The idea of the game is to have ball move and hit a target on a wall. I have no idea how to do the collision with the wall and the ball.
Here is the code:
//Windows - uncomment the includes below
#include “shared/gltools.h” //OpenGL toolkit - in the local shared folder
#include <math.h> //These were included in glm.cpp so I kept them here
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include “shared/glm.h”
#include <iostream> //Needed for console output (debugging)
//
// texture.cpp
//
//
//Windows uncomment the includes below
//Mac includes + frameworks OpenGL and GLUT - comment out for Windows
//#include <iostream>
//#include <stdio.h>
//#include <OpenGL/glu.h>
//#include <GLUT/glut.h>
//#include “gltools.h”
//#include <OpenGL/gl.h>
//#include <OpenGL/glext.h>
//#include <OpenGL/gl3ext.h>
//note that this needs gltools.h and gltools.cpp to be included in the shared directory
//can define any number of textures here - we just have 2 images
//these are just integers so you can use them as such
#define IMAGE1 0
#define IMAGE2 1
#define IMAGE3 2
#define IMAGE4 3
bool ballGoingUp = false;
bool ballGoingDown;
bool ballGoingLeft;
bool ballGoingRight;
bool boolMoving = false;
float ballUDMovement = 0.0;
float ballLRMovement = 0.0;
float length = 1.0;
float rotationTimer = 0;
float scoreNumber;
float ballMoving1;
float ballMoving2;
int frame=0,time2 = 0,timebase=0;
char frameRate [6];
#define TEXTURE_COUNT 4
GLuint textures[TEXTURE_COUNT];
char score [6];
//below is simply a character array to hold the file names
//note that you may need to replace the below with the full directory root depending on where you put your image files
//if you put them where the exe is then you just need the name as below
const char *textureFiles[TEXTURE_COUNT] = {“padhamsBG.tga”, “brick_texture.tga”,“grass_diff.tga”,“FootballCompleteMap.tga”};
//for lighting if you want to experiment with these
GLfloat mKa[4] = {0.11f,0.06f,0.11f,1.0f}; //ambient
GLfloat mKd[4] = {0.43f,0.47f,0.54f,1.0f}; //diffuse
GLfloat mKs[4] = {1.0f,1.0f,1.0f,1.0f}; //specular
GLfloat mKe[4] = {0.5f,0.5f,0.0f,1.0f}; //emission
// Useful lighting colour values
GLfloat greenLight[] = { 0.0f, 0.6f, 0.0f, 1.0f };
GLfloat redLight[] = { 0.6f, 0.0f, 0.0f, 1.0f };
GLfloat blueLight[] = { 0.0f, 0.0f, 0.6f, 1.0f };
GLfloat whiteLight[] = { 1.0f, 1.0f, 1.0f, 1.0f };
GLfloat noLight[] = { 0.1f, 0.1f, 0.1f, 1.0f };//well, very little light intensity
GLfloat lightPos[] = { 100.0f, 100.0f, 50.0f, 1.0f };
GLfloat lightPos1[] = { ballLRMovement, ballUDMovement, 0.0f, 0.0f };
//we need these for the texture loader
//they are to do with the image format and size
GLint iWidth, iHeight, iComponents;
GLenum eFormat;
// this is a pointer to memory where the image bytes will be held
GLbyte *pBytes0;
//end of intialisation
//------------------------------------//
void renderBitmapString(
float x,
float y,
float z,
void *font,
char *string) {
char *c;
glRasterPos3f(x, y,z);
for (c=string; *c != ‘\0’; c++) {
glutBitmapCharacter(font, *c);
}
}
void SpecialKeys(int key, int x, int y)
{
if(key == GLUT_KEY_UP){
ballUDMovement = ballUDMovement + length;
}
if(key == GLUT_KEY_DOWN){
ballUDMovement = ballUDMovement - length;
}
if(key == GLUT_KEY_LEFT){
ballLRMovement = ballLRMovement - length;
