Jump to content

  • Log In with Google      Sign In   
  • Create Account


#ActualJdfskitz

Posted 25 April 2013 - 08:44 AM

 

 

#include "Engine.h"
//Screen Resolution properties for proper values among positioning for renders.
sf::Vector2f Screen = sf::Vector2f(800,600);
//************************Constructor****************************
Engine::Engine()
{
//
}
//************************Deconstructor****************************
Engine::~Engine()
{
//
}
//************************What is rendered upon initialization****************************
bool Engine::init()
{
//Point to the window and create one for our use.
window = new sf::RenderWindow(sf::VideoMode(Screen.x,Screen.y,32), "Pong");
//Define the player Shapes
defineShapes();
//if the window fails return a negative response
if(!window)
return false;
//else continue
return true;
}
//************************Determine what keys perform Events****************************
void Engine::ProcessEvents()
{
sf::Event event;
//perform Events while the window is open.
while(window->pollEvent(event))
{
switch(event.type)
{
//Upon the selection of the close buttons on a window Close the window
case sf::Event::Closed:
window->close();
break;
//upon a Key that is pressed close the window
case sf::Event::KeyPressed:
if(event.key.code == sf::Keyboard::Escape)
window->close();
break;


}


}


//--------------------------Call upon player Functions---------------------------


//movement settings for the first rectangle on the Left
movePlayerOne();
//movement settings for the Second rectangle on the Right
movePlayerTwo();
//Determine Collison factor and move the ball
movCollision();


}
//************************Draw to the Screen [Update]****************************
void Engine::Update()
{
//clear the window
window->clear(sf::Color(40,40,40));
//draw the first rectangle on the Left
window->draw(*playerOne);
//draw the Second rectangle on the Right
window->draw(*playerTwo);
//draw the Ball in the Center
window->draw(*Ball);


}
//************************Window Display Settings****************************
void Engine::RenderFrame()
{


window->display();


}
//************************Determine the actions after Start****************************
void Engine::Main()
{
while(window->isOpen())
{
ProcessEvents();
Update();
RenderFrame();
}
}
//************************Start the Engine****************************
void Engine::Go()
{
//if it doesn't initialize send an error message
if(!init())
throw "Could not initialize game loop";
//continue to main loop
Main();


}
//************************Movement for Player One****************************
void Engine::movePlayerOne()
{
//set the speed of the player
int speed = 10000;
//Create a clock
sf::Clock clock;
//Restart the clock
clock.restart();
//if W is pressed on the keyboard move Up
if(sf::Keyboard::isKeyPressed(sf::Keyboard::W))
{
playerOne->move(0,clock.getElapsedTime().asSeconds() * -speed);
}
//if S is pressed on the Keyboard move Down
if(sf::Keyboard::isKeyPressed(sf::Keyboard::S))
{
playerOne->move(0,clock.getElapsedTime().asSeconds() * speed);
}


}
//************************Movement for Player Two****************************
void Engine::movePlayerTwo()
{
//set the speed of the player 2
int speed = 10000;
//Create another clock
sf::Clock clock;
//Restart the clock
clock.restart();
//if Up is pressed on the Keyboard Move Up
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Up))
{
playerTwo->move(0,clock.getElapsedTime().asSeconds() * -speed);
}
//if Down is pressed on the Keyboard Move Down
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Down))
{
playerTwo->move(0,clock.getElapsedTime().asSeconds() * speed);
}


}




//************************Begin Defining Shapes****************************
void Engine::defineShapes()
{


//Define Player One Rectangle
playerOne = new sf::RectangleShape();
//Set the Player One Rectangle Size
playerOne->setSize(sf::Vector2f(16,64));
//Set the Player One Rectangle Color
playerOne->setFillColor(sf::Color(255,255,255,255));
//Set the Player One Rectangle Position
playerOne->setPosition(sf::Vector2f(40,20));


//Define Player Two Rectangle
playerTwo = new sf::RectangleShape();
//Set the Player Two Rectangle Size
playerTwo->setSize(sf::Vector2f(16,64));
//Set the Player Two Rectangle Color
playerTwo->setFillColor(sf::Color(255,255,255,255));
//Set the Player Two Rectangle Position
playerTwo->setPosition(sf::Vector2f(740,520));


