rendered paste body#include <allegro.h>
#include <iostream>
BITMAP *buffer = NULL; //buffer
const int MOUSE = 0;
const int KEYBOARD = 1;
//timer
volatile long timerCounter = 0;
void increment_timerCounter()
{
timerCounter++;
}
class sprite {
protected:
int sprX,sprY,sprWidth,sprHeight;
public:
sprite() {sprX=sprY=sprWidth=sprHeight=0;}
sprite(int _sprX, int _sprY, int _sprWidth, int _sprHeight) {sprX = _sprX; sprY = _sprY; sprWidth = _sprWidth; sprHeight = _sprHeight;}
virtual ~sprite() {}
virtual void draw(BITMAP *dest) {draw_sprite(buffer, dest, sprX-(sprWidth/2), sprY-(sprHeight/2));}
};
class paddle : public sprite {
private:
int paddleCtrl,mousePosY;
public:
paddle() : sprite() {}
paddle(int _sprX, int _sprY, int _sprWidth, int _sprHeight, int _paddleCtrl) : sprite(_sprX, _sprY, _sprWidth, _sprHeight) {paddleCtrl = _paddleCtrl;}
void control();
};
void paddle::control() {
if (paddleCtrl == KEYBOARD)
{
if (key[KEY_UP]) sprY -= 10;
if (key[KEY_DOWN]) sprY +=10;
}
if (paddleCtrl == MOUSE)
{
sprY = mouse_pos & 0x0000ffff;
}
}
int main(int argc, char *argv[])
{
allegro_init();
install_keyboard();
install_timer();
install_mouse();
LOCK_VARIABLE(timerCounter);
LOCK_FUNCTION(increment_timerCounter);
install_int_ex(increment_timerCounter, BPS_TO_TIMER(60));
set_color_depth(16);
set_gfx_mode(GFX_AUTODETECT_WINDOWED,640,480,0,0);
buffer = create_bitmap(640,480);
if(buffer == NULL)
{
set_gfx_mode(GFX_TEXT,0,0,0,0);
allegro_message("Could not create buffer!");
}
BITMAP *playerSprite = NULL; //playersprite
playerSprite = load_bitmap("paddle.bmp", NULL); // Load picture
if(playerSprite == NULL)
{
set_gfx_mode(GFX_TEXT,0,0,0,0);
allegro_message("Could not load paddle.bmp");
}
paddle *myPlayer[2];
myPlayer[0] = new paddle(20,240,15,102,KEYBOARD);
myPlayer[1] = new paddle(620,240,15,102,MOUSE);
//the game loop
while (!k ey[KEY_ESC]) {
while(timerCounter > 0) {
for(int i=0;i<2;i++) {
myPlayer[i]->control();
}
timerCounter--;
}
for(int i=0;i<2;i++) {
myPlayer[i]->draw(playerSprite);
}
blit(buffer, screen, 0,0,0,0,640,480);//Draw the buffer to the screen
clear_bitmap(buffer); // Clear the contents of the buffer bitmap
}
destroy_bitmap(playerSprite); // Release the bitmap data
destroy_bitmap(buffer); // Release the bitmap data
return 0;
}
END_OF_MAIN(); //yah, finishin' it up