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program flashes then only debug window shows when runnning

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the code is only a five level puzzle game. I am using SDL, opengl, C++, and codeblocks with the mingw32 compiler to make it. I know it has nothing to with SDL becuase I have installed a Devpack for SDL. also i can only execute it once then I must restart the IDE to run it again.
#include "SDL.h"
#include "SDL_opengl.h"
#include <iostream>
#include <math.h>

using namespace std;

bool checkCollision(float Ax,float Ay,float Aw,float Ah,int Bx, int By, int Bw, int Bh)
{
    if (Ay + Ah < By ) return false;
   else if (Ay > By + Bh) return false;
   else if (Ax + Aw < Bx) return false;
   else if (Ax > Bx + Bw ) return false;
   else if (Ax + Aw > Bx) return true;

    return true;
}
/*bool check (float px, float py, float ph, float pw, int obx[], int oby[],int obh[],int obw[])// use arrays with numbers then during check intriment a variable inside array []
{
    int c = 0;
    int b = 0;
    int a = 0;
    int i = 0;
    int counter = 0;
    int fx = 0;
    while (checkCollision(px,py,ph,pw,obx[c],oby[b],obh[a],obw[i]) == false && (c <= 13 || b <= 11 || a <= 13 || i <= 10))
    {

        if (counter == 1 + fx)
        {
            c++;
            if (checkCollision(px,py,ph,pw,obx[c],oby[b],obh[a],obw[i]) == true)
            {
                return true;
            }
        }
        else if (counter == 2 + fx)
        {
            b++;
            if (checkCollision(px,py,ph,pw,obx[c],oby[b],obh[a],obw[i]) == true)
            {
                return true;
            }
        }
        else if (counter == 3 + fx)
        {
            a++;
            if (checkCollision(px,py,ph,pw,obx[c],oby[b],obh[a],obw[i]) == true)
            {
                return true;
            }
        }
        else if (counter == 4 + fx)
        {
            i++;
            if (checkCollision(px,py,ph,pw,obx[c],oby[b],obh[a],obw[i]) == true)
            {
                return true;
            }
        }
        counter++;
        fx+=4;
    }
    return false;
}*/
int main(int argc, char* argv[])
{
    SDL_Init( SDL_INIT_EVERYTHING );

   SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 8);
   SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 8);
   SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 8);
   SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, 8);
   SDL_GL_SetAttribute( SDL_GL_BUFFER_SIZE, 32);
   SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16);
   SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1);

    SDL_WM_SetCaption( "stack 52" , NULL );

    SDL_SetVideoMode( 600,400,32, SDL_OPENGL);

    glClearColor(1,1,1,1); // RGBA

    glViewport(0,0,600,400);

    glShadeModel(GL_SMOOTH);

    glMatrixMode(GL_PROJECTION);

    glLoadIdentity();

    glEnable(GL_DEPTH_TEST);

    cout << "open gl is running";

    SDL_Event event;

    bool isRunning = true, isAlive = true;
    float xpers = 15;
    float ypers = 375;
    float wpers = 12.5;
    float hpers = 26;
    int moves = 52;
    int r = 0;
    int g = 0;
    int b = 0;
    int T = 0;

    struct LineVector

    {
        float x;
        float y;
    };

    bool left = false;
    bool right = false;
    bool up = false;
    bool lvl1 = true;
    bool lvl2,lvl3,lvl4,lvl5 = false;

    //main loop
    while ( isRunning )

    {
         while (SDL_PollEvent(&event) )
        {

        //EVENTS

                if (event.type == SDL_QUIT)

                {
                    isRunning = false;
                }


                if (event.type == SDL_KEYUP && event.key.keysym.sym == SDLK_ESCAPE)
                {
                    isRunning = false;
                }
                int c = 1;
            if (event.type == SDL_KEYUP && event.key.keysym.sym == SDLK_SPACE)
            {

                while (c <= 2)
                {
                    ypers = ypers + 150;
                    xpers = xpers + 60;
                    LineVector Gravity;
                    Gravity.x = +0.0f;  //Since gravity acts only in vertical direction
                    Gravity.y = -9.8f;