//Define Ball
Ball = new sf::RectangleShape();
//Set the Ball Size
Ball->setSize(sf::Vector2f(16,16));
//Set the Ball Color
Ball->setFillColor(sf::Color(0,255,0,255));
//Set the Ball Position
Ball->setPosition(740, 520);
}




//************************Begin Defining Collision for the Ball and Players****************************
void Engine::movCollision()
{


//Store Player Positions into Vectors
sf::Vector2f playerOnePosition = sf::Vector2f(playerOne->getPosition());


sf::Vector2f playerTwoPosition = sf::Vector2f(playerTwo->getPosition());


sf::Vector2f BallPosition = sf::Vector2f(Ball->getPosition());


//Define Rectangle around the players
sf::IntRect playerOneRect(playerOnePosition.x,playerOnePosition.y, playerOne->getSize().x, playerOne->getSize().y);


sf::IntRect playerTwoRect(playerTwoPosition.x,playerTwoPosition.y, playerTwo->getSize().x, playerTwo->getSize().y);


sf::IntRect BallRect(BallPosition.x,BallPosition.y, Ball->getSize().x, Ball->getSize().y);


//set the clock for speed
sf::Clock clock;


//Restart the clock
clock.restart();








//determine position and velocity.
sf::Vector2f pos;
sf::Vector2f velocity;


velocity.x = clock.getElapsedTime().asSeconds() * -12000;
velocity.y = clock.getElapsedTime().asSeconds() * -600;


//Detect Collison
bool collisionPlayerTwo = BallRect.intersects(playerTwoRect);
bool collisionPlayerOne = BallRect.intersects(playerOneRect);


//If Collision 
if(collisionPlayerTwo && !collisionPlayerOne)
velocity.x = velocity.x; 


if(collisionPlayerOne && !collisionPlayerTwo)
velocity.x = -velocity.x;


pos += velocity;
Ball->move(pos);






}
 

 

 

#4Jdfskitz

Posted 24 April 2013 - 11:58 PM

 

#include "Engine.h"
//Screen Resolution properties for proper values among positioning for renders.
sf::Vector2f Screen = sf::Vector2f(800,600);
//************************Constructor****************************
Engine::Engine()
{
//
}
//************************Deconstructor****************************
Engine::~Engine()
{
//
}
//************************What is rendered upon initialization****************************
bool Engine::init()
{
//Point to the window and create one for our use.
window = new sf::RenderWindow(sf::VideoMode(Screen.x,Screen.y,32), "Pong");
//Define the player Shapes
defineShapes();
//if the window fails return a negative response
if(!window)
return false;
//else continue
return true;
}
//************************Determine what keys perform Events****************************
void Engine::ProcessEvents()
{
sf::Event event;
//perform Events while the window is open.
while(window->pollEvent(event))
{
switch(event.type)
{
//Upon the selection of the close buttons on a window Close the window
case sf::Event::Closed:
window->close();
break;
//upon a Key that is pressed close the window
case sf::Event::KeyPressed:
if(event.key.code == sf::Keyboard::Escape)
window->close();
break;
 
}
 
}
 
//--------------------------Call upon player Functions---------------------------
 
//movement settings for the first rectangle on the Left
movePlayerOne();
//movement settings for the Second rectangle on the Right
movePlayerTwo();
//Determine Collison factor and move the ball
movCollision();
 
}
//************************Draw to the Screen [Update]****************************
void Engine::Update()
{
//clear the window
window->clear(sf::Color(40,40,40));
//draw the first rectangle on the Left
window->draw(*playerOne);
//draw the Second rectangle on the Right
window->draw(*playerTwo);
//draw the Ball in the Center
window->draw(*Ball);
 
}
//************************Window Display Settings****************************
void Engine::RenderFrame()
{
 
window->display();
 
