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Jun_The_Gamer

My first game, a Pong spinoff.

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Hey guys,

this is my first game made with purely coding, I have made some games in the past with Blender G.E.

It is a Pong spin-off.

Anyways, I just wanted to show it off and get some tips to make it "Better" and "Efficient" , because I know that this program is horribly coded dry.png

 

[source='C++']

#include<allegro5\allegro.h>
#include<allegro5\allegro_native_dialog.h>
#include<allegro5\allegro_ttf.h>
#include<allegro5\allegro_font.h>
#include<allegro5\allegro_primitives.h>
#include<allegro5\allegro_audio.h>
#include<allegro5\allegro_acodec.h>
#include<iostream>
#include <iomanip>
#include <cstdio>
#include <cstdlib>
#include <ctime>
#include <fstream>
#include<stdlib.h>
#include<time.h>

#define D_WIDTH 800
#define D_HEIGHT 600

int InitGame(){


std::cout<<"INITIALIZING GAME\n";
if(!al_init()){
return -1;
}
std::cout<<"COMPLETE\n";
std::cout<<"INITIALIZING ADDONS\n";
al_init_primitives_addon();
al_init_font_addon();
al_init_ttf_addon();
al_install_keyboard();
al_install_audio();
al_init_acodec_addon();
al_reserve_samples(1);
std::cout<<"COMPLETE\n";
}
enum KEYS{UP,DOWN};
ALLEGRO_DISPLAY *display;
bool gamerunning = true;
bool keys[2] ={false,false};

void DrawMap(){
al_draw_line(D_WIDTH-1,0,D_WIDTH-1,600,al_map_rgb(200,200,200),10.0);
al_draw_line(D_WIDTH/2,0,D_WIDTH/2,600,al_map_rgb(35,35,35),5.0);
al_draw_circle(D_WIDTH/2,D_HEIGHT/2,125,al_map_rgb(35,35,35),5.0);
}
const float FPS = 60.0;

int randomnum(){
return rand()%3 + 1;
}
int dif = 1;int velX =randomnum(),velY=randomnum();;

int main(void){
InitGame();

int pscore=0;
int ball_x = 400,ball_y = 300;


srand(time(NULL));
//display//
ALLEGRO_TIMER *timer = nullptr;
timer = al_create_timer(1.0/FPS);
al_set_new_display_flags(ALLEGRO_NOFRAME);
display = al_create_display(D_WIDTH,D_HEIGHT);
if(!display){ return -1;}
al_set_window_title(display,"Pong! by Junaid");
//buffer = al_create_bitmap(D_WIDTH,D_HEIGHT);
al_set_target_bitmap(al_get_backbuffer(display));
al_flip_display();
//display//
std::cout<<"Start screen loaded!\n";
//FONTS//
ALLEGRO_FONT *pongtitle = al_load_font("resources/font/ZIG.TTF",50,NULL);
ALLEGRO_FONT *smalltitle = al_load_font("resources/font/ZIG.ttf",25,NULL);
ALLEGRO_FONT *score = al_load_font("resources/font/HISCORE.ttf",20,NULL);
//FONTS_end//
//bgSOUND//

ALLEGRO_SAMPLE *sidecol = al_load_sample("resources/sound/sidecollision.wav");
ALLEGRO_SAMPLE *sound_bg_loop = al_load_sample("resources/sound/bg.wav");
al_play_sample(sound_bg_loop,1.0,0.0,1.0,ALLEGRO_PLAYMODE_LOOP,NULL);
//ENDBGSOUND//
//drawSTARTUPscreen//
al_clear_to_color(al_map_rgb(256,256,256));
al_draw_line(-1,500,801,500,al_map_rgb(55,55,55),4.0);
al_draw_line(-1,100,801,100,al_map_rgb(55,55,55),4.0);
al_draw_text(pongtitle,al_map_rgb(200,200,200),D_WIDTH/2,((D_HEIGHT/2)-100),ALLEGRO_ALIGN_CENTER,"PONG! beta_v1");
al_draw_text(pongtitle,al_map_rgb(150,150,150),D_WIDTH/2,((D_HEIGHT/2)-45),ALLEGRO_ALIGN_CENTER,"By Junaid");
al_draw_text(smalltitle,al_map_rgb(100,100,100),D_WIDTH/2+10,D_HEIGHT/2+55,ALLEGRO_ALIGN_CENTER,"Press any key to play...");
al_flip_display();
//startCONTROLS//
bool startgame = false;
ALLEGRO_EVENT_QUEUE *event_queue = al_create_event_queue();
ALLEGRO_EVENT startevent;
al_register_event_source(event_queue,al_get_keyboard_event_source());
while(!startgame){
al_wait_for_event(event_queue,&startevent);
startgame=true;
}
//endSTARTCONTROLS//
std::cout<<"Game started!\n";
std::cout<<"Loading the game...\n";
al_rest(0.5);
std::cout<<"Loading complete!\n";
//drawSTARTUPscreen-end//
al_set_target_bitmap(al_get_backbuffer(display));
al_clear_to_color(al_map_rgb(256,256,256));
al_flip_display();
std::cout<<"\n\n\nDebug mode started.\n\n-------------------------------\n";
//gameloop//
int y1 = 300,y2 = 400;
al_destroy_sample(sound_bg_loop);
al_register_event_source(event_queue, al_get_timer_event_source(timer));
al_start_timer(timer);


while(gamerunning)
{
ALLEGRO_EVENT ev;
al_wait_for_event(event_queue,&ev);

if(ev.type == ALLEGRO_EVENT_KEY_DOWN)
{
switch(ev.keyboard.keycode)
{
case ALLEGRO_KEY_UP:
std::cout<<"UP";
keys[UP] = true;
break;
case ALLEGRO_KEY_DOWN:
std::cout<<"DOWN";
keys[DOWN] = true;
break;
}
}
else if(ev.type == ALLEGRO_EVENT_KEY_UP){

switch(ev.keyboard.keycode){
case ALLEGRO_KEY_UP:

keys[UP] = false;
break;
case ALLEGRO_KEY_DOWN:

keys[DOWN] = false;
break;
case ALLEGRO_KEY_ESCAPE:
if(al_show_native_message_box(display,"Quit game","Are you sure you want to exit the game?","",NULL,ALLEGRO_MESSAGEBOX_YES_NO) == true){
gamerunning = false;
}
break;
}

