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#include "SDL.h" #include <cstdlib> #include <ctime> //#include "SDL_image.h" #include <string> #include <conio.h> #include <winsock2.h> #include <iostream> #pragma comment(lib,"ws2_32.lib") //Screen attributes const int SCREEN_WIDTH = 700; const int SCREEN_HEIGHT = 630; const int SCREEN_BPP = 32; float PLAYER_1_SPEED_X = 1; float PLAYER_1_SPEED_Y = .5; float PLAYER_2_SPEED_X = 1; float PLAYER_2_SPEED_Y = .5; //The surfaces SDL_Surface *red = NULL; SDL_Surface *yellow = NULL; SDL_Surface *green = NULL; SDL_Surface *blue = NULL; SDL_Surface *Hero = NULL; SDL_Surface *hwall = NULL; SDL_Surface *hwall2 = NULL; SDL_Surface *vwall = NULL; SDL_Surface *vwall2 = NULL; SDL_Surface *period = NULL; SDL_Surface *One = NULL; SDL_Surface *Two = NULL; SDL_Surface *Three = NULL; SDL_Surface *Four = NULL; SDL_Surface *Five = NULL; SDL_Surface *Six = NULL; SDL_Surface *Seven = NULL; SDL_Surface *Eight = NULL; SDL_Surface *Nine = NULL; SDL_Surface *Zero = NULL; SDL_Surface *Blank = NULL; SDL_Surface *JoinHost = NULL; SDL_Surface *ServerConnect = NULL; SDL_Surface *IPConnectMessage = NULL; SDL_Surface *Player1 = NULL; SDL_Surface *Player_2 = NULL; SDL_Surface *background = NULL; SDL_Surface *gbackground = NULL; SDL_Surface *screen = NULL; SDL_Event event; int IPpositionX = 50; int IPpositionY = 245; int BorderX [32] = {0,100,200,300,400,500,600,700,0,100,200,250,450,500,600,700,0,0,0,0,0,0,0,0,780,780,780,780,780,780,780,780}; int BorderY [32] = {780,780,780,780,780,780,780,780,0,0,0,0,0,0,0,0,0,100,200,300,400,500,600,700,0,100,200,300,400,500,600,700}; int WallX [87]; int WallY [87]; bool WallXY [87]; bool BorderXY [32] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}; bool getInput(char *c) { if (kbhit()) { *c = getch(); return true; // Key Was Hit } return false; // No keys were pressed } SDL_Surface *load_image( std::string filename ) { //The image that's loaded SDL_Surface* loadedImage = NULL; //The optimized image that will be used SDL_Surface* optimizedImage = NULL; //Load the image loadedImage = SDL_LoadBMP( filename.c_str() ); //If the image loaded if( loadedImage != NULL ) { //Create an optimized image optimizedImage = SDL_DisplayFormat( loadedImage ); //Free the old image SDL_FreeSurface( loadedImage ); } //Return the optimized image return optimizedImage; } void apply_surface( int x, int y, SDL_Surface* source, SDL_Surface* destination, SDL_Rect* clip = NULL ) { //Temporary rectangle to hold the offsets SDL_Rect offset; //Get the offsets offset.x = x; offset.y = y; //Blit the surface SDL_BlitSurface( source, clip, destination, &offset ); } void LevelGen() { //clear screen apply_surface(0,0,background,screen); //room 1 bot walls apply_surface(0,780,hwall,screen); WallX [71] = 0;WallY [71] = 780; WallXY [71] = 0; apply_surface(100,780,hwall,screen); WallX [72] = 100;WallY [72] = 780; WallXY [72] = 0; apply_surface(200,780,hwall,screen); WallX [73] = 200;WallY [73] = 780; WallXY [73] = 0; apply_surface(300,780,hwall,screen); WallX [74] = 300;WallY [74] = 780; WallXY [74] = 0; apply_surface(400,780,hwall,screen); WallX [75] = 400;WallY [75] = 780; WallXY [75] = 0; apply_surface(500,780,hwall,screen); WallX [76] = 500;WallY [76] = 780; WallXY [76] = 0; apply_surface(600,780,hwall,screen); WallX [77] = 