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How to get sfml on cygwin tutorial
How to get sfml on cygwin tutorial













We need the following sets of libraries in programming OpenGL: P.y=clamp(p.y,t.top+t.height+5,b.top-player2.getSize().We need a C/C++ compiler, either GCC (GNU Compiler Collection) from MinGW or Cygwin (for Windows), or Visual C/C++ Compiler, or others. If ( intersects(player2,bottom) || intersects(player2,top) ) If ( intersects(player1,bottom) || intersects(player1,top) ) block players pad inside the play area Player2.move(0, moveDistance*updateTime/40.0) īall.move(ballSpeed.x*updateTime,ballSpeed.y*updateTime) If (ball.getPosition().y player2.getPosition().y+player2.getSize().y) Player1.move(0,moveDistance*updateTime/50.0) If (Keyboard::isKeyPressed(Keyboard::Down)) Player1.move(0,-moveDistance*updateTime/50.0) If (Keyboard::isKeyPressed(Keyboard::Up)) tPosition(width/2-score.getGlobalBounds().width/2,40) įps.setPosition(fps.getGlobalBounds().width/2,40) tPosition(width/2-lost.getGlobalBounds().width/2,height/2-lost.getGlobalBounds().height/2) tString("You have lost this game, \n better luck next time!") Won.setPosition(width/2-won.getGlobalBounds().width/2,height/2-won.getGlobalBounds().height/2) Won.setString("You have won this game.\n\n Congratulations !") tPosition(width/2-start.getGlobalBounds().width/2,400) tPosition(width/2-title.getGlobalBounds().width/2,100) tPosition(margin-borderSize, height/2-25) tSize(Vector2f(borderSize, height)) ītPosition(-2*borderSize, height-borderSize) ītSize(Vector2f(width+4*borderSize, borderSize)) Top.setSize(Vector2f(width+4*borderSize, borderSize)) Window.create(videoMode,"Pong Structured") reflect the ball according to the angle of omīool intersects (const RectangleShape & rect1,const RectangleShape & rect2)įloat clamp (const float x, const float a, const float b)Įnum states let's scale om to square dimensions and act as if p is a square Vector2f om=Vector2f(b.left+b.width/2-o.x,b.top+b.height/2-o.y) om: vector from o to the center of the ball Vector2f o=Vector2f(p.left+p.width/2,p.top+p.height/2) Collisions coming from the rear can be ignored. Supposing the ball can be represented by a point, we use the angle of its speed vector seen from the center of the rectangle to determine which side it is coming from.įor instance, we can now correct the previous game of pong so that players only hit the ball if it is coming from the front side. We now want a rectangle that reflects the ball according to the side it is coming from. Until now, we have only simulated collisions coming from one side. How to improve our rectangle collisions ? Text info("Use the keys \n A Z E R \n Q S D F\n W X C V\n to play sounds.",font,20) If (!soundBuffer4.loadFromFile("blop.wav")) If (!soundBuffer3.loadFromFile("blap.wav")) If (!soundBuffer2.loadFromFile("blam.wav")) If (!soundBuffer1.loadFromFile("blip.wav")) For more precision, we can wait several frames and get an average of the elasped time per frame.įloat fFps=1000000/time.asMicroseconds() One million divided by the number of micro seconds since the last redraw is the number of frames that can be drawn in a second at the current rate. With the Clock class, we can query the time spent between two redraws with getElapsedTime(). How to get the refresh rate in frame per second ? In this tutorial, we will cover refresh rate, a basic game structure, a custom game loop and the game of Break Out!. Tutorial 03 – Basic Game Structure – Break Out!















How to get sfml on cygwin tutorial