sprite collision

Started by
59 comments, last by JTippetts 4 years, 7 months ago

well I think my problem is that when I call drawcollision_one function outside the renderscene loop it does not draw the animated sprite. I think it is a scoping problem.

Advertisement
5 hours ago, phil67rpg said:

well I think my problem is that when I call drawcollision_one function outside the renderscene loop it does not draw the animated sprite. I think it is a scoping problem.

what makes you think it's a scoping problem?

I translated a code from this GLUT tutorial C++ 2D Pong Game to OpenGL 3. I draw using shaders and VBO. You can download the EXE file (x86, .NET 4.0, OpenGL 3.1)

Controls: W/S - for the left racket, UpArrow/DownArrow - for the right racket.

I public it here for your motivation. I use sprites to draw a text score. I get character's info from .fnt and .png that was generated by Bitmap Font Generator. I will translate the code to WebGL and TypeScript. You will be able to run this game by one click without downloading and unzipping. I will write a lot of simple game for practice.

 

Pong2DFromNoobTuts_OpenTkOpenGL11CSharp.png

Did you try moving the call to "coll_plane_one()" up?


coll_plane_one();
if (collision_flag == true)
{
drawcollision_one();
}

 

I'd be equally curious if replacing that portion with just the "drawcollision_one()" call causes the collision sprite to appear.

Senior software developer with a passion for games, still hoping to break into the industry after all these years...

1 hour ago, rileyman said:

Did you try moving the call to "coll_plane_one()" up?

yes I tried that but with no success.

You should make a normal game loop like this:


// window size and update rate (60 fps)
int width = 500;
int height = 200;
int interval = 1000 / 60;

void draw() {
    // clear (has to be done at the beginning)
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glLoadIdentity();

    // ToDo: draw our scene

    // swap buffers (has to be done at the end)
    glutSwapBuffers();
}

void update(int value) {
   // Call update() again in 'interval' milliseconds
   glutTimerFunc(interval, update, 0);

   // Redisplay frame
   glutPostRedisplay();
}

// program entry point
int _tmain(int argc, char** argv) {
    // initialize opengl (via glut)
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
    glutInitWindowSize(width, height);
    glutCreateWindow("noobtuts.com Pong");

    // Register callback functions   
    glutDisplayFunc(draw);
    glutTimerFunc(interval, update, 0);

    // start the whole thing
    glutMainLoop();
    return 0;
}

 

@phil67rpg could you rewrite your code using the GLUT game loop above and copy your full current code to here?

ok here is my full code


#include <freeglut.h>
#include <iostream>
#include<SOIL.h>

using namespace std;

GLuint texture[8]; 

float move_plane = 0.0f;
float up = 0.0f;
float down = 0.0f;
float screen = 0.0f;
bool collision_flag = false;

bool checkCollide(float x, float y, float oWidth, float oHeight, float xTwo, float yTwo, float oTwoWidth, float oTwoHeight)
{
	// AABB 1
	float x1Min = x;
	float x1Max = x + oWidth;
	float y1Max = y + oHeight;
	float y1Min = y;

	// AABB 2
	float x2Min = xTwo;
	float x2Max = xTwo + oTwoWidth;
	float y2Max = yTwo + oTwoHeight;
	float y2Min = yTwo;

	// Collision tests
	if (x1Max < x2Min || x1Min > x2Max) return false;
	if (y1Max < y2Min || y1Min > y2Max) return false;

	return true;
}

void drawcollision_one()
{
	glEnable(GL_TEXTURE_2D);

	glBindTexture(GL_TEXTURE_2D, texture[3]);

	glBegin(GL_POLYGON);
	glTexCoord3f(0.0f + screen, 0.0f, 0.0f);

	glVertex3f(10.0f, -10.0f, 0.0f);
	glTexCoord3f(0.167f + screen, 0.0f, 0.0f);

	glVertex3f(10.0f, 10.0f, 0.0f);
	glTexCoord3f(0.167f + screen, 1.0f, 0.0f);

	glVertex3f(-10.0f, 10.0f, 0.0f);
	glTexCoord3f(0.0f + screen, 1.0f, 0.0f);

	glVertex3f(-10.0f, -10.0f, 0.0f);
	glEnd();

	glDisable(GL_TEXTURE_2D);
}

void coll_plane_one()
{
	//draw bullet
	float x = -2.5f + move_plane;
	float y = -75.0f + up;
	float oWidth = 5.0f;
	float oHeight = 5.0f;
	//draw plane
	float xTwo = -10.0f + move_plane;
	float yTwo = 100.0f + down;
	float oTwoWidth = 20.0f;
	float oTwoHeight = 20.0f;

	if (checkCollide(x, y, oWidth, oHeight, xTwo, yTwo, oTwoWidth, oTwoHeight) == 1)
	{
		collision_flag = true;
//		cout << "Collision" << endl;
	}
}