ballMoving2 = ballLRMovement;
}
if(key == GLUT_KEY_RIGHT){
ballLRMovement = ballLRMovement + length;
ballMoving2 = ballLRMovement;
}
if(key == GLUT_KEY_F1){
ballGoingUp = true;
ballMoving1 += ballUDMovement/5;
}
}
void drawTexturedQuad(int image)
{
//add some lighting normals for each vertex
//draw the texture on the front
glEnable(GL_TEXTURE_2D);
glFrontFace(GL_CW); //use glFrontFace(GL_CW) to texture the other side - not needed here as we set this elsewhere
glColor3f(0.8, 0.8, 0.8);
glEnable( GL_TEXTURE_2D );
//bind the texture
glBindTexture(GL_TEXTURE_2D, textures[image]);
glBegin(GL_QUADS);
glNormal3f(0.0f, 0.0f, 1.0f);
glTexCoord2f(0.0,0.0);
glVertex3f(-50.0, 0.0,100.0);
glTexCoord3f(1.0,0.0,0.0);
glVertex3f(50.0, 0.0,100.0);
glTexCoord2f(1.0,1.0);
glVertex3f(50.0, 100.0,100.0);
glTexCoord2f(0.0,1.0);
glVertex3f(-50.0, 100.0,100.0);
glEnd();
glDisable( GL_TEXTURE_2D );
}
void drawGrass(int image)
{
//add some lighting normals for each vertex
//draw the texture on the front
glEnable(GL_TEXTURE_2D);
glFrontFace(GL_CW); //use glFrontFace(GL_CW) to texture the other side - not needed here as we set this elsewhere
glColor3f(0.8, 0.8, 0.8);
glEnable( GL_TEXTURE_2D );
//bind the texture
glBindTexture(GL_TEXTURE_2D, textures[image]);
glBegin(GL_QUADS);
glNormal3f(0.0f, 0.0f, 1.0f);
glTexCoord2f(0.0,0.0);
glVertex3f(-800.0, 0.0,100.0);
glTexCoord3f(1.0,0.0,0.0);
glVertex3f(800.0, 0.0,100.0);
glTexCoord2f(1.0,1.0);
glVertex3f(800.0, 300.0,100.0);
glTexCoord2f(0.0,1.0);
glVertex3f(-800.0, 300.0,100.0);
glEnd();
glDisable( GL_TEXTURE_2D );
}
void drawMiddleWall(int image)
{
//add some lighting normals for each vertex
//draw the texture on the front
glEnable(GL_TEXTURE_2D);
glFrontFace(GL_CW); //use glFrontFace(GL_CW) to texture the other side - not needed here as we set this elsewhere
glColor3f(0.8, 0.8, 0.8);
glEnable( GL_TEXTURE_2D );
//bind the texture
glBindTexture(GL_TEXTURE_2D, textures[image]);
glBegin(GL_QUADS);
glNormal3f(0.0f, 0.0f, 1.0f);
glTexCoord2f(0.0,0.0);
glVertex3f(-100.0, 0.0,100.0);
glTexCoord3f(1.0,0.0,0.0);
glVertex3f(100.0, 0.0,100.0);
glTexCoord2f(1.0,1.0);
glVertex3f(100.0, 100.0,100.0);
glTexCoord2f(0.0,1.0);
glVertex3f(-100.0, 100.0,100.0);
glEnd();
glDisable( GL_TEXTURE_2D );
}
void drawSideWall(int image)
{
//add some lighting normals for each vertex
//draw the texture on the front
glEnable(GL_TEXTURE_2D);
glFrontFace(GL_CW); //use glFrontFace(GL_CW) to texture the other side - not needed here as we set this elsewhere
glColor3f(0.8, 0.8, 0.8);
glEnable( GL_TEXTURE_2D );
//bind the texture
glBindTexture(GL_TEXTURE_2D, textures[image]);
glBegin(GL_QUADS);
glNormal3f(0.0f, 0.0f, 1.0f);
glTexCoord2f(0.0,0.0);
glVertex3f(-100.0, 0.0,100.0);
glTexCoord3f(1.0,0.0,0.0);
glVertex3f(100.0, 0.0,100.0);
glTexCoord2f(1.0,1.0);
glVertex3f(100.0, 100.0,100.0);
glTexCoord2f(0.0,1.0);
glVertex3f(-100.0, 100.0,100.0);
glEnd();
glDisable( GL_TEXTURE_2D );
}
void drawSky(int image)
{
//add some lighting normals for each vertex
//draw the texture on the front
glEnable(GL_TEXTURE_2D);
glFrontFace(GL_CW); //use glFrontFace(GL_CW) to texture the other side - not needed here as we set this elsewhere
glColor3f(0.8, 0.8, 0.8);
glEnable( GL_TEXTURE_2D );
//bind the texture
