1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
|
#include <stdlib.h>
#include "SDL.h"
#include "SDL_opengl.h"
#include "glpong.h"
#include "ball.h"
static GLuint ball;
static GLfloat ball_width;
static GLfloat ball_height;
#ifdef DEBUG
int
length(Ball_t * balls) {
if (balls == NULL) {
return 0;
} else {
return 1 + length(balls->next);
}
}
#endif
void
GLPong_BallInit() {
ball_width = GLPONG_WIDTH / 32.0f; /* FIXME: magic numbers */
ball_height = GLPONG_HEIGHT / 24.0f;
ball = glGenLists(1);
glNewList(ball, GL_COMPILE);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f( 0.0f, 0.0f); /* Lower Left */
glTexCoord2f(1.0f, 0.0f); glVertex2f(ball_width, 0.0f); /* Lower Right */
glTexCoord2f(1.0f, 1.0f); glVertex2f(ball_width, ball_height); /* Upper Right */
glTexCoord2f(0.0f, 1.0f); glVertex2f( 0.0f, ball_height); /* Upper Left */
glEnd();
glEndList();
}
void
GLPong_BallDeinit() {
glDeleteLists(ball, 1);
}
void
GLPong_BallAdd(Ball_t ** balls) {
Ball_t * newball = NULL;
newball = malloc(sizeof(Ball_t));
if (newball) {
#ifdef DEBUG
puts("Ball created.\n");
#endif
newball->next = *balls;
newball->x = 100.0f;
newball->y = 100.0f;
newball->xv = GLPONG_WIDTH / (GLfloat)320; /* FIXME: magic numbers */
newball->yv = GLPONG_HEIGHT / (GLfloat)240;
newball->r = rand() % 255;
newball->g = rand() % 255;
newball->b = rand() % 255;
newball->a = SDL_ALPHA_OPAQUE;
*balls = newball;
} else {
#ifdef DEBUG
fputs("Cannot create ball: malloc failure.\n", stderr);
#endif
}
}
void
GLPong_BallDelete(Ball_t * from, Ball_t * ball) {
Ball_t * temp = NULL;
while (from) {
if (from == ball) {
temp = ball;
from->next = ball->next;
free(ball);
break;
}
from = from->next;
}
}
void
GLPong_BallDeleteAll(Ball_t * list) {
if (list) {
GLPong_BallDeleteAll(list->next);
free(list);
}
}
int
GLPong_BallCollide(const Ball_t * a, const Ball_t * b) {
if ( b->x + ball_width < a->x ) return 0;
if ( b->x > a->x + ball_width ) return 0;
if ( b->y + ball_height < a->y ) return 0;
if ( b->y > a->y + ball_height ) return 0;
return 1;
}
void
GLPong_BallMoveAll(Ball_t ** balls) {
Ball_t * current = *balls;
while (current) {
#ifdef DEBUG
printf("current->x = %0.2f\ncurrent->y = %0.2f\n", current->x, current->y);
printf("current->xv = %0.2f\ncurrent->yv = %0.2f\n", current->xv, current->yv);
#endif
current->x += current->xv;
current->y += current->yv;
if (((current->y + ball_height) >= GLPONG_HEIGHT) || (current->y <= 0.0f)) {
current->yv = -current->yv;
}
if (((current->x + ball_width) >= GLPONG_WIDTH) || (current->x <= 0.0f)) {
current->xv = -current->xv;
}
current = current->next;
}
}
void
GLPong_BallDrawAll(Ball_t * balls) {
#ifdef DEBUG
printf("%d balls, draw all\n", length(balls));
#endif
glBindTexture(GL_TEXTURE_2D, ball_texture);
glEnable(GL_TEXTURE_2D);
while (balls) {
glLoadIdentity();
glTranslatef(balls->x, balls->y, 0);
glColor4ub(balls->r, balls->g, balls->b, balls->a);
glCallList(ball);
balls = balls->next;
}
glDisable(GL_TEXTURE_2D);
}
|