}
//************************Determine the actions after Start****************************
void Engine::Main()
{
while(window->isOpen())
{
ProcessEvents();
Update();
RenderFrame();
}
}
//************************Start the Engine****************************
void Engine::Go()
{
//if it doesn't initialize send an error message
if(!init())
throw "Could not initialize game loop";
//continue to main loop
Main();
 
}
//************************Movement for Player One****************************
void Engine::movePlayerOne()
{
//set the speed of the player
int speed = 10000;
//Create a clock
sf::Clock clock;
//Restart the clock
clock.restart();
//if W is pressed on the keyboard move Up
if(sf::Keyboard::isKeyPressed(sf::Keyboard::W))
{
playerOne->move(0,clock.getElapsedTime().asSeconds() * -speed);
}
//if S is pressed on the Keyboard move Down
if(sf::Keyboard::isKeyPressed(sf::Keyboard::S))
{
playerOne->move(0,clock.getElapsedTime().asSeconds() * speed);
}
 
}
//************************Movement for Player Two****************************
void Engine::movePlayerTwo()
{
//set the speed of the player 2
int speed = 10000;
//Create another clock
sf::Clock clock;
//Restart the clock
clock.restart();
//if Up is pressed on the Keyboard Move Up
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Up))
{
playerTwo->move(0,clock.getElapsedTime().asSeconds() * -speed);
}
//if Down is pressed on the Keyboard Move Down
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Down))
{
playerTwo->move(0,clock.getElapsedTime().asSeconds() * speed);
}
 
}
 
 
//************************Begin Defining Shapes****************************
void Engine::defineShapes()
{
 
//Define Player One Rectangle
playerOne = new sf::RectangleShape();
//Set the Player One Rectangle Size
playerOne->setSize(sf::Vector2f(16,64));
//Set the Player One Rectangle Color
playerOne->setFillColor(sf::Color(255,255,255,255));
//Set the Player One Rectangle Position
playerOne->setPosition(sf::Vector2f(40,20));
 
//Define Player Two Rectangle
playerTwo = new sf::RectangleShape();
//Set the Player Two Rectangle Size
playerTwo->setSize(sf::Vector2f(16,64));
//Set the Player Two Rectangle Color
playerTwo->setFillColor(sf::Color(255,255,255,255));
//Set the Player Two Rectangle Position
playerTwo->setPosition(sf::Vector2f(740,520));
 
//Define Ball
Ball = new sf::RectangleShape();
//Set the Ball Size
Ball->setSize(sf::Vector2f(16,16));
//Set the Ball Color
Ball->setFillColor(sf::Color(0,255,0,255));
//Set the Ball Position
Ball->setPosition(740, 520);
}
 
 
//************************Begin Defining Collision for the Ball and Players****************************
void Engine::movCollision()
{
 
//Store Player Positions into Vectors
sf::Vector2f playerOnePosition = sf::Vector2f(playerOne->getPosition());
 
sf::Vector2f playerTwoPosition = sf::Vector2f(playerTwo->getPosition());
 
sf::Vector2f BallPosition = sf::Vector2f(Ball->getPosition());
 
//Define Rectangle around the players
sf::IntRect playerOneRect(playerOnePosition.x,playerOnePosition.y, playerOne->getSize().x, playerOne->getSize().y);
 
sf::IntRect playerTwoRect(playerTwoPosition.x,playerTwoPosition.y, playerTwo->getSize().x, playerTwo->getSize().y);
 
sf::IntRect BallRect(BallPosition.x,BallPosition.y, Ball->getSize().x, Ball->getSize().y);
 
//set the clock for speed
sf::Clock clock;
 
//Restart the clock
clock.restart();
 
 
 
 
//determine position and velocity.
sf::Vector2f pos;
sf::Vector2f velocity;
 
velocity.x = clock.getElapsedTime().asSeconds() * -12000;
velocity.y = clock.getElapsedTime().asSeconds() * -600;
 
//Detect Collison
bool collisionPlayerTwo = BallRect.intersects(playerTwoRect);
bool collisionPlayerOne = BallRect.intersects(playerOneRect);
 