600;WallY [77] = 780; WallXY [77] = 0; apply_surface(700,780,hwall,screen); WallX [78] = 700;WallY [78] = 780; WallXY [78] = 0; //room 1 top walls apply_surface(0,0,hwall,screen); WallX [79] = 0;WallY [79] = 0; WallXY [79] = 0; apply_surface(100,0,hwall,screen); WallX [80] = 100;WallY [80] = 0; WallXY [80] = 0; apply_surface(200,0,hwall,screen); WallX [81] = 200;WallY [81] = 0; WallXY [81] = 0; apply_surface(250,0,hwall,screen); WallX [82] = 250;WallY [82] = 0; WallXY [82] = 0; apply_surface(450,0,hwall,screen); WallX [83] = 450;WallY [83] = 0; WallXY [83] = 0; apply_surface(500,0,hwall,screen); WallX [84] = 500;WallY [84] = 0; WallXY [84] = 0; apply_surface(600,0,hwall,screen); WallX [85] = 600;WallY [85] = 0; WallXY [85] = 0; apply_surface(700,0,hwall,screen); WallX [86] = 700;WallY [86] = 0; WallXY [86] = 0; //room 1 left walls apply_surface(0,0,vwall,screen); apply_surface(0,100,vwall,screen); apply_surface(0,200,vwall,screen); apply_surface(0,300,vwall,screen); apply_surface(0,400,vwall,screen); apply_surface(0,500,vwall,screen); apply_surface(0,600,vwall,screen); apply_surface(0,700,vwall,screen); //room 1 right walls apply_surface(780,0,vwall,screen); apply_surface(780,100,vwall,screen); apply_surface(780,200,vwall,screen); apply_surface(780,300,vwall,screen); apply_surface(780,400,vwall,screen); apply_surface(780,500,vwall,screen); apply_surface(780,600,vwall,screen); apply_surface(780,700,vwall,screen); //player apply_surface(400,700,Hero,screen); //Set Walls srand (time(NULL)); for (int y = 0; y < 70; y++) { int rando = rand() % 2; int randomvx = rand() % 800; int randomvy = rand() % 800; int randomhx = rand() % 800; int randomhy = rand() % 800; if (rando == 1) { apply_surface(randomvx, randomvy, vwall, screen); WallX [y] = randomvx; WallY [y] = randomvy; WallXY [y] = 1; } else if (rando == 0) { apply_surface(randomhx, randomhy, hwall, screen); WallX [y] = randomhx; WallY [y] = randomhy; WallXY [y] = 0; } } for (int x = 0; x < 70; x++) { if (WallXY [x] == 1) { apply_surface( WallX [x], WallY [x], vwall, screen); } if (WallXY [x] == 0) { apply_surface( WallX [x], WallY [x], hwall, screen); } } SDL_Flip(screen); SDL_Delay(500); } bool init() { //Initialize all SDL subsystems if( SDL_Init( SDL_INIT_EVERYTHING ) == -1 ) { return false; } //Set up the screen screen = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_SWSURFACE ); //If there was an error in setting up the screen if( screen == NULL ) { return false; } //Set the window caption SDL_WM_SetCaption( "Arena", NULL ); //If everything initialized fine return true; } bool load_files() { //Load the image red = load_image("images/red.bmp"); blue = load_image("images/blue.bmp"); green = load_image("images/green.bmp"); yellow = load_image("images/yellow.bmp"); Hero = load_image("images/Player.bmp"); hwall = load_image("images/HWall.bmp"); hwall2 = load_image("images/HWallBlack.bmp"); vwall = load_image("images/VWall.bmp"); vwall2 = load_image("images/VWallBlack.bmp"); period = load_image("images/period.bmp"); Zero = load_image("images/0.bmp"); One = load_image("images/1.bmp"); Two = load_image("images/2.bmp"); Three = load_image("images/3.bmp"); Four = load_image("images/4.bmp"); Five = load_image("images/5.bmp"); Six = load_image("images/6.bmp"); Seven = load_image("images/7.bmp"); Eight = load_image("images/8.bmp"); Nine = load_image("images/9.bmp"); Blank = load_image("images/blank.bmp"); JoinHost = load_image("images/JoinHost.bmp"); ServerConnect = load_image("images/ServerConnecting.bmp"); IPConnectMessage = load_image("images/IPConnectMessage.bmp"); Player1 = load_image("images/Player 1.bmp"); Player_2 = load_image("images/Player 2.bmp"); background = load_image("images/background.bmp"); gbackground = load_image("images/game_background.bmp"); return true; } void clean_up() { //Quit SDL SDL_Quit(); } SOCKET Client() { WSADATA WsaDat; if(WSAStartup(MAKEWORD(2,2),&WsaDat)!=0) { std::cout<<"WSA Initialization failed!\r\n"; WSACleanup(); system("PAUSE"); return 0; } SOCKET Socket=socket(AF_INET,SOCK_STREAM,IPPROTO_TCP); if(Socket==INVALID_SOCKET) { std::cout<<"Socket creation failed.\r\n"; WSACleanup(); system("PAUSE"); return 0; } apply_surface(150,175,IPConnectMessage,screen); SDL_Flip(screen); bool quit = false; std::string str; SDL_EnableUNICODE( SDL_ENABLE ); //While the user hasn't quit while( quit == false ) {//1 //While there's an event to handle if( SDL_PollEvent( &event )) { //If a key was pressed if( event.type == SDL_KEYDOWN ) { //If the key is a number if( ( event.key.keysym.unicode >= (Uint16)'0' ) && ( event.key.keysym.unicode <= (Uint16)'9' ) ) { //Append the character str += (char)event.key.keysym.unicode; if (event.key.keysym.unicode == (Uint16)48) { apply_surface(IPpositionX,IPpositionY,Zero,screen); IPpositionX += 50; SDL_Flip(screen); } else if (event.key.keysym.unicode == (Uint16)49) { apply_surface(IPpositionX,IPpositionY,One,screen); IPpositionX += 50; SDL_Flip(screen); } else if (event.key.keysym.unicode == (Uint16)50) { apply_surface(IPpositionX,IPpositionY,Two,screen); IPpositionX += 50; SDL_Flip(screen); } else if (event.key.keysym.unicode == (Uint16)51) { apply_surface(IPpositionX,IPpositionY,Three,screen); IPpositionX += 50; SDL_Flip(screen); } else if (event.key.keysym.unicode == (Uint16)52) { apply_surface(IPpositionX,IPpositionY,Four,screen); IPpositionX += 50; SDL_Flip(screen); } else if (event.key.keysym.unicode == (Uint16)53) { apply_surface(IPpositionX,IPpositionY,Five,screen); IPpositionX += 50; SDL_Flip(screen); } else if (event.key.keysym.unicode == (Uint16)54) { apply_surface(IPpositionX,IPpositionY,Six,screen); IPpositionX += 50; SDL_Flip(screen); } else if (event.key.keysym.unicode == (Uint16)55) { apply_surface(IPpositionX,IPpositionY,Seven,screen); IPpositionX += 50; SDL_Flip(screen); } else if (event.key.keysym.unicode == (Uint16)56) { apply_surface(IPpositionX,IPpositionY,Eight,screen); IPpositionX += 50; SDL_Flip(screen); } else if (event.key.keysym.unicode == (Uint16)57) { apply_surface(IPpositionX,IPpositionY,Nine,screen); IPpositionX += 50; SDL_Flip(screen); } } if ( ( event.key.keysym.unicode == (Uint16)46 )) { //Append the character str += (char)event.key.keysym.unicode; apply_surface(IPpositionX,IPpositionY,period,screen); IPpositionX += 50; SDL_Flip(screen); } //If backspace was pressed and the string isn't blank if( ( event.key.keysym.sym == SDLK_BACKSPACE ) && ( str.length() != 0 ) ) { //Remove a character from the end str.erase( str.length() - 1 ); IPpositionX -= 50; apply_surface(IPpositionX,IPpositionY,Blank,screen); SDL_Flip(screen); } if ( ( event.key.keysym.sym == (Uint16)13)) { quit = true; } } //If the user has Xed out the window if( event.type == SDL_QUIT ) { //Quit the program clean_up(); return 0; } } }//1 char IP[15]; strcpy(IP,str.c_str()); // Resolve IP address for hostname struct hostent *host; if((host=gethostbyname(IP))==NULL) { //std::cout<<"Failed to resolve hostname.