#include #include 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