Question

Ping Pong 2d game , i want to make it more realistic

Asked by: imfarhan

hi I am new to openGl.i have just code a 2d POng game in it using C++ now i want to  make it more realistic

like
 1.when the player hits the ball with the edge of the paddle, the ball speed increases.
2.The ball shouldn't go in the opposite direction as it always take that path after hitting the paddle it

should sometimes bounce back to its incident path depending upon the shot. etc.

Algo or code snippet would be great.

Ball.h
------------------
#include"Point.h"
#include<math.h>
#define PI 3.141592654
 
class Ball
{
public:
	Ball(Point* cen,float rad,float vx,float vy,float r,float g,float b)
	{
		center= cen ;
		radius = rad;
		velX = vx;
		velY = vy;
		red = r;
		green = g;
		blue = b;
	}
	void setCenter(Point* nCen)
	{
		center = nCen;
	}
	void setVelX(float vx)
	{
		velX = vx;
	}
	void setVelY(float vy)
	{
		velY = vy;
	}
	float getVelX()
	{
		return velX;
	}
	float getVelY()
	{
		return velY;
	}
	void drawBall()
	{
		float theta = 0;
		float angInc = 2* PI/360;
		double x,y;
		glColor3f(red,green,blue);
		glBegin(GL_POLYGON);
		for(int  i= 0;i<360;i++)
		{
			x = (*center).getX() + radius *cos(theta);
			y= (*center).getY() + radius* sin(theta);
			glVertex2d(x,y);
			theta+=angInc;
		}
		glEnd();
 
	}
	
	void setRGB(float r,float g,float b)
	{
		red = r;
		green = g;
		blue = b;
	}
	float getCenX()
	{
		return (*center).getX();
	}
	float getCenY()
	{
		return (*center).getY();
	}
	float getRadius()
	{
		return radius;
	}
 
	//ball(){}
private:
	Point* center;
	float radius;
	//float theta;;
	float velX,velY;
	float red,green,blue;
};
 
Paddle.h
-----------------
#include"Point.h"
#include<gl/glut.h>
 
 
 
class Paddle
{
public:
	Paddle()
	{
		posX = 0.0;
	}
	Paddle(float px,float py,float w ,float h ,float vy,float r,float g,float b)
	{
		posX = px;
		posY = py ;
		width = w;
		height = h ;
		velY = vy;
		red = r;
		green = g;
		blue = b;
	}
	void setY(float py)
	{
		posY = py;
	}
	float getY()
	{
		return posY;
	}
	float getX()
	{
		return posX;
	}
	void drawPaddle()
	{
		glColor3f(red,green,blue);
		glRectf(posX,posY,posX-width,posY+height);
	}
	void setVY(float vy)
	{
		velY = vy;
	}
	float getVY()
	{
		return velY;
	}
	float getWidth()
	{
		return width;
	}
	float getHeight()
	{
		return height;
	}
	void setRGB(float r,float g,float b)
	{
		red = r;
		green = g;
		blue = b;
	}
private:
	float posY,width,height;
	float posX;
	float velY;
	float red,green,blue;
};
 
 
maincode.cpp
----------------
#pragma once
#include<gl/glut.h>
#include<iostream>
#include"Point.h"
#include"Ball.h"
#include"paddle.h"
using namespace std;
 
//screen parameters
const int swidth = 640;
const int sheight  = 480;
 
//global game parameter
Paddle* player = new Paddle(320,0,10,30,0,.487,.987,.111);
Paddle* computer  = new Paddle(-310,0,10,30,0.6,.789,.326,.369);
Ball* pBall = new Ball(new Point(0,0),6,.2,.2,.6245,.9428,.7985);
 
 
//controlling paramerts
bool paddleMiss = false;
bool playerPaddleMiss = false;
bool compPaddleMiss = false;
bool start = true;
 
//scoring paramerters
int pscore=48,cscore=48;
 
//user-defined functions
void myInit();
 
//callbacks
void myDisplay();
void myMouseHover(int,int);
void motion();
void reset();
void mouseClick(int ,int,int,int);
 
int main(int argc,char* argv[])
{
	glutInit(&argc,argv);
	glutInitDisplayMode(GLUT_RGB|GLUT_DOUBLE);
	glutInitWindowSize(swidth,sheight);
	glutInitWindowPosition(200,200);
	glutCreateWindow("PONG");
	myInit();
	glutDisplayFunc(myDisplay);
	glutPassiveMotionFunc(myMouseHover);
	glutMouseFunc(mouseClick);
	glutIdleFunc(motion);
	glutMainLoop();
	return 0;
}
 
void myInit()
{
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	glClearColor(1,1,1,1);
	gluOrtho2D(-swidth/2,swidth/2,-sheight/2,sheight/2);
	