\r\n"; WSACleanup(); //system("PAUSE"); return 0; } // Setup our socket address structure SOCKADDR_IN SockAddr; SockAddr.sin_port=htons(8888); SockAddr.sin_family=AF_INET; SockAddr.sin_addr.s_addr=*((unsigned long*)host->h_addr); // Attempt to connect to server if(connect(Socket,(SOCKADDR*)(&SockAddr),sizeof(SockAddr))!=0) { //std::cout<<"Failed to establish connection with server\r\n"; WSACleanup(); //system("PAUSE"); return 0; } u_long iMode=1; ioctlsocket(Socket,FIONBIO,&iMode); return Socket; } SOCKET Server() { WSADATA WsaDat; if(WSAStartup(MAKEWORD(2,2),&WsaDat)!=0) { std::cout<<"WSA Initialization failed!\r\n"; WSACleanup(); system("PAUSE"); return 0; } SOCKET Socket=socket(AF_INET,SOCK_STREAM,IPPROTO_TCP); if(Socket==INVALID_SOCKET) { std::cout<<"Socket creation failed.\r\n"; WSACleanup(); system("PAUSE"); return 0; } SOCKADDR_IN serverInf; serverInf.sin_family=AF_INET; serverInf.sin_addr.s_addr=INADDR_ANY; serverInf.sin_port=htons(8888); if(bind(Socket,(SOCKADDR*)(&serverInf),sizeof(serverInf))==SOCKET_ERROR) { std::cout<<"Unable to bind socket!\r\n"; WSACleanup(); system("PAUSE"); return 0; } listen(Socket,1); SOCKET TempSock=SOCKET_ERROR; while(TempSock==SOCKET_ERROR) { //std::cout<<"Waiting for incoming connections...\r\n"; apply_surface(0,0,ServerConnect,screen); SDL_Flip(screen); TempSock=accept(Socket,NULL,NULL); } // If iMode!=0, non-blocking mode is enabled. u_long iMode=1; ioctlsocket(Socket,FIONBIO,&iMode); Socket=TempSock; //std::cout<<"Client connected!\r\n\r\n"; //std::cout<<"\a"; return Socket; } ///////////////////// class Player { private: //The X and Y offsets of the dot //The velocity of the dot float xVel, yVel; public: //Initializes the variables Player(); float x, y; //Takes key presses and adjusts the dot's velocity void handle_input(SOCKET Socket); void handle_input(int in); //Moves the dot void move(); //Shows the dot on the screen void show(); }; Player::Player() { //SDL_Surface *Player = NULL; //Player = load_image("images/Player.bmp"); //Initialize the offsets x = 10; y = 40; //Initialize the velocity xVel = 0; yVel = 0; } void Player::handle_input(SOCKET Socket) { char output[1]; //If a key was pressed if( event.type == SDL_KEYDOWN ) { //Adjust the velocity switch( event.key.keysym.sym ) { case SDLK_UP: yVel -= PLAYER_1_SPEED_Y; memset(output,1,0); send(Socket,output,1,0); break; case SDLK_DOWN: yVel += PLAYER_1_SPEED_Y; memset(output,2,0); send(Socket,output,1,0); break; case SDLK_LEFT: xVel -= PLAYER_1_SPEED_X; memset(output,3,0); send(Socket,output,1,0); break; case SDLK_RIGHT: xVel += PLAYER_1_SPEED_X; memset(output,4,0); send(Socket,output,1,0); break; } } //If a key was released else if( event.type == SDL_KEYUP ) { //Adjust the velocity switch( event.key.keysym.sym ) { case SDLK_UP: yVel += PLAYER_1_SPEED_Y; memset(output,5,0); send(Socket,output,1,0); break; case SDLK_DOWN: yVel -= PLAYER_1_SPEED_Y; memset(output,6,0); send(Socket,output,1,0); break; case SDLK_LEFT: xVel += PLAYER_1_SPEED_X; memset(output,7,0); send(Socket,output,1,0); break; case SDLK_RIGHT: xVel -= PLAYER_1_SPEED_X; memset(output,8,0); send(Socket,output,1,0); break; } } } void Player::handle_input(int in) { switch(in) { //keydown //up case 1: yVel -= PLAYER_1_SPEED_Y; break; //down case 2: yVel += PLAYER_1_SPEED_Y; break; //left case 3: xVel -= PLAYER_1_SPEED_X; break; //right case 4: xVel += PLAYER_1_SPEED_X; break; //keyup //up case 5: yVel += PLAYER_1_SPEED_Y; break; //down case 6: yVel -= PLAYER_1_SPEED_Y; break; //left case 7: xVel += PLAYER_1_SPEED_X; break; //right case 8: xVel -= PLAYER_1_SPEED_X; break; } } void Player::move() { //Move the dot left or right // x += xVel; /*for (int z = 16; z < 32; z++) { if (BorderXY [z] == 1) { //x if (x > BorderX [z] - 15 && x < BorderX [z] + 20 && y > BorderY [z] && y < BorderY [z] + 100) { x -= xVel; } } if (BorderXY [z] == 0) { //x if (x > BorderX [z] - 15 && x < BorderX [z] + 100 && y > BorderY [z] - 15 && y < BorderY [z] + 20) { x -= xVel; } } } for (int z = 0; z < 16; z++) { if (BorderXY [z] == 1) { if (y > BorderY [z] - 15 && y < BorderY [z] + 100 && x > BorderX [z] - 15 && x < BorderX [z] + 20) { y -= yVel; } } if (BorderXY [z] == 0) { if (y > BorderY [z] - 15 && y < BorderY [z] + 20 && x > BorderY [z] - 15 && x < BorderY [z] + 100) { y -= yVel; } } } //If the dot went too far to the left or right for (int q = 0; q < 87; q++) { if (WallXY [q] == 1) { //x if (x > WallX [q] - 15 && x < WallX [q] + 20 && y > WallY [q] - 15 && y < WallY [q] + 100) { x -= xVel; } } if (WallXY [q] == 0) { //x if (x > WallX [q] - 15 && x < WallX [q] + 100 && y > WallY [q] - 15 && y < WallY [q] + 20) { x -= xVel; } } } /*if( ( x < 0 ) || ( x + 34 > 800 ) ) { //move back x -= xVel; }*/ //Move the dot up or down // y += yVel; /* for (int q = 0; q < 87; q++) { if (WallXY [q] == 1) { if (y > WallY [q] - 15 && y < WallY [q] + 100 && x > WallX [q] - 15 && x < WallX [q] + 20) { y -= yVel; } } if (WallXY [q] == 0) { if (y > WallY [q] - 15 && y < WallY [q] + 20 && x > WallX [q] - 15 && x < WallX [q] + 100) { y -= yVel; } } } //If the dot went too far up or down /*if( ( y < 0 ) || ( y + 34 > 800 ) ) { //move back y -= yVel; }*/ } void Player::show() { x += xVel; y += yVel; apply_surface(0, 0, gbackground, screen); apply_surface( x, y, Player1, screen ); /*for (int q = 0; q < 87; q++) { if (WallXY [q] == 1) { //x if (x > WallX [q] - 15 && x < WallX [q] + 19 && y > WallY [q] - 15 && y < WallY [q] + 99) { x -= 15; } } if (WallXY [q] == 0) { //x if (x > WallX [q] - 15 && x < WallX [q] + 99 && y > WallY [q] - 15 && y < WallY [q] + 19) { x -= 15; } } } for (int q = 0; q < 87; q++) { if (WallXY [q] == 1) { if (y > WallY [q] - 15 && y < WallY [q] + 99 && x > WallX [q] - 15 && x < WallX [q] + 19) { y -= 15; } } if (WallXY [q] == 0) { if (y > WallY [q] - 15 && y < WallY [q] + 19 && x > WallX [q] - 15 && x < WallX [q] + 99) { y -= 15; } } } for (int x = 0; x < 70; x++) { if (WallXY [x] == 1) { apply_surface( WallX [x], WallY [x], vwall2, screen); } if (WallXY [x] == 0) { apply_surface( WallX [x], WallY [x], hwall2, screen); } }*/ /*//room 1 bot walls apply_surface(0,780,hwall,screen); apply_surface(100,780,hwall,screen); apply_surface(200,780,hwall,screen); apply_surface(300,780,hwall,screen); apply_surface(400,780,hwall,screen); apply_surface(500,780,hwall,screen); apply_surface(600,780,hwall,screen); apply_surface(700,780,hwall,screen); //room 