//If Collision 
if(collisionPlayerTwo && !collisionPlayerOne)
velocity.x = velocity.x;
 
if(collisionPlayerOne && !collisionPlayerTwo)
velocity.x = -velocity.x;
 
pos += velocity;
Ball->move(pos);
 
 
 
}
 

#3Jdfskitz

Posted 24 April 2013 - 11:21 AM

The Problem is at the bottom in the MovCollision Function

Engine.cpp

#include "Engine.h"
//Screen Resolution properties for proper values among positioning for renders.
sf::Vector2f Screen = sf::Vector2f(800,600);
//************************Constructor****************************
Engine::Engine()
{
//
}
//************************Deconstructor****************************
Engine::~Engine()
{
//
}
//************************What is rendered upon initialization****************************
bool Engine::init()
{
//Point to the window and create one for our use.
window = new sf::RenderWindow(sf::VideoMode(Screen.x,Screen.y,32), "Pong");
//Define the player Shapes
defineShapes();
//if the window fails return a negative response
if(!window)
return false;
//else continue
return true;
}
//************************Determine what keys perform Events****************************
void Engine::ProcessEvents()
{
sf::Event event;
//perform Events while the window is open.
while(window->pollEvent(event))
{
switch(event.type)
{
//Upon the selection of the close buttons on a window Close the window
case sf::Event::Closed:
window->close();
break;
//upon a Key that is pressed close the window
case sf::Event::KeyPressed:
if(event.key.code == sf::Keyboard::Escape)
window->close();
break;


}


}


//--------------------------Call upon player Functions---------------------------


//movement settings for the first rectangle on the Left
movePlayerOne();
//movement settings for the Second rectangle on the Right
movePlayerTwo();
//Determine Collison factor and move the ball
movCollision();


}
//************************Draw to the Screen [Update]****************************
void Engine::Update()
{
//clear the window
window->clear(sf::Color(40,40,40));
//draw the first rectangle on the Left
window->draw(*playerOne);
//draw the Second rectangle on the Right
window->draw(*playerTwo);
//draw the Ball in the Center
window->draw(*Ball);


}
//************************Window Display Settings****************************
void Engine::RenderFrame()
{


window->display();


}
//************************Determine the actions after Start****************************
void Engine::Main()
{
while(window->isOpen())
{
ProcessEvents();
Update();
RenderFrame();
}
}
//************************Start the Engine****************************
void Engine::Go()
{
//if it doesn't initialize send an error message
if(!init())
throw "Could not initialize game loop";
//continue to main loop
Main();


}
//************************Movement for Player One****************************
void Engine::movePlayerOne()
{
//set the speed of the player
int speed = 10000;
//Create a clock
sf::Clock clock;
//Restart the clock
clock.restart();
//if W is pressed on the keyboard move Up
if(sf::Keyboard::isKeyPressed(sf::Keyboard::W))
{
playerOne->move(0,clock.getElapsedTime().asSeconds() * -speed);
}
//if S is pressed on the Keyboard move Down
if(sf::Keyboard::isKeyPressed(sf::Keyboard::S))
{
playerOne->move(0,clock.getElapsedTime().asSeconds() * speed);
}


}
//************************Movement for Player Two****************************
void Engine::movePlayerTwo()
{
//set the speed of the player 2
int speed = 10000;
//Create another clock
sf::Clock clock;
//Restart the clock
clock.restart();
//if Up is pressed on the Keyboard Move Up
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Up))
{
playerTwo->move(0,clock.getElapsedTime().asSeconds() * -speed);
}
//if Down is pressed on the Keyboard Move Down
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Down))
{
playerTwo->move(0,clock.getElapsedTime().asSeconds() * speed);
}


}




//************************Begin Defining Shapes****************************
void Engine::defineShapes()
{


//Define Player One Rectangle
playerOne = new sf::RectangleShape();
//Set the Player One Rectangle Size
playerOne->setSize(sf::Vector2f(16,64));
//Set the Player One Rectangle Color
playerOne->setFillColor(sf::Color(255,255,255,255));
//Set the Player One Rectangle Position
playerOne->setPosition(sf::Vector2f(40,20));