 
}
 
void myDisplay()
{
	
	glClear(GL_COLOR_BUFFER_BIT);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	glViewport(0,0,640,480);
	glColor3f(128/255,64/255,64/255);
	glRecti(-swidth/2,-sheight/2,swidth/2,-sheight/2+10);
	glRecti(-swidth/2,sheight/2,swidth/2,sheight/2-10);
	glLineWidth(3.0);
	glLineStipple(1,9);
	glEnable(GL_LINE_STIPPLE);
	glBegin(GL_LINES);
		glVertex2d(0,sheight/2-10);
		glVertex2d(0,-sheight/2+10);
	glEnd();
	glRasterPos2f(150,150);
	if(pscore>=58)
	{
		glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24,'1');
		//glRasterPos2f(165,150);
		glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24,'0');
		pscore ++;
		glRasterPos2f(135,125);
		char* ch="You win";
		while(*ch!= '\0')
		{
			glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24,*ch);
			ch++;
		}
	}
	else
		glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, pscore);
	
	glRasterPos2f(-150,150);
	
	if(cscore>=58)
	{
		glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24,'1');
		//glRasterPos2f(165,150);
		glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24,'0');
		cscore++;
		glRasterPos2f(135,125);
		char* ch="You lose";
		while(*ch!= '\0')
		{
			glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24,*ch);
			ch++;
		}
	}
	else
		glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24,cscore);
	(*player).drawPaddle();
	(*pBall).drawBall();
	(*computer).drawPaddle();
	glutSwapBuffers();
}
 
void myMouseHover(int x,int y)
{
	float py = sheight/2-y;
	if(py < (-sheight/2+10))
	{
		py  = -sheight/2+10;
		(*player).setY(py);
		cout<<py<<"\n";
	}
	if((py + (*player).getHeight())>=(sheight/2 - 10))
	{
		py =sheight/2 - 10 - (*player).getHeight(); 
		(*player).setY(py);
		cout<<py<<"\n";
	}
	else
		(*player).setY(py);
 
	glutPostRedisplay();
 
}
 
void motion()
{
if(paddleMiss)
{
	reset();
}
if(start)
{
}
else
{
	float nCenX = (*pBall).getVelX()+(*pBall).getCenX();	
	float nCenY = (*pBall).getVelY()+(*pBall).getCenY();
	(*pBall).setCenter(new Point(nCenX,nCenY));
	if(((*pBall).getCenY()-(*pBall).getRadius())<= (-sheight/2+10))
	{
		(*pBall).setVelY((*pBall).getVelY()* -1);	
	}
	if(((*pBall).getCenY()+(*pBall).getRadius())>= (sheight/2-10))
	{
		(*pBall).setVelY((*pBall).getVelY()* -1);
	}
	//ball is on the right
	if( ((*pBall).getCenX()+6) >= ((*player).getX()-10) && ((*pBall).getCenX()+6 ) <= ((*player).getX() 
 
- 9))
	{
		if( (*pBall).getCenY() >= (*player).getY() && ((*pBall).getCenY() -3) < (*player).getY()+ 
 
(*player).getHeight())
		{
			(*pBall).setVelX((*pBall).getVelX()* -1);
			cout<<"right"<<(*pBall).getVelX()<<endl;
			(*pBall).setVelX((*pBall).getVelX()-.05);
			cout<<"right"<<(*pBall).getVelX()<<endl;
			if((*pBall).getVelY()>=0)
				(*pBall).setVelY((*pBall).getVelY()+.05);
			else
				(*pBall).setVelY((*pBall).getVelY()-.05);
			
			cout<<"called\n";
		}
	}
	//ball is on the left
	if( ((*pBall).getCenX()-6) <= (*computer).getX() && ((*pBall).getCenX() -6) >= (*computer).getX()-
 
1)
	{
		if( (*pBall).getCenY() >=(*computer).getY() && ((*pBall).getCenY()-3) < (*computer).getY()
 
