Doely Ball(paddle) Mac OS

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Emulation edit edit source. The 'Classic mode' was a function of early versions of OS X that allowed one to run pre-OS X applications.This function was removed with Mac OS X 10.5 'Leopard' in 2007. PCE.js puts a Macintosh Plus running System 7 in your web browser.; Mini vMac is a multiplatform virtual Macintosh Plus, and can run System from 1.1 to 7.5.5. 支持类型:Mac OS X 10.3.9 or later 支持语言:未知 立即下载 来自Mac App Store官方介绍 Super DX-Ball delivers a vibrant and colorful brick-breaking game that the.

Lord of the rings: game one mac os. In The Pong Tutorial, we introduced paddle movement, ball movement and simple collisions. In Breakout, there is no Artificial Intelligence. The player has to clear a board of bricks by shooting a ball against them. He controls a horizontal paddle and must prevent the ball from leaving the bottom part of the screen. Canvas Elements. The game consists of three models: the ball, the block, and the paddle.To avoid duplication of common properties, they all inherit from the CanvasElement object. The ball has two constants: HEIGHT and WIDTH.It has a x and y 2D position in pixels and a rotation in radians. Since the ball is uniform in shape and color, the rotation cannot be seen unless the physics are drawn. Brick Out Version: 2002.06.09 Nearly complete Category: Games/Arcade A ball, paddle and bricks game.

January 27, 2015 in Articles »C++ExampleGameSDLTutorial

In my previous article, The Pong Tutorial, we created a simple game with the mechanics of the classic Pong game. This tutorial shows the next step, a more complex game. We will be creating a game with some of the mechanics of Breakout and Arkanoid. It was also inspired by Megaball

In this tutorial, I have decided to use C++ and SDL 2.0 to implement the game. Developing games with C++ and SDL is an excellent choice, because this allows the game to be compiled on multiple platforms such as Windows, Mac OS X, Linux, iOS, and Android. The logic of the game can easily be ported to any other programming language. The resulting game with full source is available for download at the bottom of this article.

Breakout

In The Pong Tutorial, we introduced paddle movement, ball movement and simple collisions. In Breakout, there is no Artificial Intelligence. The player has to clear a board of bricks by shooting a ball against them. He controls a horizontal paddle and must prevent the ball from leaving the bottom part of the screen. When all of the bricks are removed from the board, a new level should be presented. In addition to the mechanics we implemented for Pong, a game like Breakout needs level management and more complex brick-ball collisions.

Dooley Ball Paddle Mac Os X

The screenshot below shows the original Super Breakout game for the Atari 2600. You can see that all of the elements of the game that are described above are present: a board of bricks, the ball and a paddle.

Interactions

Most of the interactions that we require, are already explained and implemented in my previous article: The Pong Tutorial. We have a moving ball, a controllable paddle, ball-playing field collisions and ball-paddle collisions. I would recommend reading The Pong Tutorial first, before reading the rest of this tutorial, because this tutorial builds upon the knowledge from the first tutorial.

What differentiates Breakout from Pong is the addition of a board of breakable bricks on the screen. The ball can interact with these bricks and break them when a collision occurs. What we need is to generate the board of bricks and define what happens when the ball collides with the bricks.

Generating Levels

Levels are defined by a two-dimensional rectangle that contains bricks at fixed-grid positions. Bricks have properties, such as type which determines the color of the brick. Another property is the state of the brick, which determines if the brick is alive or destroyed. So, lets define a Brick and its properties.

Paddle

The level, also called board, which contains the bricks can be defined by using a two-dimensional array of Bricks.

For this tutorial, I generated a very simple level, where every brick is present, but has a random color. The level is generated in the CreateLevel function.

Ball-Brick Collisions

The most complex feature of a Breakout game is determining and resolving collisions between a ball and the bricks. It is not enough to determine that there is a collision, we also need to know which side of the brick collided with the ball to give a proper collision response. A brick has four sides, and hitting a different side results in a different collision response. This means that the ball bounces back in a different direction when hitting a different wall.

We can divide this feature in three steps:

  • Determine that there is a collision
  • Calculate which side of the brick is hit
  • Give a collision response

Determining that there is a collision, is pretty easy. We represent the ball as a rectangle and determine if it overlaps any of the bricks that are still present on the screen. It is a bit harder to determine which side of the brick was hit in the collision. To determine the side, we look at the overlapping parts of the bounding rectangle of the ball and the rectangle of the brick. We determine the amount of overlap in the x-direction and the y-direction, which will be called xsize and ysize in the code below.

