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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