+(*computer).getHeight() )
		{
			(*pBall).setVelX((*pBall).getVelX()* -1);
			cout<<"left"<<(*pBall).getVelX()<<endl;
			(*pBall).setVelX((*pBall).getVelX() + .05);
			cout<<"left"<<(*pBall).getVelX()<<endl;
			if((*pBall).getVelY()>=0)
				(*pBall).setVelY((*pBall).getVelY()+.05);
			else
				(*pBall).setVelY((*pBall).getVelY()-.05);
			
		}
	}
	//set computer paddle pos AI
	if( (*pBall).getCenY()> (*computer).getY() )
	{
		(*computer).setY((*computer).getY()+(*computer).getVY());
	}
	else
	{
		(*computer).setY((*computer).getY()-(*computer).getVY());
	}
	//Ball hits the left wall
	if(((*pBall).getCenX()-(*pBall).getRadius())<= (-swidth/2) )
	{
		(*pBall).setVelX((*pBall).getVelX()* -1);
		pscore++;
		paddleMiss = true;
		compPaddleMiss = true;
		cout<<"miss\n";
	}
	//ball hits the right wall
	if(((*pBall).getCenX()+(*pBall).getRadius())>= (swidth/2))
	{
		(*pBall).setVelX((*pBall).getVelX()* -1);
		cscore++;
		paddleMiss = true;
		playerPaddleMiss = true;
		cout<<"miss\n";
	}
	
	glutPostRedisplay();
}
}
 
void reset()
{
	(*player).setY(0);
	(*computer).setY(0);
	(*computer).setVY(.6);
	(*pBall).setCenter(new Point(0,0));
	(*pBall).setVelX(.2);
	(*pBall).setVelY(.2);
	paddleMiss = false;
	start = true;
	//if(pscore>58 || cscore> 58)
	//{
	//	pscore = cscore=48;
	//}
	glutPostRedisplay();
}
 
void mouseClick(int button,int state,int x,int y)
{
	if(button == GLUT_LEFT_BUTTON && state == GLUT_DOWN)
	{
	if(pscore >=59 || cscore>=59 )
		pscore=cscore=48;
	if(playerPaddleMiss)
	{
		(*pBall).setVelX((*pBall).getVelX() * -1);
		playerPaddleMiss = false;
	}
	if(compPaddleMiss)
	{
		(*pBall).setVelX((*pBall).getVelX() * 1);
		compPaddleMiss = false;
	}
	start = false;
	}
}
------------------

                                  
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Asked On
2009-08-25 at 03:36:03ID24679339
Tags

PONG 2d Game

,

Opengl

Topics

Game Programming

,

OpenGL Graphics & Game Programming

Participating Experts
3
Points
50
Comments
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Answers

 

by: ozoPosted on 2009-08-25 at 03:57:02ID: 25176167

> when the player hits the ball with the edge of the paddle, the ball speed increases.
How is that more realistic?
Neglecting spin, given a ball velocity b, a paddle unit normal vector v, and paddle velocity p
the ball velocity after hitting the paddle would be b - 2*(b-p)·n

 

by: ikeworkPosted on 2009-08-26 at 12:04:23ID: 25191053

Then you need to *model* the edges. You need some more normals on the edge, then just plug them into the formula that ozo showed., if the ball collides with the edge.

 

by: richardpalacioPosted on 2009-10-05 at 21:34:16ID: 25501912

note:  typedef is has many uses
typedef (*pBall)  ball;

to check if the edge of the paddle hit the ball then you need to find out when any of the four edges of the paddle has hit the ball.
so you can see if any of the 4 points intersects with:
the interpolation of the points on the ball of radius r, then see if it is same as corner point; //probably very slow
or: if (paddle.x <= ball.x + r && paddle.x >= ball.x - r)
        if (paddle.x <= ball.y + r && paddle.x >= ball.y - r)
             if (paddle.y <= ball.x + r && paddle.y >= ball.x - r)
                  if (paddle.y <= ball.y + r && paddle.y >= ball.y + r)
this would be the test for the top left edge of the paddle; //probably a bit faster then interpolation

 

by: richardpalacioPosted on 2009-10-05 at 21:43:25ID: 25501949

however the most realistic approach would be ozo's. Im not sure if this is what she meant but, model the paddle as a plane and the curve as a sphere and use calculus to find if there exists a curve of intersection at current point x,y. perhaps ozo can clarify this for me, if i am wrong i apologize

20120131-EE-VQP-002

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