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#Actualselve

Posted 21 November 2012 - 12:18 PM

Oh, sorry. Random numbers are defined here:
[source lang="cpp"]#define randx rand()*100%1175#define randy rand()*100%585[/source]

The whole code:

[source lang="cpp"]#include "SDL/SDL.h"#include "SDL/SDL_ttf.h"#include "SDL/SDL_mixer.h"#include "SDL/SDL_image.h"#include <windows.h>#include <stdbool.h>#include <time.h>#define randx rand()*100%1175#define randy rand()*100%585using namespace std;SDL_Surface * screen;SDL_Surface * background;SDL_Surface * ball;SDL_Rect ballposition;SDL_Event event;int mouseX, mouseY;int ballX = randx, ballY = randy;int oldx, oldy;int ballspeed = 1;bool gameover = false;void moveBall(){ if(ballposition.x > ballX) { ballposition.x -= ballspeed; } if(ballposition.x < ballX) { ballposition.x += ballspeed; } if(ballposition.y > ballY) { ballposition.y -= ballspeed; } if(ballposition.y < ballY) { ballposition.y += ballspeed; }}int main(int argc, char * args[]){ SDL_Init(SDL_INIT_EVERYTHING); Mix_OpenAudio(22050,MIX_DEFAULT_FORMAT,2,4096); Mix_Chunk * click = Mix_LoadWAV("sounds/click.wav"); screen = SDL_SetVideoMode(1280, 720, 32, SDL_DOUBLEBUF | SDL_SWSURFACE); background = IMG_Load("images/texture.jpg"); ball = IMG_Load("images/ball.png"); ballposition.x = 500; ballposition.y = 400; ballposition.h = 80; ballposition.w = 80; while(!gameover) { srand(time(NULL)); do { ballX = randx; ballY = randy; }while(abs(oldx-ballX) > 300 && abs(oldy-ballY) > 300); oldx = ballX; oldy = ballY; while(SDL_PollEvent(event)) { if(event.type == SDL_QUIT) { SDL_Quit(); return 0; } if(event.type == SDL_MOUSEMOTION) { mouseX = event.motion.x; mouseY = event.motion.y; } if(event.button.button == SDL_BUTTON_LEFT && ( mouseX >= ballposition.x && mouseX <= ballposition.x + ballposition.w ) && ( mouseY >= ballposition.y && mouseY <= ballposition.y + ballposition.h ) ) { ballspeed++; Mix_PlayChannel(0, click, 0); } } moveBall(); SDL_BlitSurface(background, NULL, screen, NULL); SDL_BlitSurface(ball, NULL, screen, &&ballposition); SDL_Flip(screen); }}[/source]

The point of the game is just to click on the moving ball which causes increase of its speed.

#6selve

Posted 21 November 2012 - 12:00 PM

Oh, sorry. Random numbers are defined here:
[source lang="cpp"]#define randx rand()*100%1175#define randy rand()*100%585[/source]

The whole code:

[source lang="cpp"]#include "SDL/SDL.h"#include "SDL/SDL_ttf.h"#include "SDL/SDL_mixer.h"#include "SDL/SDL_image.h"#include <windows.h>#include <stdbool.h>#include <time.h>#define randx rand()*100%1175#define randy rand()*100%585using namespace std;SDL_Surface * screen;SDL_Surface * background;SDL_Surface * ball;SDL_Rect ballposition;SDL_Event event;int mouseX, mouseY;int ballX = randx, ballY = randy;int oldx, oldy;int ballspeed = 1;bool gameover = false;void moveBall(){ if(ballposition.x > ballX) { ballposition.x -= ballspeed; } if(ballposition.x < ballX) { ballposition.x += ballspeed; } if(ballposition.y > ballY) { ballposition.y -= ballspeed; } if(ballposition.y < ballY) { ballposition.y += ballspeed; }}int main(int argc, char * args[]){ SDL_Init(SDL_INIT_EVERYTHING); Mix_OpenAudio(22050,MIX_DEFAULT_FORMAT,2,4096); Mix_Chunk * click = Mix_LoadWAV("sounds/click.wav"); screen = SDL_SetVideoMode(1280, 720, 32, SDL_DOUBLEBUF | SDL_SWSURFACE); background = IMG_Load("images/texture.jpg"); ball = IMG_Load("images/ball.png"); ballposition.x = 500; ballposition.y = 400; ballposition.h = 80; ballposition.w = 80; while(!gameover) { srand(time(NULL)); do { ballX = randx; ballY = randy; }while(abs(oldx-ballX) > 300 &amp;amp;amp;amp;&amp;amp;amp;amp; abs(oldy-ballY) > 300); oldx = ballX; oldy = ballY; while(SDL_PollEvent(&amp;amp;amp;amp;event)) { if(event.type == SDL_QUIT) { SDL_Quit(); return 0; } if(event.type == SDL_MOUSEMOTION) { mouseX = event.motion.x; mouseY = event.motion.y; } if(event.button.button == SDL_BUTTON_LEFT &amp;amp;amp;amp;&amp;amp;amp;amp; ( mouseX >= ballposition.x &amp;amp;amp;amp;&amp;amp;amp;amp; mouseX <= ballposition.x + ballposition.w ) &amp;amp;amp;amp;&amp;amp;amp;amp; ( mouseY >= ballposition.y &amp;amp;amp;amp;&amp;amp;amp;amp; mouseY <= ballposition.y + ballposition.h ) ) { ballspeed++; Mix_PlayChannel(0, click, 0); } } moveBall(); SDL_BlitSurface(background, NULL, screen, NULL); SDL_BlitSurface(ball, NULL, screen, &amp;amp;amp;amp;ballposition); SDL_Flip(screen); }}[/source]

The point of the game is just to click on the moving ball which causes increase of its speed.

#5selve

Posted 21 November 2012 - 11:58 AM

Oh, sorry. Random numbers are defined here:
[source lang="cpp"]#define randx rand()*100%1175#define randy rand()*100%585[/source]

The whole code:

[source lang="cpp"]#include "SDL/SDL.h"#include "SDL/SDL_ttf.h"#include "SDL/SDL_mixer.h"#include "SDL/SDL_image.h"#include <windows.h>#include <stdbool.h>#include <time.h>#define randx rand()*100%1175#define randy rand()*100%585using namespace std;SDL_Surface * screen;SDL_Surface * background;SDL_Surface * ball;SDL_Rect ballposition;SDL_Event event;int mouseX, mouseY;int ballX = randx, ballY = randy;int oldx, oldy;int ballspeed = 1;bool gameover = false;void moveBall(){ if(ballposition.x > ballX) { ballposition.x -= ballspeed; } if(ballposition.x < ballX) { ballposition.x += ballspeed; } if(ballposition.y > ballY) { ballposition.y -= ballspeed; } if(ballposition.y < ballY) { ballposition.y += ballspeed; }}int main(int argc, char * args[]){ SDL_Init(SDL_INIT_EVERYTHING); Mix_OpenAudio(22050,MIX_DEFAULT_FORMAT,2,4096); Mix_Chunk * click = Mix_LoadWAV("sounds/click.wav"); screen = SDL_SetVideoMode(1280, 720, 32, SDL_DOUBLEBUF | SDL_SWSURFACE); background = IMG_Load("images/texture.jpg"); ball = IMG_Load("images/ball.png"); ballposition.x = 500; ballposition.y = 400; ballposition.h = 80; ballposition.w = 80; while(!gameover) { srand(time(NULL)); do { ballX = randx; ballY = randy; }while(abs(oldx-ballX) > 300 &amp;amp;amp;&amp;amp;amp; abs(oldy-ballY) > 300); oldx = ballX; oldy = ballY; while(SDL_PollEvent(&amp;amp;amp;event)) { if(event.type == SDL_QUIT) { SDL_Quit(); return 0; } if(event.type == SDL_MOUSEMOTION) { mouseX = event.motion.x; mouseY = event.motion.y; } if(event.button.button == SDL_BUTTON_LEFT &amp;amp;amp;&amp;amp;amp; ( mouseX >= ballposition.x &amp;amp;amp;&amp;amp;amp; mouseX <= ballposition.x + ballposition.w ) &amp;amp;amp;&amp;amp;amp; ( mouseY >= ballposition.y &amp;amp;amp;&amp;amp;amp; mouseY <= ballposition.y + ballposition.h ) ) { ballspeed++; Mix_PlayChannel(0, click, 0); } } moveBall(); SDL_BlitSurface(background, NULL, screen, NULL); SDL_BlitSurface(ball, NULL, screen, &amp;amp;amp;ballposition); SDL_Flip(screen); }}[/source]