                }
                // will add wall jump by setting collision detection for the map with variable

                up = true;
            }


            if (event.type == SDL_KEYDOWN)
            {

                if(event.key.keysym.sym == SDLK_RIGHT)
                {
                    right = true;
                }

                else if (event.key.keysym.sym == SDLK_LEFT)
                {
                    left = true;
                }
            }
            else if (event.type == SDL_KEYUP)
            {
                if (event.key.keysym.sym == SDLK_RIGHT)
                {
                    right = false;
                }

                else if (event.key.keysym.sym == SDLK_LEFT)
                {
                    left = false;
                }
            }

            }

            if (moves == 48)
            {
                hpers = 24;
                //insert new pic after each
            }

            if (moves == 44)
            {
                hpers = 22;
            }

            if (moves == 40)
            {
                hpers = 20;
            }

            if (moves == 36)
            {
                hpers = 18;
            }

            if (moves == 32)
            {
                hpers = 16;
            }

            if (moves == 28)
            {
                hpers = 14;
            }

            if (moves == 24)
            {
                hpers = 12;
            }

            if (moves == 20)
            {
                hpers = 10;
            }

            if (moves == 16)
            {
                hpers = 8;
            }

            if (moves == 12)
            {
                hpers = 6;
            }

            if (moves == 8)
            {
                hpers = 4;
            }

            if (moves == 4)
            {
                hpers = 2;
            }

            if (moves == 0)
            {
                hpers = 0;
                isRunning = false;
            }
            //event logic



        //LOGIC
        if (isRunning == false)
        {
            SDL_Quit();
        }

        if (right == true)
        {
            xpers += 50;
            moves--;

        }

        if (left == true)
        {
            xpers -= 50;
            moves--;
        }

        if (up == true)
        {
            moves--;
        }

        if (lvl1 == false)
        {
            lvl2 = true;
        }

        if (lvl2 == false)
        {
            lvl3 = true;
        }

        if (lvl3 == false)
        {
            lvl4 = true;
        }

        if (lvl4 == false)
        {
            lvl5 = true;
        }

        if (lvl5 == true)
        {
            SDL_Quit();
        }
        if (xpers >= 600 - wpers || xpers <= 0)
        {
            xpers = -xpers;
        }
        if (ypers < 0 - hpers || ypers >= 400)
        {
            ypers = -ypers;
        }

        //rendering to the screen


        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        glPushMatrix();

        glOrtho(0,600,400,0,-1,1);

        while (isAlive)
        {
            glColor4ub(255,49,3,255);

            glBegin(GL_QUADS);// GL_POINTS, GL_LINES, GL_LINE_STRIP, GL_LINE_LOOP, GL_QUADS, GL_TRIANGLES, GL_POLIGON

            glVertex2f (xpers,ypers);
            glVertex2f (xpers + wpers,ypers);
            glVertex2f (xpers + wpers,ypers + hpers);
            glVertex2f (xpers,ypers + hpers);

            glEnd();
             LineVector Gravity;
                Gravity.x = +0.0f;  //Since gravity acts only in vertical direction
                Gravity.y = -9.8f;


                    ypers -= Gravity.y;

        }


    while (lvl1 == true)
    {
       float eox[8] = {0,75,35,85,130,155,455,450};
        float seox[9] = {75,115,25,125,110,155,160,450,549};
        float eoy[8] = {375,350,250,225,200,125,100,70};
        float seoy[9] = {375,275,360,350,225,200,175,100,70};

        glBegin(GL_LINES);

        glColor4ub (0,0,0,255);

        glVertex2f (eox[0],eoy[0]);//startu
        glVertex2f (seox[0],seoy[0]);//u

        glEnd();

        glBegin(GL_LINES);

        glColor4ub (0,0,0,255);

        glVertex2f (eox[1],eoy[0]);//eoxu
        glVertex2f (seox[1],seoy[1]);//u

        glEnd();

        glBegin(GL_LINES);
        glColor4ub(0,0,0,255);

        glVertex2f (eox[0],eoy[1]);//eoxu
        glVertex2f (seox[2],seoy[2]);//u

        glEnd();

        glBegin(GL_LINES);

        glColor4ub (0,0,0,255);

        glVertex2f (eox[2],eoy[1]);//eoxu
        glVertex2f (seox[0],seoy[3]);//u

        glEnd();

        glBegin(GL_LINE_STRIP);