//Define Player Two Rectangle
playerTwo = new sf::RectangleShape();
//Set the Player Two Rectangle Size
playerTwo->setSize(sf::Vector2f(16,64));
//Set the Player Two Rectangle Color
playerTwo->setFillColor(sf::Color(255,255,255,255));
//Set the Player Two Rectangle Position
playerTwo->setPosition(sf::Vector2f(740,520));


//Define Ball
Ball = new sf::RectangleShape();
//Set the Ball Size
Ball->setSize(sf::Vector2f(16,16));
//Set the Ball Color
Ball->setFillColor(sf::Color(0,255,0,255));
//Set the Ball Position
Ball->setPosition(740, 520);
}




//************************Begin Defining Collision for the Ball and Players****************************
void Engine::movCollision()
{


//Store Player Positions into Vectors
sf::Vector2f playerOnePosition = sf::Vector2f(playerOne->getPosition());


sf::Vector2f playerTwoPosition = sf::Vector2f(playerTwo->getPosition());


sf::Vector2f BallPosition = sf::Vector2f(Ball->getPosition());


//Define Rectangle around the players
sf::IntRect playerOneRect(playerOnePosition.x,playerOnePosition.y, playerOne->getSize().x, playerOne->getSize().y);


sf::IntRect playerTwoRect(playerTwoPosition.x,playerTwoPosition.y, playerTwo->getSize().x, playerTwo->getSize().y);


sf::IntRect BallRect(BallPosition.x,BallPosition.y, Ball->getSize().x, Ball->getSize().y);


//set the clock for speed
sf::Clock clock;


//Restart the clock
clock.restart();


//determine a random number
int speed = 1000;


//Detect Collison
bool collisionPlayerTwo = BallRect.intersects(playerTwoRect);
bool collisionPlayerOne = BallRect.intersects(playerOneRect);






//Create booleans( changed to int.. Failure still D: ) to switch upon player collison
int pHit;

//If Collision
if(collisionPlayerTwo && !collisionPlayerOne)
pHit = 1;
else pHit = 0;

if(collisionPlayerOne && !collisionPlayerTwo)
pHit = 0;
else pHit = 1;

switch(pHit)
{
case 1:
Ball->move(clock.getElapsedTime().asSeconds() * -speed * 5, clock.getElapsedTime().asSeconds() * -speed * 1);
break;


case 0:
Ball->move(clock.getElapsedTime().asSeconds() * speed * 5, clock.getElapsedTime().asSeconds() * speed * 1);
break;
}

}


 

Basically it keeps moving, but then when it touches the paddle on the Left it moves to the right of the paddle but waits until the paddle moves away.(if the paddle moves back in place it goes back on the right of it).

I'm assuming it has to deal with the position of the declaration, or the fact that it is an IF BOOLEAN which may cause it to "only" go so far and not care about the rest.. Trying to figure it Out :\.

Please and Thank you to any assistance.
 


#2Jdfskitz

Posted 24 April 2013 - 11:20 AM

The problem is highlighted in red..

Engine.cpp

#include "Engine.h"
//Screen Resolution properties for proper values among positioning for renders.
sf::Vector2f Screen = sf::Vector2f(800,600);
//************************Constructor****************************
Engine::Engine()
{
//
}
//************************Deconstructor****************************
Engine::~Engine()
{
//
}
//************************What is rendered upon initialization****************************
bool Engine::init()
{
//Point to the window and create one for our use.
window = new sf::RenderWindow(sf::VideoMode(Screen.x,Screen.y,32), "Pong");
//Define the player Shapes
defineShapes();
//if the window fails return a negative response
if(!window)
return false;
//else continue
return true;
}
//************************Determine what keys perform Events****************************
void Engine::ProcessEvents()
{
sf::Event event;
//perform Events while the window is open.
while(window->pollEvent(event))
{
switch(event.type)
{
//Upon the selection of the close buttons on a window Close the window
case sf::Event::Closed:
window->close();
break;
//upon a Key that is pressed close the window
case sf::Event::KeyPressed:
if(event.key.code == sf::Keyboard::Escape)
window->close();
break;