glBindTexture(GL_TEXTURE_2D, textures[image]);
glBegin(GL_QUADS);
glNormal3f(0.0f, 0.0f, 1.0f);
glTexCoord2f(0.0,0.0);
glVertex3f(-300.0, 0.0,100.0);
glTexCoord3f(1.0,0.0,0.0);
glVertex3f(300.0, 0.0,100.0);
glTexCoord2f(1.0,1.0);
glVertex3f(300.0, 110.0,100.0);
glTexCoord2f(0.0,1.0);
glVertex3f(-300.0, 110.0,99.0);
glEnd();
glDisable( GL_TEXTURE_2D );
}
void disk( float x, float y, float r)
{
glBegin( GL_TRIANGLE_FAN );
glVertex2f( x, y );
for( float i = 0; i <= 2 * 3.14 + 0.1; i += 0.1 )
{
glVertex2f( x + sin( i ) * r, y + cos( i ) * r );
}
glEnd();
}
void drawBall()
{
GLUquadricObj *qObj = gluNewQuadric();
gluQuadricNormals(qObj, GLU_SMOOTH);
gluQuadricTexture(qObj, GL_TRUE);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 5);
glPushMatrix();
glTranslatef(0.0, -101, 100.0);
gluSphere(qObj, 20.0f, 24, 24);
glPopMatrix();
}
void direction1()
{
glBegin(GL_QUADS);
glColor3f(1.0,0.0,0.0);
glVertex2f(ballLRMovement,-70);
glVertex2f(ballLRMovement,-60);
glVertex2f(-5,-60);
glVertex2f(-5,-70);
glEnd();
}
void direction2()
{
glBegin(GL_QUADS);
glColor3f(0.0, 0.0, 1.0);
glVertex2f(10,0);
glVertex2f(10,ballUDMovement);
glVertex2f(20,ballUDMovement);
glVertex2f(20,0);
glEnd();
}
// Called to draw scene
void RenderScene(void)
{
// Clear the window with current clearing colour
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
// a test point
//use for locating points in your view
/* glEnable(GL_POINT_SMOOTH);
glPointSize(10.0);
glColor3f(1.0, 0.0, 0.0);
glBegin(GL_POINTS);
glVertex3f(0.0f, 0.0f, 100.0f);
glEnd();
*/
sprintf(score, "5");
glColor3f(1.0, 0.0, 0.0);
renderBitmapString(-6,30,101,GLUT_BITMAP_HELVETICA_18,score);
sprintf(score, "10");
glColor3f(1.0, 0.0, 0.0);
renderBitmapString(-45,-12,101,GLUT_BITMAP_HELVETICA_18,score);
sprintf(score, "4");
glColor3f(1.0, 0.0, 0.0);
renderBitmapString(45,5,101,GLUT_BITMAP_HELVETICA_18,score);
sprintf(score,"Score: ");
glColor3f(1.0, 1.0, 1.0);
renderBitmapString(-160,130,101,GLUT_BITMAP_TIMES_ROMAN_24,score);
frame++;
time2=glutGet(GLUT_ELAPSED_TIME);
if (time2 - timebase > 1000) {
sprintf(frameRate,"FPS: %4.2f",
frame*1000.0/(time2-timebase));
timebase = time2;
frame = 0;
}
renderBitmapString(30,130,101,GLUT_BITMAP_TIMES_ROMAN_24,frameRate);
glPushMatrix();
glTranslatef(ballMoving2,0,0);
if (ballGoingUp = true)
{
glTranslatef(0,ballMoving1,-ballMoving1);
}
drawBall();
glPopMatrix();
glPushMatrix();
glTranslatef(0,-250,0);
glRotatef(-50,1,0,0);
drawGrass(IMAGE3);
glPopMatrix();
glPushMatrix();
glTranslatef(0,-20,-80);
drawMiddleWall(IMAGE2);
glPopMatrix();
glPushMatrix();
glTranslatef(200,-20,100);
glRotatef(-70,0.0,1.0,0.0);
drawSideWall(IMAGE2);
glPopMatrix();
glPushMatrix();
glTranslatef(-200,-20,100);
glRotatef(70,0.0,1.0,0.0);
drawSideWall(IMAGE2);
glPopMatrix();
glPushMatrix();
glTranslatef(-20,80,-100);
drawSky(IMAGE1);
glPopMatrix();
glPushMatrix();
glTranslatef(-20,20,25);
disk(15,15,15);
glPopMatrix();
glPushMatrix();
glTranslatef(-60,-18,25);
disk(10,10,10);
glPopMatrix();
glPushMatrix();
glTranslatef(35,-10,25);
disk(20,20,20);
glPopMatrix();
glPushMatrix();
glTranslatef(-80,-40,100);
direction1();
glPopMatrix();
glPushMatrix();
glTranslatef(70,-100,100);
direction2();
glPopMatrix();
}
// This function does any needed initialization on the rendering
// context.