1 top walls apply_surface(0,0,hwall,screen); apply_surface(100,0,hwall,screen); apply_surface(200,0,hwall,screen); apply_surface(250,0,hwall,screen); apply_surface(450,0,hwall,screen); apply_surface(500,0,hwall,screen); apply_surface(600,0,hwall,screen); apply_surface(700,0,hwall,screen); //room 1 left walls apply_surface(0,0,vwall,screen); apply_surface(0,100,vwall,screen); apply_surface(0,200,vwall,screen); apply_surface(0,300,vwall,screen); apply_surface(0,400,vwall,screen); apply_surface(0,500,vwall,screen); apply_surface(0,600,vwall,screen); apply_surface(0,700,vwall,screen); //room 1 right walls apply_surface(780,0,vwall,screen); apply_surface(780,100,vwall,screen); apply_surface(780,200,vwall,screen); apply_surface(780,300,vwall,screen); apply_surface(780,400,vwall,screen); apply_surface(780,500,vwall,screen); apply_surface(780,600,vwall,screen); apply_surface(780,700,vwall,screen); apply_surface( x, y, Hero, screen ); */ } /////////////////////////// class Player2 { private: //The X and Y offsets of the dot //The velocity of the dot float xVel, yVel; public: //Initializes the variables Player2(); float x, y; //Takes key presses and adjusts the dot's velocity void handle_input(SOCKET Socket); void handle_input(char in); //Moves the dot void move(); //Shows the dot on the screen void show(); }; Player2::Player2() { //SDL_Surface *Player = NULL; //Player = load_image("images/Player.bmp"); //Initialize the offsets x = 640; y = 570; //Initialize the velocity xVel = 0; yVel = 0; } void Player2::handle_input(char in) { switch(in) { //keydown //up case 1: yVel -= PLAYER_2_SPEED_Y; break; //down case 2: yVel += PLAYER_2_SPEED_Y; break; //left case 3: xVel -= PLAYER_2_SPEED_X; break; //right case 4: xVel += PLAYER_2_SPEED_X; break; //keyup //up case 5: yVel += PLAYER_2_SPEED_Y; break; //down case 6: yVel -= PLAYER_2_SPEED_Y; break; //left case 7: xVel += PLAYER_2_SPEED_X; break; //right case 8: xVel -= PLAYER_2_SPEED_X; break; } } void Player2::handle_input(SOCKET Socket) { char output[1]; //If a key was pressed if( event.type == SDL_KEYDOWN ) { //Adjust the velocity switch( event.key.keysym.sym ) { case SDLK_UP: yVel -= PLAYER_2_SPEED_Y; memset(output,1,0); send(Socket,output,1,0); break; case SDLK_DOWN: yVel += PLAYER_2_SPEED_Y; memset(output,2,0); send(Socket,output,1,0); break; case SDLK_LEFT: xVel -= PLAYER_2_SPEED_X; memset(output,3,0); send(Socket,output,1,0); break; case SDLK_RIGHT: xVel += PLAYER_2_SPEED_X; memset(output,4,0); send(Socket,output,1,0); break; } } //If a key was released else if( event.type == SDL_KEYUP ) { //Adjust the velocity switch( event.key.keysym.sym ) { case SDLK_UP: yVel += PLAYER_2_SPEED_Y; memset(output,5,0); send(Socket,output,1,0); break; case SDLK_DOWN: yVel -= PLAYER_2_SPEED_Y; memset(output,6,0); send(Socket,output,1,0); break; case SDLK_LEFT: xVel += PLAYER_2_SPEED_X; memset(output,7,0); send(Socket,output,1,0); break; case SDLK_RIGHT: xVel -= PLAYER_2_SPEED_X; memset(output,8,0); send(Socket,output,1,0); break; } } } void Player2::move() { //Move the dot left or right // x += xVel; /*for (int z = 16; z < 32; z++) { if (BorderXY [z] == 1) { //x if (x > BorderX [z] - 15 && x < BorderX [z] + 20 && y > BorderY [z] && y < BorderY [z] + 100) { x -= xVel; } } if (BorderXY [z] == 0) { //x if (x > BorderX [z] - 15 && x < BorderX [z] + 100 && y > BorderY [z] - 15 && y < BorderY [z] + 20) { x -= xVel; } } } for (int z = 0; z < 16; z++) { if (BorderXY [z] == 1) { if (y > BorderY [z] - 15 && y < BorderY [z] + 100 && x > BorderX [z] - 15 && x < BorderX [z] + 20) { y -= yVel; } } if (BorderXY [z] == 0) { if (y > BorderY [z] - 15 && y < BorderY [z] + 20 && x > BorderY [z] - 15 && x < BorderY [z] + 100) { y -= yVel; } } } //If the dot went too far to the left or right for (int q = 0; q < 87; q++) { if (WallXY [q] == 1) { //x if (x > WallX [q] - 15 && x < WallX [q] + 20 && y > WallY [q] - 15 && y < WallY [q] + 100) { x -= xVel; } } if (WallXY [q] == 0) { //x if (x > WallX [q] - 15 && x < WallX [q] + 100 && y > WallY [q] - 15 && y < WallY [q] + 20) { x -= xVel; } } } /*if( ( x < 0 ) || ( x + 34 > 800 ) ) { //move back x -= xVel; }*/ //Move the dot up or down y += yVel; /* for (int q = 0; q < 87; q++) { if (WallXY [q] == 1) { if (y > WallY [q] - 15 && y < WallY [q] + 100 && x > WallX [q] - 15 && x < WallX [q] + 20) { y -= yVel; } } if (WallXY [q] == 0) { if (y > WallY [q] - 15 && y < WallY [q] + 20 && x > WallX [q] - 15 && x < WallX [q] + 100) { y -= yVel; } } } //If the dot went too far up or down /*if( ( y < 0 ) || ( y + 34 > 800 ) ) { //move back y -= yVel; }*/ } void Player2::show() { x += xVel; y += yVel; //apply_surface(0, 0, gbackground, screen); apply_surface( x, y, Player_2, screen ); /*for (int q = 0; q < 87; q++) { if (WallXY [q] == 1) { //x if (x > WallX [q] - 15 && x < WallX [q] + 19 && y > WallY [q] - 15 && y < WallY [q] + 99) { x -= 15; } } if (WallXY [q] == 0) { //x if (x > WallX [q] - 15 && x < WallX [q] + 99 && y > WallY [q] - 15 && y < WallY [q] + 19) { x -= 15; } } } for (int q = 0; q < 87; q++) { if (WallXY [q] == 1) { if (y > WallY [q] - 15 && y < WallY [q] + 99 && x > WallX [q] - 15 && x < WallX [q] + 19) { y -= 15; } } if (WallXY [q] == 0) { if (y > WallY [q] - 15 && y < WallY [q] + 19 && x > WallX [q] - 15 && x < WallX [q] + 99) { y -= 15; } } } for (int x = 0; x < 70; x++) { if (WallXY [x] == 1) { apply_surface( WallX [x], WallY [x], vwall2, screen); } if (WallXY [x] == 0) { apply_surface( WallX [x], WallY [x], hwall2, screen); } }*/ /*//room 1 bot walls apply_surface(0,780,hwall,screen); apply_surface(100,780,hwall,screen); apply_surface(200,780,hwall,screen); apply_surface(300,780,hwall,screen); apply_surface(400,780,hwall,screen); apply_surface(500,780,hwall,screen); apply_surface(600,780,hwall,screen); apply_surface(700,780,hwall,screen); //room 1 top walls apply_surface(0,0,hwall,screen); apply_surface(100,0,hwall,screen); apply_surface(200,0,hwall,screen); apply_surface(250,0,hwall,screen); apply_surface(450,0,hwall,screen); apply_surface(500,0,hwall,screen); apply_surface(600,0,hwall,screen); apply_surface(700,0,hwall,screen); //room 1 left walls apply_surface(0,0,vwall,screen); apply_surface(0,100,vwall,screen); apply_surface(0,200,vwall,screen); apply_surface(0,300,vwall,screen); apply_surface(0,400,vwall,screen); apply_surface(0,500,vwall,screen); apply_surface(0,600,vwall,screen); apply_surface(0,700,vwall,screen); //room 1 right walls