}


}


//--------------------------Call upon player Functions---------------------------


//movement settings for the first rectangle on the Left
movePlayerOne();
//movement settings for the Second rectangle on the Right
movePlayerTwo();
//Determine Collison factor and move the ball
movCollision();


}
//************************Draw to the Screen [Update]****************************
void Engine::Update()
{
//clear the window
window->clear(sf::Color(40,40,40));
//draw the first rectangle on the Left
window->draw(*playerOne);
//draw the Second rectangle on the Right
window->draw(*playerTwo);
//draw the Ball in the Center
window->draw(*Ball);


}
//************************Window Display Settings****************************
void Engine::RenderFrame()
{


window->display();


}
//************************Determine the actions after Start****************************
void Engine::Main()
{
while(window->isOpen())
{
ProcessEvents();
Update();
RenderFrame();
}
}
//************************Start the Engine****************************
void Engine::Go()
{
//if it doesn't initialize send an error message
if(!init())
throw "Could not initialize game loop";
//continue to main loop
Main();


}
//************************Movement for Player One****************************
void Engine::movePlayerOne()
{
//set the speed of the player
int speed = 10000;
//Create a clock
sf::Clock clock;
//Restart the clock
clock.restart();
//if W is pressed on the keyboard move Up
if(sf::Keyboard::isKeyPressed(sf::Keyboard::W))
{
playerOne->move(0,clock.getElapsedTime().asSeconds() * -speed);
}
//if S is pressed on the Keyboard move Down
if(sf::Keyboard::isKeyPressed(sf::Keyboard::S))
{
playerOne->move(0,clock.getElapsedTime().asSeconds() * speed);
}


}
//************************Movement for Player Two****************************
void Engine::movePlayerTwo()
{
//set the speed of the player 2
int speed = 10000;
//Create another clock
sf::Clock clock;
//Restart the clock
clock.restart();
//if Up is pressed on the Keyboard Move Up
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Up))
{
playerTwo->move(0,clock.getElapsedTime().asSeconds() * -speed);
}
//if Down is pressed on the Keyboard Move Down
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Down))
{
playerTwo->move(0,clock.getElapsedTime().asSeconds() * speed);
}


}




//************************Begin Defining Shapes****************************
void Engine::defineShapes()
{


//Define Player One Rectangle
playerOne = new sf::RectangleShape();
//Set the Player One Rectangle Size
playerOne->setSize(sf::Vector2f(16,64));
//Set the Player One Rectangle Color
playerOne->setFillColor(sf::Color(255,255,255,255));
//Set the Player One Rectangle Position
playerOne->setPosition(sf::Vector2f(40,20));


//Define Player Two Rectangle
playerTwo = new sf::RectangleShape();
//Set the Player Two Rectangle Size
playerTwo->setSize(sf::Vector2f(16,64));
//Set the Player Two Rectangle Color
playerTwo->setFillColor(sf::Color(255,255,255,255));
//Set the Player Two Rectangle Position
playerTwo->setPosition(sf::Vector2f(740,520));


//Define Ball
Ball = new sf::RectangleShape();
//Set the Ball Size
Ball->setSize(sf::Vector2f(16,16));
//Set the Ball Color
Ball->setFillColor(sf::Color(0,255,0,255));
//Set the Ball Position
Ball->setPosition(740, 520);
}




//************************Begin Defining Collision for the Ball and Players****************************
void Engine::movCollision()
{


//Store Player Positions into Vectors
sf::Vector2f playerOnePosition = sf::Vector2f(playerOne->getPosition());


sf::Vector2f playerTwoPosition = sf::Vector2f(playerTwo->getPosition());


sf::Vector2f BallPosition = sf::Vector2f(Ball->getPosition());


//Define Rectangle around the players
sf::IntRect playerOneRect(playerOnePosition.x,playerOnePosition.y, playerOne->getSize().x, playerOne->getSize().y);


sf::IntRect playerTwoRect(playerTwoPosition.x,playerTwoPosition.y, playerTwo->getSize().x, playerTwo->getSize().y);


sf::IntRect BallRect(BallPosition.x,BallPosition.y, Ball->getSize().x, Ball->getSize().y);