#4selve

Posted 21 November 2012 - 11:57 AM

Oh, sorry. Random numbers are defined at these:
[source lang="cpp"]#define randx rand()*100%1175#define randy rand()*100%585[/source]

And here is the whole code:

[source lang="cpp"]#include "SDL/SDL.h"#include "SDL/SDL_ttf.h"#include "SDL/SDL_mixer.h"#include "SDL/SDL_image.h"#include <windows.h>#include <stdbool.h>#include <time.h>#define randx rand()*100%1175#define randy rand()*100%585using namespace std;SDL_Surface * screen;SDL_Surface * background;SDL_Surface * ball;SDL_Rect ballposition;SDL_Event event;int mouseX, mouseY;int ballX = randx, ballY = randy;int oldx, oldy;int ballspeed = 1;bool gameover = false;void moveBall(){ if(ballposition.x > ballX) { ballposition.x -= ballspeed; } if(ballposition.x < ballX) { ballposition.x += ballspeed; } if(ballposition.y > ballY) { ballposition.y -= ballspeed; } if(ballposition.y < ballY) { ballposition.y += ballspeed; }}int main(int argc, char * args[]){ SDL_Init(SDL_INIT_EVERYTHING); Mix_OpenAudio(22050,MIX_DEFAULT_FORMAT,2,4096); Mix_Chunk * click = Mix_LoadWAV("sounds/click.wav"); screen = SDL_SetVideoMode(1280, 720, 32, SDL_DOUBLEBUF | SDL_SWSURFACE); background = IMG_Load("images/texture.jpg"); ball = IMG_Load("images/ball.png"); ballposition.x = 500; ballposition.y = 400; ballposition.h = 80; ballposition.w = 80; while(!gameover) { srand(time(NULL)); do { ballX = randx; ballY = randy; }while(abs(oldx-ballX) > 300 &amp;amp;&amp;amp; abs(oldy-ballY) > 300); oldx = ballX; oldy = ballY; while(SDL_PollEvent(&amp;amp;event)) { if(event.type == SDL_QUIT) { SDL_Quit(); return 0; } if(event.type == SDL_MOUSEMOTION) { mouseX = event.motion.x; mouseY = event.motion.y; } if(event.button.button == SDL_BUTTON_LEFT &amp;amp;&amp;amp; ( mouseX >= ballposition.x &amp;amp;&amp;amp; mouseX <= ballposition.x + ballposition.w ) &amp;amp;&amp;amp; ( mouseY >= ballposition.y &amp;amp;&amp;amp; mouseY <= ballposition.y + ballposition.h ) ) { ballspeed++; Mix_PlayChannel(0, click, 0); } } moveBall(); SDL_BlitSurface(background, NULL, screen, NULL); SDL_BlitSurface(ball, NULL, screen, &amp;amp;ballposition); SDL_Flip(screen); }}[/source]

#3selve

Posted 21 November 2012 - 11:57 AM

Oh, sorry. Random numbers are defined at these:
[source lang="cpp"]#define randx rand()*100%1175#define randy rand()*100%585[/source]

And here is the whole code:

[source lang="cpp"]#include "SDL/SDL.h"#include "SDL/SDL_ttf.h"#include "SDL/SDL_mixer.h"#include "SDL/SDL_image.h"#include <windows.h>#include <stdbool.h>#include <time.h>#define randx rand()*100%1175#define randy rand()*100%585using namespace std;SDL_Surface * screen;SDL_Surface * background;SDL_Surface * ball;SDL_Rect ballposition;SDL_Event event;int mouseX, mouseY;int ballX = randx, ballY = randy;int oldx, oldy;int ballspeed = 1;bool gameover = false;void moveBall(){ if(ballposition.x > ballX) { ballposition.x -= ballspeed; } if(ballposition.x < ballX) { ballposition.x += ballspeed; } if(ballposition.y > ballY) { ballposition.y -= ballspeed; } if(ballposition.y < ballY) { ballposition.y += ballspeed; }}int main(int argc, char * args[]){ SDL_Init(SDL_INIT_EVERYTHING); Mix_OpenAudio(22050,MIX_DEFAULT_FORMAT,2,4096); Mix_Chunk * click = Mix_LoadWAV("sounds/click.wav"); screen = SDL_SetVideoMode(1280, 720, 32, SDL_DOUBLEBUF | SDL_SWSURFACE); background = IMG_Load("images/texture.jpg"); ball = IMG_Load("images/ball.png"); ballposition.x = 500; ballposition.y = 400; ballposition.h = 80; ballposition.w = 80; while(!gameover) { srand(time(NULL)); do { ballX = randx; ballY = randy; }while(abs(oldx-ballX) > 300 &amp;amp;&amp;amp; abs(oldy-ballY) > 300); oldx = ballX; oldy = ballY; while(SDL_PollEvent(&amp;amp;event)) { if(event.type == SDL_QUIT) { SDL_Quit(); return 0; } if(event.type == SDL_MOUSEMOTION) { mouseX = event.motion.x; mouseY = event.motion.y; } if(event.button.button == SDL_BUTTON_LEFT &amp;amp;&amp;amp; ( mouseX >= ballposition.x &amp;amp;&amp;amp; mouseX <= ballposition.x + ballposition.w ) &amp;amp;&amp;amp; ( mouseY >= ballposition.y &amp;amp;&amp;amp; mouseY <= ballposition.y + ballposition.h ) ) { ballspeed++; Mix_PlayChannel(0, click, 0); } } moveBall(); SDL_BlitSurface(background, NULL, screen, NULL); SDL_BlitSurface(ball, NULL, screen, &amp;amp;ballposition); SDL_Flip(screen); }}[/source]

#2selve

Posted 21 November 2012 - 11:55 AM

Oh, sorry. Random numbers are defined at the top:

[source lang="cpp"]#include "SDL/SDL.h"#include "SDL/SDL_ttf.h"#include "SDL/SDL_mixer.h"#include "SDL/SDL_image.h"#include <windows.h>#include <stdbool.h>#include <time.h>#define randx rand()*100%1175#define randy rand()*100%585using namespace std;SDL_Surface * screen;SDL_Surface * background;SDL_Surface * ball;SDL_Rect ballposition;SDL_Event event;int mouseX, mouseY;int ballX = randx, ballY = randy;int oldx, oldy;int ballspeed = 1;bool gameover = false;void moveBall(){ if(ballposition.x > ballX) { ballposition.x -= ballspeed; } if(ballposition.x < ballX) { ballposition.x += ballspeed; } if(ballposition.y > ballY) { ballposition.y -= ballspeed; } if(ballposition.y < ballY) { ballposition.y += ballspeed; }}int main(int argc, char * args[]){ SDL_Init(SDL_INIT_EVERYTHING); Mix_OpenAudio(22050,MIX_DEFAULT_FORMAT,2,4096); Mix_Chunk * click = Mix_LoadWAV("sounds/click.wav"); screen = SDL_SetVideoMode(1280, 720, 32, SDL_DOUBLEBUF | SDL_SWSURFACE); background = IMG_Load("images/texture.jpg"); ball = IMG_Load("images/ball.png"); ballposition.x = 500; ballposition.y = 400; ballposition.h = 80; ballposition.w = 80; while(!gameover) { srand(time(NULL)); do { ballX = randx; ballY = randy; }while(abs(oldx-ballX) > 300 &amp;&amp; abs(oldy-ballY) > 300); oldx = ballX; oldy = ballY; while(SDL_PollEvent(&amp;event)) { if(event.type == SDL_QUIT) { SDL_Quit(); return 0; } if(event.type == SDL_MOUSEMOTION) { mouseX = event.motion.x; mouseY = event.motion.y; } if(event.button.button == SDL_BUTTON_LEFT &amp;&amp; ( mouseX >= ballposition.x &amp;&amp; mouseX <= ballposition.x + ballposition.w ) &amp;&amp; ( mouseY >= ballposition.y &amp;&amp; mouseY <= ballposition.y + ballposition.h ) ) { ballspeed++; Mix_PlayChannel(0, click, 0); } } moveBall(); SDL_BlitSurface(background, NULL, screen, NULL); SDL_BlitSurface(ball, NULL, screen, &amp;ballposition); SDL_Flip(screen); }}[/source]

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