I graduated from college with a b.s. in c.s. in 2005.
Which college?
I graduated from college with a b.s. in c.s. in 2005.
Which college?
My Gamedev Journal: 2D Game Making, the Easy Way
---(Old Blog, still has good info): 2dGameMaking
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"No one ever posts on that message board; it's too crowded." - Yoga Berra (sorta)
Phil, what did you not understand about this code I posted?
It gives a general idea of how to encapsulate brick's and the ball into it's own structure, and shows how to handle collisions and rendering.
My Gamedev Journal: 2D Game Making, the Easy Way
---(Old Blog, still has good info): 2dGameMaking
-----
"No one ever posts on that message board; it's too crowded." - Yoga Berra (sorta)
Start with the structures:
struct TBrick {
int XPosition;
int YPosition;
int XSize;
int YSize;
uint32_t Color;
uint32_t ActiveState; // 0 is deactive; If it takes multiple hits to kill a brick, it can start greater than 1
};
struct TBall {
int XPosition;
int YPosition;
int XSize;
int YSize;
int XSpeed;
int YSpeed;
};
#define BRICK_COLUMNS 20 // how many bricks in a column
#define BRICK_ROWS 10 // how many bricks ina row
#define BRICK_START_X 60 // Where the bricks start on the x-axis
#define BRICK_START_Y 40 // Where the bricks start on the y-axis
#define BRICK_WIDTH 30 // brick width in pixels
#define BRICK_HEIGHT 15 // brickheight in pixels
// make this a global array
TBrick BrickArray[BRICK_COLUMNS][BRICK_ROWS];
// Initialize the Brick Array somewhere at the start of your code
for (int x = 0; x < BRICK_COLUMNS; x++) {
for (int y = 0; y < BRICK_ROWS; y++) {
BrickArray[x][y].XSize = BRICK_WIDTH;
BrickArray[x][y].YSize = BRICK_HEIGHT;
BrickArray[x][y].XLocation = BRICK_START_X + x*BRICK_WIDTH;
BrickArray[x][y].YLocation = BRICK_START_Y + y*BRICK_HEIGHT;
BrickArray[x][y].Color = 0xFFFFFFFF; // white
BrickArray[x][y].ActiveState = 1; // 1 hit to turn off brick
}
}
I graduated from California state san bernardino
My Gamedev Journal: 2D Game Making, the Easy Way
---(Old Blog, still has good info): 2dGameMaking
-----
"No one ever posts on that message board; it's too crowded." - Yoga Berra (sorta)
yeah!! thanks for all the help, I finally solved the collision problem with the ball and bricks.
Show us your solution. I've heard you say that before, but you come back and ask the question again.
My Gamedev Journal: 2D Game Making, the Easy Way
---(Old Blog, still has good info): 2dGameMaking
-----
"No one ever posts on that message board; it's too crowded." - Yoga Berra (sorta)
if( g_bBlock[4].m_bActive_three==true)
{
if(x>=3.0f && x<=5.0f && y>=3.5f && y<=4.0f)
{
ystep = -ystep;
bricks[2][4]=true;
g_bBlock[4].m_bActive_three=false;
}
}
well here it is
if( g_bBlock[4].m_bActive_three==true) { if(x>=3.0f && x<=5.0f && y>=3.5f && y<=4.0f) { ystep = -ystep; bricks[2][4]=true; g_bBlock[4].m_bActive_three=false; } }
Sigh.
...
Just...Sigh.
I give up. Good luck to you.
My Gamedev Journal: 2D Game Making, the Easy Way
---(Old Blog, still has good info): 2dGameMaking
-----
"No one ever posts on that message board; it's too crowded." - Yoga Berra (sorta)