//set the clock for speed
sf::Clock clock;


//Restart the clock
clock.restart();


//determine a random number
int speed = 1000;


//Detect Collison
bool collisionPlayerTwo = BallRect.intersects(playerTwoRect);
bool collisionPlayerOne = BallRect.intersects(playerOneRect);






//Create booleans( changed to int.. Failure still D: ) to switch upon player collison
int pHit;

//If Collision
if(collisionPlayerTwo && !collisionPlayerOne)
pHit = 1;
else pHit = 0;

if(collisionPlayerOne && !collisionPlayerTwo)
pHit = 0;
else pHit = 1;

switch(pHit)
{
case 1:
Ball->move(clock.getElapsedTime().asSeconds() * -speed * 5, clock.getElapsedTime().asSeconds() * -speed * 1);
break;


case 0:
Ball->move(clock.getElapsedTime().asSeconds() * speed * 5, clock.getElapsedTime().asSeconds() * speed * 1);
break;
}

}


 

Basically it keeps moving, but then when it touches the paddle on the Left it moves to the right of the paddle but waits until the paddle moves away.(if the paddle moves back in place it goes back on the right of it).

I'm assuming it has to deal with the position of the declaration, or the fact that it is an IF BOOLEAN which may cause it to "only" go so far and not care about the rest.. Trying to figure it Out :\.

Please and Thank you to any assistance.
 


#1Jdfskitz

Posted 24 April 2013 - 11:19 AM

 

Engine.cpp

#include "Engine.h"
//Screen Resolution properties for proper values among positioning for renders.
sf::Vector2f Screen = sf::Vector2f(800,600);
//************************Constructor****************************
Engine::Engine()
{
//
}
//************************Deconstructor****************************
Engine::~Engine()
{
//
}
//************************What is rendered upon initialization****************************
bool Engine::init()
{
//Point to the window and create one for our use.
window = new sf::RenderWindow(sf::VideoMode(Screen.x,Screen.y,32), "Pong");
//Define the player Shapes
defineShapes();
//if the window fails return a negative response
if(!window)
return false;
//else continue
return true;
}
//************************Determine what keys perform Events****************************
void Engine::ProcessEvents()
{
sf::Event event;
//perform Events while the window is open.
while(window->pollEvent(event))
{
switch(event.type)
{
//Upon the selection of the close buttons on a window Close the window
case sf::Event::Closed:
window->close();
break;
//upon a Key that is pressed close the window
case sf::Event::KeyPressed:
if(event.key.code == sf::Keyboard::Escape)
window->close();
break;


}


}


//--------------------------Call upon player Functions---------------------------


//movement settings for the first rectangle on the Left
movePlayerOne();
//movement settings for the Second rectangle on the Right
movePlayerTwo();
//Determine Collison factor and move the ball
movCollision();


}
//************************Draw to the Screen [Update]****************************
void Engine::Update()
{
//clear the window
window->clear(sf::Color(40,40,40));
//draw the first rectangle on the Left
window->draw(*playerOne);
//draw the Second rectangle on the Right
window->draw(*playerTwo);
//draw the Ball in the Center
window->draw(*Ball);


}
//************************Window Display Settings****************************
void Engine::RenderFrame()
{


window->display();


}
//************************Determine the actions after Start****************************
void Engine::Main()
{
while(window->isOpen())
{
ProcessEvents();
Update();
RenderFrame();
}
}
//************************Start the Engine****************************
void Engine::Go()
{
//if it doesn't initialize send an error message
if(!init())
throw "Could not initialize game loop";
//continue to main loop
Main();


}
//************************Movement for Player One****************************
void Engine::movePlayerOne()
{
//set the speed of the player
int speed = 10000;
//Create a clock
sf::Clock clock;
//Restart the clock
clock.restart();
//if W is pressed on the keyboard move Up
if(sf::Keyboard::isKeyPressed(sf::Keyboard::W))
{
playerOne->move(0,clock.getElapsedTime().asSeconds() * -speed);
}
//if S is pressed on the Keyboard move Down
if(sf::Keyboard::isKeyPressed(sf::Keyboard::S))
{
playerOne->move(0,clock.getElapsedTime().asSeconds() * speed);
}