Based on these two values we can determine which side of the brick was most likely hit by the ball:

  • If there is more overlap in the x-direction, there is a collision with the top or bottom of the brick
  • If there is more overlap in the y-direction, there is a collision with the left or right of the brick

Chicken defence mac os. The side that was hit by the ball can now be calculated by looking at the centers of the collision objects.

The image below explains how we calculate the overlap between the ball and the brick:

Below you can see the CheckBrickCollisions function as explained before.

The final step is to determine the collision response by creating the BallBrickResponse function. This function has one parameter dirindex. This parameter indicates which side of the brick was hit in a collision. Based on this parameter and the current direction of the ball, the new direction of the ball is determined.

Download

The full source code and a Windows executable of this tutorial can be downloaded below. Included is a project file for the Code Blocks IDE. To compile the project, you need to install a compiler like MinGW and define the sdl2 global variable in the Code Blocks global variable editor. Alternatively, you can use Visual Studio Express and import the source files into a new project, followed by linking to the SDL2 and SDL2_image libraries. The SDL library can be found here: SDL 2.0. Details on how to compile the source code is out of the scope of this tutorial. The source code of the project is available here.

Related Articles

(A Processing game)

We are making a new edition of this game: Black Hole Master.

This game is a light-hearted remake of the old classic, except with a cosmic twist!The original game of Ponginvolved each player controlling a paddle which they woulduse to bounce a ball back to their opponent, in the hope they would miss. Each timethe ball touched the opponent's side of the screen, the player would win a point.

Inthis remake, each player now controls a black hole! The objective; to position theirblack hole on their side of the screen and utilise its gravitational potential tofling an approaching star back. Whoever lets a star slip past loses!

If you want to know more about how we are using large laser interferometers to look forastronomical signals from black holes, have a look at our Ebook ongraviatational wave detection!

This program is provided as a stand-alone application (not as an applet that runsin a browser). To run this application please download the appropriate file, unzip it andstart the executable in the BlackHolePong folder. You must have a 32bit version of Java installedfor the application to work. The game has been tested only on Mac OS 10.5, 10.6and Windows XP. A Linux version might be added later.

Dooley

The level, also called board, which contains the bricks can be defined by using a two-dimensional array of Bricks.

For this tutorial, I generated a very simple level, where every brick is present, but has a random color. The level is generated in the CreateLevel function.

Ball-Brick Collisions

The most complex feature of a Breakout game is determining and resolving collisions between a ball and the bricks. It is not enough to determine that there is a collision, we also need to know which side of the brick collided with the ball to give a proper collision response. A brick has four sides, and hitting a different side results in a different collision response. This means that the ball bounces back in a different direction when hitting a different wall.

We can divide this feature in three steps:

  • Determine that there is a collision
  • Calculate which side of the brick is hit
  • Give a collision response

Determining that there is a collision, is pretty easy. We represent the ball as a rectangle and determine if it overlaps any of the bricks that are still present on the screen. It is a bit harder to determine which side of the brick was hit in the collision. To determine the side, we look at the overlapping parts of the bounding rectangle of the ball and the rectangle of the brick. We determine the amount of overlap in the x-direction and the y-direction, which will be called xsize and ysize in the code below.

Based on these two values we can determine which side of the brick was most likely hit by the ball:

  • If there is more overlap in the x-direction, there is a collision with the top or bottom of the brick
  • If there is more overlap in the y-direction, there is a collision with the left or right of the brick

Chicken defence mac os. The side that was hit by the ball can now be calculated by looking at the centers of the collision objects.

The image below explains how we calculate the overlap between the ball and the brick:

Below you can see the CheckBrickCollisions function as explained before.

The final step is to determine the collision response by creating the BallBrickResponse function. This function has one parameter dirindex. This parameter indicates which side of the brick was hit in a collision. Based on this parameter and the current direction of the ball, the new direction of the ball is determined.

Download

The full source code and a Windows executable of this tutorial can be downloaded below. Included is a project file for the Code Blocks IDE. To compile the project, you need to install a compiler like MinGW and define the sdl2 global variable in the Code Blocks global variable editor. Alternatively, you can use Visual Studio Express and import the source files into a new project, followed by linking to the SDL2 and SDL2_image libraries. The SDL library can be found here: SDL 2.0. Details on how to compile the source code is out of the scope of this tutorial. The source code of the project is available here.

Related Articles

(A Processing game)

We are making a new edition of this game: Black Hole Master.