apply_surface(780,0,vwall,screen); apply_surface(780,100,vwall,screen); apply_surface(780,200,vwall,screen); apply_surface(780,300,vwall,screen); apply_surface(780,400,vwall,screen); apply_surface(780,500,vwall,screen); apply_surface(780,600,vwall,screen); apply_surface(780,700,vwall,screen); apply_surface( x, y, Hero, screen ); */ } ////////////////////// int main( int argc, char* argv[] ) { SOCKET Socket; bool RedOrBlue; //Make sure the program waits for a quit bool quit = false; Player player1; Player2 player2; apply_surface(0,0,background,screen); //Initialize if( init() == false ) { return 1; } //Load the files if( load_files() == false ) { return 1; } SDL_EnableUNICODE( SDL_ENABLE ); //Connect to partner apply_surface(210, 210,JoinHost,screen); SDL_Flip( screen ); bool hmm = false; //While the user hasn't quit while( hmm == false ) {//1 //While there's an event to handle if( SDL_PollEvent( &event )) { //If a key was pressed if( event.type == SDL_KEYDOWN ) { //If the key is a number if( event.key.keysym.unicode == (Uint16)106 ) { apply_surface(0,0,background,screen); SDL_Flip( screen ); if (Socket = Client()) { return 0; } RedOrBlue = true; hmm = true; } else if( event.key.keysym.unicode == (Uint16)104 ) { apply_surface(0,0,background,screen); SDL_Flip( screen ); if (Socket = Server()) { return 0; } RedOrBlue = false; hmm = true; } } //If the user has Xed out the window if( event.type == SDL_QUIT ) { //Quit the program clean_up(); return 0; } } } //Client**************************************************** if (RedOrBlue == true) { apply_surface(0,0,gbackground,screen); apply_surface(player1.x,player1.y,Player1,screen); apply_surface(player2.x,player2.y,Player_2,screen); //Update the screen if( SDL_Flip( screen ) == -1 ) { return 1; } SDL_EnableUNICODE( SDL_DISABLE ); //While the user hasn't quit while( quit == false ) {//1 //While there's an event to handle if( SDL_PollEvent( &event )) { char buffer[1]; memset(buffer,0,0); int inDataLength=recv(Socket,buffer,1,0); int input = buffer[0]; player1.handle_input(input); player2.handle_input(Socket); //If the user has Xed out the window if( event.type == SDL_QUIT ) { //Quit the program quit = true; } } player1.move(); player2.move(); player1.show(); player2.show(); //Update the screen if( SDL_Flip( screen ) == -1 ) { return 1; } }//1 //Free the surface and quit SDL clean_up(); return 0; } //Server*********************************************************** else if (RedOrBlue == false) { char buffer[1]; // char input; apply_surface(0,0,gbackground,screen); apply_surface(player1.x,player1.y,Player1,screen); apply_surface(player2.x,player2.y,Player_2,screen); //Update the screen if( SDL_Flip( screen ) == -1 ) { return 1; } SDL_EnableUNICODE( SDL_DISABLE ); //While the user hasn't quit while( quit == false ) {//1 //While there's an event to handle if( SDL_PollEvent( &event )) { memset(buffer,0,0); int inDataLength=recv(Socket,buffer,1,0); //input = buffer[0]; player1.handle_input(Socket); player2.handle_input(buffer[0]); //If the user has Xed out the window if( event.type == SDL_QUIT ) { //Quit the program quit = true; } } player1.move(); player2.move(); player1.show(); player2.show(); //Update the screen if( SDL_Flip( screen ) == -1 ) { return 1; } }//1 //Free the surface and quit SDL clean_up(); return 0; } else { clean_up(); return 0; } }
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