        glColor4ub (0,0,0,255);

        glVertex2f (eox[1],eoy[2]);//eoxu
        glVertex2f (seox[3],seoy[5]);//u
        glVertex2f (eox[3],eoy[2]);//eoxu
        glVertex2f (seox[4],seoy[0]);

        glEnd();

        glBegin(GL_LINES);
        glVertex2f (eox[4], eoy[3]);//eoxu
        glVertex2f (seox[5],seoy[5]);//u

        glEnd();

        glBegin(GL_QUADS);
        glColor4ub (r = 205, g = 133,b = 63 ,255);

        glVertex2f (eox[5],eoy[6]);//eoxu
        glVertex2f (seox[6],seoy[6]);//u
        glVertex2f (eox[6],eoy[5]);//eoxu
        glVertex2f (seox[7],seoy[7]);//u

        glEnd();

        glBegin(GL_LINES);
      glColor4ub (r = 0, g = 0,b = 0 ,255);

        glVertex2f (eox[7],eoy[6]);//eoxu
        glVertex2f (seox[7],seoy[8]);//u

        glEnd();

        glBegin(GL_LINES);
        glColor4ub (0,0,0 ,255);

        glVertex2f (eox[7],eoy[7]);//eoxu
        glVertex2f (seox[8],seoy[8]);//

        glEnd();

            int xx = 370;
            int inc = 549;

        for (int d = 0; d <= 2; d++)
        {
            glBegin(GL_TRIANGLES);
            glColor4ub (0,0,0 ,255);

            glVertex2f (inc + 8.5,xx);//top
            glVertex2f (inc + 17,xx + 30);//far point
            glVertex2f (inc, xx + 30);//near point
            inc += 17;

            glEnd();

            while (xx == 370)
            {
                SDL_Quit();
            }
         }


         if ((xpers >= 530) && (ypers = 0))
            {
                lvl1 = false;
                xpers = 31;
                ypers = 300;
                hpers = 26;
            }
            while ((r == 205) && (g == 133) && (b == 63))
            {
                SDL_Delay(100);
                xpers = xpers - 10;
                while (lvl5 == true && xpers > 150)
                {
                    xpers -= 5;
                }
            }
            while (checkCollision(xpers,ypers,wpers,hpers,eox[T],seox[T],eoy[T],seoy[T]) == true)
            {
                if ((ypers + hpers > eoy[T]) || (ypers < seoy[T]))
                {
                    ypers = -ypers;
                }
                if ((xpers + wpers > eox[T]) || (xpers < seox[T]))
                {
                    xpers = -xpers;
                    if (up == true)
                    {
                        int x = 1;
                        while (x == 1)
                        {
                            ypers -= 150;
                        }
                    }
                }
                T++;
            }


    }
         while (lvl2)
    {
            float twox[6] = {31,221,371,391,411,561};//6
            float twoy[3] = {300,200,100};
            float two_x[6] = {181,371,221,391,411,561};
            float two_y[5] = {300,400,200,250,100};

             for (int d = 10; d >= 0; d--)
             {
                 int xx = 0;
                 int yy = 1.5 * xx;
                 glBegin(GL_TRIANGLES);

                glColor4ub(0,0,0,255);
                glVertex2f(0,0 + xx);
                xx += 40;
                glVertex2f(30,0 + xx);
                glVertex2f(0,0 + yy);

             }
            glBegin(GL_QUADS);
            glColor4ub(0,0,0,255);

            glVertex2f(twox[0],twoy[0]);
            glVertex2f(two_x[0],twoy[0]);
            glVertex2f(two_x[0],two_y[0]);
            glVertex2f(twox[0],two_y[0]);

            glEnd();
                int xx = 20;

            for (int d=0;d<=2;d++)
            {
                glBegin(GL_TRIANGLES);

                glVertex2f(181 + xx - 20,400);
                glVertex2f(181 + .5 * xx,370);
                glVertex2f(181 + xx,400);
                xx = 40;
                glEnd();
            }

             glBegin(GL_QUADS);
            glColor4ub(0,0,0,255);

            glVertex2f(twox[1],twoy[1]);
            glVertex2f(two_x[1],two_y[2]);
            glVertex2f(twox[2],twoy[1]);
            glVertex2f(two_x[2], two_y[1]);

