}
}
}
}
// Shutdown
KillGLWindow(); // Kill The Window
return (msg.wParam); // Exit The Program
}
ARKANOID/images.cpp:
//Arkanoid Created By Marek Rudolf
#include "images.h"
#include <math.h>
#include <iostream.h>
#include <fstream.h>
ball::ball()
{
size=8;
x=0;
y=0;
}
void ball::draw()
{
glLoadIdentity();
glColor3f(0.4f,1.0f,0.2f);
glBegin(GL_TRIANGLE_FAN);
for (GLfloat a = 0; a<=2*M_PI; a+=2*M_PI/50)
{
glVertex2f(x+cos(a)*size,y+sin(a)*size);
}
glEnd();
}
void ball::move()
{
y+=yspeed;
x+=xspeed;
}
int ball::colisiontest(GLfloat x1,GLfloat y1,GLfloat x2,GLfloat y2)
{
int coll=0;
if ((x + xspeed + size >= x1
&& x + xspeed - size <= x2)
&& (y + yspeed + size >= y1
&& y + yspeed - size <= y2))
{
if (x + size < x1 &&
x + xspeed + size >= x1)
coll|=1;
if (x - size > x2 &&
x + xspeed - size <= x2)
coll|=1;
if (y + size < y1&&
y + yspeed + size >= y1)
coll|=2;
if (y - size > y2 &&
y + yspeed - size <= y2)
coll|=2;
}
return coll;
}
blocks::blocks()
{
x=4;
y=10;
matrix=new int*[x];
for(int i=0;i<x;i++)
matrix[i]=new int[y];
for(int i=0;i<x;i++)
for(int j=0;j<y;j++)
matrix[i][j]=0;
}
blocks::~blocks()
{
for (int i=0; i<x; i++) delete matrix[i];
delete[] matrix;
}
void blocks::blockhit(int i,int j)
{
matrix[i][j]=0;
}
bool blocks::blockexistst(int i,int j)
{
if (matrix[i][j]>0)
return true;
else
return false;
}
bool blocks::won()
{
int count=0;
for(int i=0;i<x;i++)
for(int j=0;j<y;j++)
if (blockexistst(i,j))
count++;
if (count>0)
return false;
else
return true;
}
rect blocks::getblockrect(int i,int j)
{
rect blok;
blok.left = j*width;
blok.top = i*20;
blok.right = (j*width)+width;
blok.bottom = (i*20)+20;
return blok;
}
void blocks::draw()
{
GLfloat x1,x2,y1,y2;
glLoadIdentity();
for(int i=0;i<x;i++)
for(int j=0;j<y;j++)
{
if (matrix[i][j]!=0)
{
x1=j*width+1;
x2=j*width+width;
y1=(GLfloat)i*20.0f+1;
y2=(GLfloat)i*20.0f+20.0f;
switch(matrix[i][j]){
case 1:glColor3f(1.0f,0.0f,0.0f);break;
case 2:glColor3f(0.0f,1.0f,0.0f);break;
case 3:glColor3f(0.0f,0.0f,1.0f);break;
}
glBegin(GL_QUADS);
glVertex3f(x1, y1, 0.0f); // Top Left
glVertex3f(x2, y1, 0.0f); // Top Right
glVertex3f(x2, y2, 0.0f);// Bottom Right
glVertex3f(x1, y2, 0.0f); // Bottom Left
glEnd();
}
}
}
void blocks::read(int level,GLfloat boxwidth)
{
int tmp;
ifstream infile;
if (level<1)
level=1;
infile.open("levels.dat",ios::binary);
if(infile.is_open())
{
for (int i=0; i<x; i++) delete matrix[i];
delete[] matrix;
for(int z=0;z<level;z++){
infile.read((char*)&tmp,sizeof(int));
x=tmp;
infile.read((char*)&tmp,sizeof(int));
y=tmp;
if (z!=level-1)
infile.seekg(x*y*sizeof(int),ios::cur);
}
matrix=new int*[x];