}
//************************Movement for Player Two****************************
void Engine::movePlayerTwo()
{
//set the speed of the player 2
int speed = 10000;
//Create another clock
sf::Clock clock;
//Restart the clock
clock.restart();
//if Up is pressed on the Keyboard Move Up
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Up))
{
playerTwo->move(0,clock.getElapsedTime().asSeconds() * -speed);
}
//if Down is pressed on the Keyboard Move Down
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Down))
{
playerTwo->move(0,clock.getElapsedTime().asSeconds() * speed);
}


}




//************************Begin Defining Shapes****************************
void Engine::defineShapes()
{


//Define Player One Rectangle
playerOne = new sf::RectangleShape();
//Set the Player One Rectangle Size
playerOne->setSize(sf::Vector2f(16,64));
//Set the Player One Rectangle Color
playerOne->setFillColor(sf::Color(255,255,255,255));
//Set the Player One Rectangle Position
playerOne->setPosition(sf::Vector2f(40,20));


//Define Player Two Rectangle
playerTwo = new sf::RectangleShape();
//Set the Player Two Rectangle Size
playerTwo->setSize(sf::Vector2f(16,64));
//Set the Player Two Rectangle Color
playerTwo->setFillColor(sf::Color(255,255,255,255));
//Set the Player Two Rectangle Position
playerTwo->setPosition(sf::Vector2f(740,520));


//Define Ball
Ball = new sf::RectangleShape();
//Set the Ball Size
Ball->setSize(sf::Vector2f(16,16));
//Set the Ball Color
Ball->setFillColor(sf::Color(0,255,0,255));
//Set the Ball Position
Ball->setPosition(740, 520);
}




//************************Begin Defining Collision for the Ball and Players****************************
void Engine::movCollision()
{


//Store Player Positions into Vectors
sf::Vector2f playerOnePosition = sf::Vector2f(playerOne->getPosition());


sf::Vector2f playerTwoPosition = sf::Vector2f(playerTwo->getPosition());


sf::Vector2f BallPosition = sf::Vector2f(Ball->getPosition());


//Define Rectangle around the players
sf::IntRect playerOneRect(playerOnePosition.x,playerOnePosition.y, playerOne->getSize().x, playerOne->getSize().y);


sf::IntRect playerTwoRect(playerTwoPosition.x,playerTwoPosition.y, playerTwo->getSize().x, playerTwo->getSize().y);


sf::IntRect BallRect(BallPosition.x,BallPosition.y, Ball->getSize().x, Ball->getSize().y);


//set the clock for speed
sf::Clock clock;


//Restart the clock
clock.restart();


//determine a random number
int speed = 1000;


//Detect Collison
bool collisionPlayerTwo = BallRect.intersects(playerTwoRect);
bool collisionPlayerOne = BallRect.intersects(playerOneRect);






//Create booleans( changed to int.. Failure still D: ) to switch upon player collison
int pHit;

//If Collision
if(collisionPlayerTwo && !collisionPlayerOne)
pHit = 1;
else pHit = 0;

if(collisionPlayerOne && !collisionPlayerTwo)
pHit = 0;
else pHit = 1;

switch(pHit)
{
case 1:
Ball->move(clock.getElapsedTime().asSeconds() * -speed * 5, clock.getElapsedTime().asSeconds() * -speed * 1);
break;


case 0:
Ball->move(clock.getElapsedTime().asSeconds() * speed * 5, clock.getElapsedTime().asSeconds() * speed * 1);
break;
}

}

Basically it keeps moving, but then when it touches the paddle on the Left it moves to the right of the paddle but waits until the paddle moves away.(if the paddle moves back in place it goes back on the right of it).

I'm assuming it has to deal with the position of the declaration, or the fact that it is an IF BOOLEAN which may cause it to "only" go so far and not care about the rest.. Trying to figure it Out :\.

Please and Thank you to any assistance.
 

 


PARTNERS