This game is a light-hearted remake of the old classic, except with a cosmic twist!The original game of Ponginvolved each player controlling a paddle which they woulduse to bounce a ball back to their opponent, in the hope they would miss. Each timethe ball touched the opponent's side of the screen, the player would win a point.

Inthis remake, each player now controls a black hole! The objective; to position theirblack hole on their side of the screen and utilise its gravitational potential tofling an approaching star back. Whoever lets a star slip past loses!

If you want to know more about how we are using large laser interferometers to look forastronomical signals from black holes, have a look at our Ebook ongraviatational wave detection!

This program is provided as a stand-alone application (not as an applet that runsin a browser). To run this application please download the appropriate file, unzip it andstart the executable in the BlackHolePong folder. You must have a 32bit version of Java installedfor the application to work. The game has been tested only on Mac OS 10.5, 10.6and Windows XP. A Linux version might be added later.

  • BlackHolePong_OSX.zip: binary for Mac OS (23 MB)
  • BlackHolePong_Windows.zip: binary for Windows (22 MB)

Dooley Ball Paddle Mac Os Download

The video below shows a short trailer of the game. For more games, see also ourSpace Time Quest.

When you have played the game we would like to get some feedback from you. Maybe youcan spend 2 minutes to answer this very short questionnaire? Thanks a lot!

Unlike the original Pong where each player was limited to moving their paddle in one dimension,each player can now position their black hole anywhere on their side of the screen.Each black hole has a truncated inverse square law force, allowing the player toinfluence the trajectory of an incoming star and (hopefully) sling-shot it back towardstheir opponent. A player scores a goal whenever the star escapes through the back of theiropponent's side of the screen. After eachgoal the game resets and a new star appears in the middle of the screen.

Controls

The game is for two players only, in other words, you cannot play against the computer(yet).Each player can control the position of his/her black hole within his/her side of thescreen. The range of the gravitational force of each black hole can be increasedtemporarily (by pressing the correct button). At a later stage in the game each playerwill be equipped with three 'worm holes'; these exhibit completly fictionalbehaviour, but should be fun. Try them out!

To control the black hole you can use Xbox controllers connectedby USB, a normal mouse (in the Mac OS version) or the keyboard:

Xbox controller:
  • the left hand stick controls the position of the black hole
  • the upper left button increases the range of the gravitational potential
  • hold down the right hand shoulder button for a while to initiate a worm hole
Mouse control:
  • the mouse position controls the position of the black hole
  • the left button increases the range of the gravitational potential
  • press the right button for a while to initiate a worm hole
Keyboard control:
  • one player uses the arrow keys to move the black hole, ENTER for increasingthe gravitational range and BACKSPACE to activate the worm hole
  • the second player uses A,S,D and W to move the black hole, TAB for increasingthe gravitational range and '1' to activate the worm hole

The boundaries of the screen which do not act as goals have an infinite potentialwall along with a small damping factor. This contains the star in the screen (aswith the original game of Pong) but also decreases the speed of the star by a smallfraction each time it bounces off a wall, ensuring the game does not get too out ofhand!

Unlike the original which utilises the intuitive nature of elastic collisionsbetween a ball and paddle, this game requires understanding of how gravitationalpotentials behave. Each black hole has an attractive force on the star which decayswith seperation distance according to an inverse square law. This is similar to how astar would be affected, at a distance, by the gravitational field of an object muchmore massive than itself.The game helps people to understand the concepts of orbital mechanics; in order tofling a star back, try to position the black hole so that the star passes just offcentre. The closer the star and black hole pass each other, the stronger the forceand the greater the deflection. If the distance of closest approach is increasedthe deflection will appear more and more gentle until hardly noticeable. These areall examples of stars with escape velocities, producing hyperbolic orbits.It is also possible to capture stars by approaching them from behind. This causes the starto decelerate to the point at which it is travelling below escape velocity, entering a bound, elliptical,orbit around the black hole. Timing is essential when removing the black hole from the orbit oryou may just hurl the star towards your goal!

One may also notice a distortion of the background image around the black holes,this is actually a realistic phenomenon called Gravitational Lensing! The intensestrength of the gravitational field of a black hole is sufficient to bend light aroundit, in a similar manner to a lens. This allows an observer to view what is behind ablack hole as it appears as a strectched image around its edge!

The game has been a great success during the exhibitionLooking for Black Holes with Lasersat British Science Festival in Birmingham, see some example photos below.



The game was started during my summer project at theGravitational Wave Group Birmingham, UK and then completed later by Andreas Freise.See also our other Processing examples.





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