for(int i=0;i<x;i++)
matrix[i]=new int[y];
for(int i=0;i<x;i++)
for(int j=0;j<y;j++)
infile.read((char*)&(matrix[i][j]),sizeof(int));;
width=(boxwidth/y)-0.1f;
}
}
void blocks::save()
{
ofstream outfile;
outfile.open("levels.dat",ios::binary|ios::app);
if(outfile.is_open()){
outfile.write((char*)&x,sizeof(int));;
outfile.write((char*)&y,sizeof(int));;
for(int i=0;i<x;i++)
for(int j=0;j<y;j++)
outfile.write((char*)&(matrix[i][j]),sizeof(int));;
outfile.close();
}
}
/*
int blocks::generate(int mx, int my,GLfloat boxwidt)
{
for (int i=0; i<x; i++) delete matrix[i];
delete[] matrix;
matrix=new int*[mx];
for(int i=0;i<mx;i++)
matrix[i]=new int[my];
x=mx;
y=my;
for(int i=0;i<mx;i++)
for(int j=0;j<my;j++)
matrix[i][j]=3;
//A
matrix[0][2]=2;
matrix[1][2]=2;
matrix[2][2]=2;
matrix[4][2]=2;
matrix[2][3]=2;
matrix[0][3]=2;
matrix[0][4]=2;
matrix[1][4]=2;
matrix[2][4]=2;
matrix[3][4]=2;
matrix[4][4]=2;
matrix[3][2]=2;
//L
matrix[0][5]=3;
matrix[1][5]=3;
matrix[2][5]=3;
matrix[3][5]=3;
matrix[4][5]=3;
matrix[4][6]=3;
matrix[4][7]=3;
//G
matrix[0][8]=2;
matrix[1][8]=2;
matrix[2][8]=2;
matrix[3][8]=2;
matrix[4][8]=2;
matrix[0][9]=2;
matrix[0][10]=2;
matrix[4][9]=2;
matrix[4][10]=2;
matrix[3][10]=2;
//O
matrix[0][11]=3;
matrix[1][11]=3;
matrix[2][11]=3;
matrix[3][11]=3;
matrix[4][11]=3;
matrix[4][12]=3;
matrix[4][13]=3;
matrix[0][13]=3;
matrix[0][12]=3;
matrix[1][13]=3;
matrix[2][13]=3;
matrix[3][13]=3;
//R
matrix[0][14]=2;
matrix[1][14]=2;
matrix[2][14]=2;
matrix[3][14]=2;
matrix[4][14]=2;
matrix[0][15]=2;
matrix[0][16]=2;
matrix[1][16]=2;
matrix[3][16]=2;
matrix[2][15]=2;
matrix[4][16]=2;
//Y
matrix[0][17]=3;
matrix[1][17]=3;
matrix[0][19]=3;
matrix[1][19]=3;
matrix[2][18]=3;
matrix[3][18]=3;
matrix[4][18]=3;
//T
matrix[0][20]=2;
matrix[0][21]=2;
matrix[0][22]=2;
matrix[1][21]=2;
matrix[2][21]=2;
matrix[3][21]=2;
matrix[4][21]=2;
//M
matrix[0][23]=3;
matrix[1][24]=3;
matrix[0][25]=3;
matrix[1][23]=3;
matrix[2][23]=3;
matrix[3][23]=3;
matrix[4][23]=3;
matrix[1][25]=3;
matrix[2][25]=3;
matrix[3][25]=3;
matrix[4][25]=3;
width=(boxwidt/my)-0.1f;
} */
void bat::draw()
{
glLoadIdentity();
glColor3f(1.0f,0.2f,0.3f);
glBegin(GL_QUADS);
glVertex3f(x, y, 0.0f); // Top Left
glVertex3f(x+width, y, 0.0f); // Top Right
glVertex3f(x+width, y+height, 0.0f);// Bottom Right
glVertex3f(x, y+height, 0.0f); // Bottom Left
glEnd();
}
bat::bat()
{
x=0;
y=0;
width=40;
height=15;
maxx=0;
}
void bat::move(int i)
{
x+=i;
if (x<0)
x=0;
if (x+width>maxx)
x=maxx-width;
}
void bat::movemouse(int i)
{
x=i-width/2;
if (x<0)
x=0;
if (x+width>maxx)
x=maxx-width;
}


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