            xx = 20;
            glEnd();
            for (int d=0;d<=2;d++)
            {

                glBegin(GL_TRIANGLES);

                glVertex2f(371 + xx - 20,400);
                glVertex2f(371 + .5 * xx,370);
                glVertex2f(371 + xx,400);
                xx = 40;
                glEnd();
            }

            glBegin(GL_LINES);

            glVertex2f(twox[3],twoy[1]);
            glVertex2f(two_x[3],two_y[3]);

            glEnd();

            glBegin(GL_LINES);

            glVertex2f(twox[3],twoy[1]);
            glVertex2f(two_x[3],0);

            glEnd();

            glBegin(GL_QUADS);

            glVertex2f(twox[4],twoy[2]);
            glVertex2f(two_x[5],two_y[4]);
            glVertex2f(twox[5],twoy[1]);
            glVertex2f(two_x[4], two_y[1]);

            glEnd();

            xx = 20;
            for (int d=0;d<=2;d++)
            {

                glBegin(GL_TRIANGLES);

                glVertex2f(561 + xx - 20,400);
                glVertex2f(561 + .5 * xx,370);
                glVertex2f(561 + xx,400);
                xx = 40;
                glEnd();
            }

             if ((xpers >= 530) && (ypers == 0))
            {
                lvl2 = false;
                xpers = 0;
                ypers = 320;
                hpers = 26;
            }
            T = 0;
            while (checkCollision(xpers,ypers,wpers,hpers,twox[T],twoy[T],two_x[T],two_y[T]) == true)
            {

                if ((ypers + hpers > twoy[T]) || (ypers < two_y[T]))
                {
                    ypers = -ypers;
                    if (up == true)
                    {
                        int x = 1;
                        while (x == 1)
                        {
                            ypers -= 150;
                        }
                    }
                }
                if ((xpers + wpers > twox[T]) || (xpers < two_x[T]))
                {
                    xpers = -xpers;

                }
                T++;
            }
         }
    while (lvl3)
    {
            for (int d = 1; d <= 30; d++)
            {
                glBegin(GL_TRIANGLES);
                float incrimentTwenty = 0;
                glVertex2f (incrimentTwenty, 400);

                incrimentTwenty += 20;

                glVertex2f (incrimentTwenty + 10,370);
                glVertex2f (incrimentTwenty + 20,400);

                glEnd();
            }
            struct blocks
            {
                float x1;
                float y1;
                float x2;
                float y2;
            };

            blocks one;
            one.x1 = 0;
            one.y1 = 80;
            one.x2 = 100;
            one.y2 = 30;

            glBegin(GL_QUADS);

            glVertex2f (one.x1, one.y1);
            glVertex2f (one.x1 + one.x2, one.y1);
            glVertex2f (one.x1 + one.x2, one.y1 + one.y2);
            glVertex2f (one.x1, one.y1 + one.y2);

            glEnd();

            while (one.x1 >= 0)
            {one.x1 += 15;}

            while(one.x1 + one.x2 >= 600)
            {one.x1 -= 15;}

             blocks two;
            two.x1 = 0;
            two.y1 = 320;
            two.x2 = 100;
            two.y2 = 30;

            glBegin(GL_QUADS);

            glVertex2f (two.x1, two.y1);
            glVertex2f (two.x1 + two.x2, two.y1);
            glVertex2f (two.x1 + two.x2, two.y1 + two.y2);
            glVertex2f (two.x1, two.y1 + two.y2);

            glEnd();
            while(checkCollision(xpers,ypers,wpers,hpers,two.x1,two.x2,two.y1,two.y2))
            {
                if ((ypers + hpers > two.y1) || (ypers < two.y1 + two.y2))
                {
                    ypers = -ypers;
                    if (up == true)
                    {
                        int x = 1;
                        while (x == 1)
                        {
                            ypers -= 150;
                        }
                    }
                }
                if ((xpers + wpers > two.x1) || (xpers < two.x2 + two.x1))
                {
                    xpers = -xpers;
                }
            }