}
y1 -= keys[UP]*10;y1 += keys[DOWN]*10;
y2 -= keys[UP]*10;y2 += keys[DOWN]*10;
if(y1 == 0 || y1 <= 0){
y1 = 1; y2 = y1+100;
}
if(y2 == 600 || y2 >= 600){
y2 = 599; y1 = y2 - 100;
}


//ball//
char scor[10];
itoa(pscore, scor, 10);
///
ball_x+=velX;
ball_y+=velY;

if(ball_y-7 < 1 || ball_y+7 > 599){
al_play_sample(sidecol,1.0,0.0,5.0,ALLEGRO_PLAYMODE_ONCE,NULL);
velY = -velY;
}
if(ball_x+7 > 799){
al_play_sample(sidecol,1.0,0.0,5.0,ALLEGRO_PLAYMODE_ONCE,NULL);
velX = -velX;//pscore+=1;
if(rand()%100+1 < 50 && dif <= 10){dif++;velX = velX-=1; velY+=1;}

}
bool collisionpaddle = false;
if( ball_x >= 20 &&
ball_y >= y1 &&
ball_x <= 30 &&
ball_y <= y2){

collisionpaddle = true;
pscore+=1;
velX = -velX;
std::cout<<"\ncollison "<
}
collisionpaddle = false;
if(ball_x <= 0){
//al_play_sample(lost,1.0,0.0,1.0,ALLEGRO_PLAYMODE_ONCE,NULL);
//al_rest(2.0);
al_show_native_message_box(display,"GAME OVER!","Your total score was ",scor,NULL,NULL);
gamerunning = false;
}

//endball//
//increase difficulty//
//incdif();
char diflevel[10];
itoa(dif, diflevel, 10);

//
al_draw_text(smalltitle,al_map_rgb(50,50,50),600,400,ALLEGRO_ALIGN_CENTER,"Score");
al_draw_text(score,al_map_rgb(50,50,50),600,450,ALLEGRO_ALIGN_CENTER,scor);
al_draw_text(smalltitle,al_map_rgb(50,50,50),600,150,ALLEGRO_ALIGN_CENTER,"Difficulty");
al_draw_text(score,al_map_rgb(50,50,50),600,200,ALLEGRO_ALIGN_CENTER,diflevel);
al_draw_line(D_WIDTH,0,D_WIDTH,D_HEIGHT,al_map_rgb(150,150,150),5.0);
al_draw_line(0,0,D_WIDTH,0,al_map_rgb(150,150,150),5.0);
al_draw_line(0,D_HEIGHT,D_WIDTH,D_HEIGHT,al_map_rgb(150,150,150),5.0);
al_draw_filled_rectangle(20,y1,30,y2,al_map_rgb(100,100,100));
al_draw_filled_circle(ball_x,ball_y,7,al_map_rgb(175,175,175));
al_flip_display();
al_clear_to_color(al_map_rgb(0,0,0));

}
//ENDdrawmaingame//

//destruction//

al_destroy_sample(sidecol);
al_destroy_timer(timer);
al_destroy_event_queue(event_queue);
al_destroy_font(pongtitle);
al_destroy_font(score);
al_destroy_font(smalltitle);
//al_destroy_sample(sound_bg_loop);
al_destroy_display(display);
//end distruction//
}
[/source]

 

Controls :

Up Arrow : move paddle up

Down Arrow : move paddle down

Escape : quit

Edited by Jun_The_Gamer

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I didn't build it and run it since I don't have allegro, but I glanced over it real quick.

 

Just a couple styling questions:

 

Why are D_WIDTH and D_HEIGHT defines?  It would be better (style wise) to use constants like you did for your FPS variable.

For variables like scor and diflevel, you may want to consider using vectors so you can add more amounts of score? and difficulty with ease.

 

For the next step in the project I would sort things into classes and more functions instead of having everything in main.  Looks good for a beginner, although I didn't play it and just glanced through it.

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I didn't build it and run it since I don't have allegro, but I glanced over it real quick.

 

Just a couple styling questions:

 

Why are D_WIDTH and D_HEIGHT defines?  It would be better (style wise) to use constants like you did for your FPS variable.

For variables like scor and diflevel, you may want to consider using vectors so you can add more amounts of score? and difficulty with ease.

 

For the next step in the project I would sort things into classes and more functions instead of having everything in main.  Looks good for a beginner, although I didn't play it and just glanced through it.

 Hey!

I never actually plan things out, Improv all the way, anyways so I defined them first just for fun and when I reached to timer, I initialized FPS, you see, when I finished the project I was like "You know what it needs?, a difficulty" so I just create integers at random places and hope it doesn't mess up.

 

You see, I just wanted this game to "Work" , the collision is also messed up sometimes, but works.

And, Now i'll take it more seriously and will plan and break the project into modules.

Thanks for the tips! Have a good day.

Edited by Jun_The_Gamer

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