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7.6

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

Asked by imfarhan in Game Programming, OpenGL Graphics & Game Programming

Tags: PONG 2d Game, Opengl

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.
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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;
	}
}
------------------
[+][-]08/25/09 03:57 AM, ID: 25176167Accepted Solution

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About this solution

Zones: Game Programming, OpenGL Graphics & Game Programming
Tags: PONG 2d Game, Opengl
Sign Up Now!
Solution Provided By: ozo
Participating Experts: 3
Solution Grade: A
 
[+][-]08/26/09 12:04 PM, ID: 25191053Assisted Solution

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[+][-]10/05/09 09:34 PM, ID: 25501912Expert Comment

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[+][-]10/05/09 09:43 PM, ID: 25501949Expert Comment

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[+][-]11/12/09 04:53 PM, ID: 25810429Administrative Comment

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