            while(checkCollision(xpers,ypers,wpers,hpers,one.x1,one.x2,one.y1,one.y2))
            {
                    if ((ypers + hpers > one.y1) || (ypers < one.y1 + one.y2))
                    {
                        ypers = -ypers;
                        if (up == true)
                        {
                            int x = 1;
                            while (x == 1)
                            {
                                ypers -= 150;
                            }
                        }
                    }
                    if ((xpers + wpers > one.x1) || (xpers < one.x2 + one.x1))
                    {
                        xpers = -xpers;
                    }
            }


            while (two.x1 >= 0)
            {two.x1 += 20;}

            while(two.x1 + two.x2 > 600)
            {two.x1 -= 20;}

            //add springs when collision is added

             if ((xpers >= 530) && (ypers == 0))
            {
                lvl3 = false;
                xpers = 575;
                ypers = 50;
                hpers = 26;
            }
        }

        while (lvl4)
        {
            int x1 = 550;
            int y1 = 0;
            int y2 = 50;
            int x2 = 0;


            while (y2 == 50)
            {
                int counter = 1;
                counter++;

                if (counter % 10 != 0)
                {
                    glBegin(GL_LINES);

                    glVertex2f(x1,y2);
                    glVertex2f(x1,y1);

                    glEnd();
                }
                else
                {
                    glBegin(GL_LINES);

                    glVertex2f(0,0);
                    glVertex2f(0,0);

                    glEnd();
                }
                if ((ypers + hpers > y1) || (ypers < y1 + y2))
                {
                    ypers = -ypers;
                    if (up == true)
                    {
                        int x = 1;
                        while (x == 1)
                        {
                            ypers -= 150;
                        }
                    }
                }
                if ((xpers + wpers > x1) || (xpers < x2 + x1))
                {
                    xpers = -xpers;
                }

            }
            float x[7] = {600,550,200,525,510,525,517};
            float y[3] = {50,133,325};
            float xx[4] = {0,200,0,510};
            float yy[3] = {50,133,325};

            glBegin(GL_LINES);

            glVertex2f(x[0],y[0]);//x1,y1
            glVertex2f(xx[0],yy[0]);//xx1,yy1

            glEnd();

            glBegin(GL_LINES);

            glColor4ub (r = 205, g = 133,b = 63 ,255);

            glVertex2f(x[1],y[0]);//x2,y1
            glVertex2f(xx[1],yy[1]);

            glEnd();

            glBegin(GL_LINES);

            glVertex2f(xx[1],y[1]);
            glVertex2f(xx[2],yy[1]);

            glEnd();

            glBegin(GL_TRIANGLES);

            glVertex2f(x[3],y[2]);
            glVertex2f(xx[3],yy[2]);
            glVertex2f(x[4],y[2]);

            glEnd();

            glBegin(GL_TRIANGLES);// button to connect

            glVertex2f(x[5],y[2]);
            glVertex2f(xx[3],yy[2]);
            glVertex2f(x[6],y[2]);

            glEnd();

            if ((xpers == x[6]) && (ypers == y[2]))
            {
                xpers += 30;
                ypers -= 40;
            }
            T = 0;so 
        while (checkCollision(xpers,ypers,wpers,hpers,x[T],y[T],xx[T],yy[T]))
        {
            if ((ypers + hpers > y[T]) && (ypers < yy[T]))//come back to this to fix object var to progress through
                {
                    ypers = -ypers;
                    if (up == true)
                    {
                        //int xas = 1;
                        for (int xas = 1; xas < 2; xas++)
                        {
                            ypers -= 150;
                        }
                        //xas++;
                    }
                }
                if ((xpers + wpers > x[T]) && (xpers < xx[T]))
                {
                    xpers = -xpers;
                }
            T++;
        }
            if (ypers >= 140 && ypers <= 250)
            {
                if (xpers == 0)
                {
                    lvl4 = false;
                    xpers = 150;
                    ypers = 350;
                }
            }
    }
        while (lvl5)
        {
            int xs[13] = {0,249,249,299,300,350,400,380,420,600,560,500,520};
            int ys[12] = {0,400,270,320,350,270,220,170,250,70,0};
            int hs[12] = {50,249,299,350,300,400,380,420,560,600,520,500};
            int ws[10] = {340,270,320,350,270,220,170,250,70,0};

            int x = 100;
            float y = (1/250) * (x - 150) + 380;
            float height = 0;
            float width = 0;


                    glBegin(GL_LINE_STRIP);//since the arc is not a closed curve, this is a strip now

                    glColor4ub(r = 205,g = 133,b = 63,255);