void SetupRC()
{
//textures
GLuint texture;
// allocate a texture name
glGenTextures( 1, &texture );
glPixelStorei(GL_UNPACK_ALIGNMENT,1);
//make sure any TGA has no alpha channel - photoshop is a good converter to targa (TGA)
//the gltLoadTGA method is found in gltools.cpp and is from the OpenGL SuperBible book
//there are quite a few ways of loading images
// Load textures in a for loop
glGenTextures(TEXTURE_COUNT, textures);
//this puts the texture into OpenGL texture memory
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
for(int iLoop = 0; iLoop < TEXTURE_COUNT; iLoop++)
{
// Bind to next texture object
glBindTexture(GL_TEXTURE_2D, textures[iLoop]);
// Load texture data, set filter and wrap modes
//note that gltLoadTGA is in the glm.cpp file and not a built-in openGL function
pBytes0 = gltLoadTGA(textureFiles[iLoop],&iWidth, &iHeight,
&iComponents, &eFormat);
glTexImage2D(GL_TEXTURE_2D, 0, iComponents, iWidth, iHeight, 0, eFormat, GL_UNSIGNED_BYTE, pBytes0);
//set up texture parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
//try these too
// glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD);
// glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
free(pBytes0);
}
//enable textures
glEnable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST); // Hidden surface removal
//glFrontFace(GL_CCW);// Counter clock-wise polygons face out
//glEnable(GL_CULL_FACE); // Do not calculate inside
glCullFace(GL_FRONT_AND_BACK);
// Enable lighting
glEnable(GL_LIGHTING);
glEnable(GL_POINT_SMOOTH);
// Setup and enable light 0
glLightModelfv(GL_LIGHT_MODEL_AMBIENT,whiteLight);
glLightfv(GL_LIGHT0,GL_DIFFUSE,whiteLight);
glLightfv(GL_LIGHT0,GL_POSITION,lightPos);
glEnable(GL_LIGHT0);
// Enable colour tracking
glEnable(GL_COLOR_MATERIAL);
// Set Material properties to follow glColor values
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
// Black blue background
glClearColor(0.0f, 0.0f, 0.03f, 1.0f );
}
void TimerFunc(int value)
{
rotationTimer = rotationTimer +1;
glutSwapBuffers();
glutPostRedisplay();
glutTimerFunc(25, TimerFunc, 1);
}
void ChangeSize(int w, int h)
{
GLfloat fAspect;
// Prevent a divide by zero
if(h == 0)
h = 1;
// Set Viewport to window dimensions
glViewport(0, 0, w, h);
// Calculate aspect ratio of the window
fAspect = (GLfloat)w/(GLfloat)h;
// Set the perspective coordinate system
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// field of view of 45 degrees, near and far planes 1.0 and 1000
//that znear and zfar should typically have a ratio of 1000:1 to make sorting out z depth easier for the GPU
gluPerspective(55.0f, fAspect, 1.0, 1000.0);
// Modelview matrix reset
glMatrixMode(GL_MODELVIEW);
//pull the eye position back to view the scene
gluLookAt(0.00,0,400.0,//eye
0.00,0.00,0.00,//centre
0.00,1.00,0.00);//up
}
int main(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
glutInitWindowSize(800, 600);// a 4:3 ratio
glutCreateWindow(“Football Game”);
glutReshapeFunc(ChangeSize);
glutDisplayFunc(RenderScene);
glutTimerFunc(25, TimerFunc, 1);
glutSpecialFunc(SpecialKeys);
SetupRC();
glutMainLoop();
return 0;
}