GLuint loadTex(const char* texname)                                    
{
	/* load an image file directly as a new OpenGL texture */
	GLuint texture = SOIL_load_OGL_texture
	(
		texname,
		SOIL_LOAD_AUTO,
		SOIL_CREATE_NEW_ID,
		SOIL_FLAG_POWER_OF_TWO
	);
	return texture;
}

void init()
{
	texture[0] = loadTex("C:\\Users\\Owner\\Desktop\\plane.png");
	texture[1] = loadTex("C:\\Users\\Owner\\Desktop\\bullet.png");
	texture[2] = loadTex("C:\\Users\\Owner\\Desktop\\enemy.png");
	texture[3] = loadTex("C:\\Users\\Owner\\Desktop\\coll.png");
}

void timer(int v)
{
	down--;
	if (down <= -180.0f)
	{
		down = 0.0f;
	}
	glutPostRedisplay();
	glutTimerFunc(50, timer, 0);
}

void timer_one(int val)
{
	screen += 0.1667f;
	if (screen >= 1.0f)
	{
		screen = 1.0f;
	}
	glutPostRedisplay();
	glutTimerFunc(500, timer_one, 0);
}

void renderScene(void)
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glPushMatrix();
	glEnable(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D, texture[2]);

	for (float i = -130.0f; i <= 130.0f; i += 40.0f)
	{
		glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f);
		glVertex2f(i, 100.0f + down);
		glTexCoord2f(1.0f, 0.0f);
		glVertex2f(i+20.0f, 100.0f + down);
		glTexCoord2f(1.0f, 1.0f);
		glVertex2f(i+20.0f, 80.0f + down);
		glTexCoord2f(0.0f, 1.0f);
		glVertex2f(i, 80.0f + down);
		glEnd();
	}

	glBindTexture(GL_TEXTURE_2D, texture[0]);
	glBegin(GL_QUADS);
	glTexCoord2f(0.0f, 0.0f);
	glVertex2f(-10.0f+move_plane, -80.0f);
	glTexCoord2f(1.0f, 0.0f);
	glVertex2f(10.0f+move_plane, -80.0f);
	glTexCoord2f(1.0f, 1.0f);
	glVertex2f(10.0f+move_plane, -100.0f);
	glTexCoord2f(0.0f, 1.0f);
	glVertex2f(-10.0f+move_plane, -100.0f);
	glEnd();

	glBindTexture(GL_TEXTURE_2D, texture[1]);
	glBegin(GL_QUADS);
	glTexCoord2f(0.0f, 0.0f);
	glVertex2f(-2.5f+move_plane, -75.0f+up);
	glTexCoord2f(1.0f, 0.0f);
	glVertex2f(2.5f+move_plane, -75.0f+up);
	glTexCoord2f(1.0f, 1.0f);
	glVertex2f(2.5f+move_plane, -80.0f+up);
	glTexCoord2f(0.0f, 1.0f);
	glVertex2f(-2.5f+move_plane, -80.0f+up);
	glEnd();
	coll_plane_one();
	if (collision_flag == true)
	{
		drawcollision_one();
	}
	glPopMatrix();
	glutSwapBuffers();
	glDisable(GL_TEXTURE_2D);
}

void ChangeSize(GLsizei w, GLsizei h)
{
	GLfloat aspectRatio;
	if (h == 0)
		h = 1;
	glViewport(0, 0, w, h);
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	aspectRatio = (GLfloat)w / (GLfloat)h;
	if (w <= h)
		glOrtho(-100.0, 100.0, -100.0 / aspectRatio, 100.0 / aspectRatio, 1.0, -1.0);
	else
		glOrtho(-100.0*aspectRatio, 100.0*aspectRatio, -100.0, 100.0, 1.0, -1.0);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
}

void shoot()
{
	up++;
	if (up >= 175.0f)
	{
		up = 0.0f;
		glutIdleFunc(NULL);
	}
	glutPostRedisplay();
}

void handleKeypress(unsigned char key, int x, int y)
{
	int animate = 0;

	switch(key)
	{
	case 27:
		exit(0);
		break;
	case 32:
		animate = !animate;
		if (animate)
			glutIdleFunc(shoot);
		else
			glutIdleFunc(NULL);
		break;
	}
	glutPostRedisplay();
}

void handleSpecialKeypress(int key, int x, int y)
{
	switch (key)
	{
	case GLUT_KEY_LEFT:
		move_plane--;
		if (move_plane <= -125.0f)
		{
			move_plane = -125.0f;
		}
		break;
	case GLUT_KEY_RIGHT:
		move_plane++;
		if (move_plane >= 125.0f)
		{
			move_plane = 125.0f;
		}
		break;
	}
	glutPostRedisplay();
}

int main(int argc, char **argv)
{
	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
	glutInitWindowPosition(400, 300);
	glutInitWindowSize(800, 600);
	glutCreateWindow("Combat");
	glutDisplayFunc(renderScene);
	glutTimerFunc(500, timer, 0);
	glutTimerFunc(500, timer_one, 0);
//	glutTimerFunc(500, collision, 0);
	glutReshapeFunc(ChangeSize);
	glutKeyboardFunc(handleKeypress);
	glutSpecialFunc(handleSpecialKeypress);
	init();
	glutMainLoop();
	return 0;
}

 

This topic is closed to new replies.

Advertisement