                    // int y = (1/250) * (x - 150) + 380;

            for(int ii = 100; ii < 200; ii++)
            {
                    glVertex2f(x,y);
                    x++;
                    glVertex2f(x,y);

            }
                glEnd();

            while (checkCollision(xpers,ypers,wpers,hpers,x,y,height,width))
            {
                if (ypers + hpers <= y)
                {
                    ypers -= ypers;

                    if (up == true)
                    {
                        int xas = 1;
                        while (x == 1)
                        {
                            ypers -= 150;
                        }
                        xas++;
                }
                else if (xpers + wpers <= x)
                {
                    xpers -= xpers;
                }
            }

            glBegin(GL_LINES);

            glVertex2f(xs[0],ys[0]);
            glVertex2f(hs[0],ws[0]);

            glEnd();

            glBegin(GL_LINES);

            glVertex2f(xs[1],ys[1]);
            glVertex2f(hs[0],ws[0]);

            glEnd();

            int flo = 3;

         for (int n = 0;n < 117;n++)
         {

             glBegin(GL_TRIANGLES);

             glVertex2f(246 + flo,0);
             glVertex2f(249 + flo,20);
             glVertex2f(249 + flo,0);

             glEnd();

             flo += 3;
         }
            glBegin(GL_QUADS);

            glColor4ub(0,255,0,255);

            glVertex2f(xs[2],ys[2]);
            glVertex2f(hs[1],ws[1]);
            glVertex2f(xs[3],ys[3]);
            glVertex2f(hs[1],ws[2]);

            glEnd();

            glBegin(GL_QUADS);

            glColor4ub(0,255,0,255);

            glVertex2f(xs[4],ys[3]);
            glVertex2f(hs[3],ws[2]);
            glVertex2f(xs[5],ys[4]);
            glVertex2f(hs[4],ws[3]);

            glEnd();


            glBegin(GL_QUADS);

            glColor4ub(0,255,0,255);

            glVertex2f(xs[5],ys[3]);
            glVertex2f(hs[5],ws[2]);
            glVertex2f(xs[6],ys[4]);
            glVertex2f(hs[3],ws[3]);

            glEnd();


            glBegin(GL_QUADS);

            glColor4ub(0,255,0,255);

            glVertex2f(xs[7],ys[5]);
            glVertex2f(hs[7],ws[4]);
            glVertex2f(xs[8],ys[6]);
            glVertex2f(hs[6],ws[5]);

            glEnd();


            glBegin(GL_QUADS);

            glColor4ub(0,255,0,255);

            glVertex2f(xs[9],ys[7]);// gg = 600, xi = 170
            glVertex2f(hs[8],ws[6]);// uu = 560, rp = 170
            glVertex2f(xs[10],ys[8]);// yl = 560, mn = 250
            glVertex2f(hs[9],ws[7]);// ad = 600, eke = 250

            glEnd();


            glBegin(GL_QUADS);

            glColor4ub(0,255,0,255);

            glVertex2f(xs[11],ys[9]);// jdf = 500, gk = 70
            glVertex2f(hs[10],ws[8]);// yiu = 520, fj = 70
            glVertex2f(xs[12],ys[10]);// to = 520, ks = 0
            glVertex2f(hs[11],ws[9]);// wnf = 500, sls = 0

            glEnd();

             if ((xpers >= 530) && (ypers == 0))
            {
                lvl5 = false;
            }
            T = 0;
        while (checkCollision(xpers,ypers,wpers,hpers,xs[T],ys[T],hs[T],ws[T]) == true)
        {
            if ((ypers + hpers > ys[T]) || (ypers < ws[T]))
                {
                    ypers = -ypers;
                    if (up == true)
                    {
                        int x = 1;
                        while (x == 1)
                        {
                            ypers -= 150;
                        }
                    }
                }
                if ((xpers + wpers > xs[T]) && (xpers < hs[T]))
                {
                    xpers = -xpers;
                }
                T++;
        }
    }

        glPopMatrix();

        SDL_GL_SwapBuffers();
        SDL_Delay(1);


    }
    }
    std::cin.get();

    SDL_Quit();

    return 0;
}



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