I'm currently working on the PSet 3 - Breakout.
As of now, I'm getting an error that says "Segmentation fault" and I'm not able to figure out that why is it giving so. I'm little bit sure that probably the part that listens to mouse events and moves the paddle accordingly is at fault, but I'm not sure. So please let me know that where I'm making the mistake.
And btw, the code isn't yet complete.
// Computer Science 50
// Problem Set 3
// standard libraries
#define _XOPEN_SOURCE
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
// Stanford Portable Library
#include <spl/gevents.h>
#include <spl/gobjects.h>
#include <spl/gwindow.h>
// height and width of game's window in pixels
#define HEIGHT 600
#define WIDTH 400
// number of rows of bricks
#define ROWS 5
// number of columns of bricks
#define COLS 10
// radius of ball in pixels
#define RADIUS 10
// lives
#define LIVES 3
// prototypes
void initBricks(GWindow window);
GOval initBall(GWindow window);
GRect initPaddle(GWindow window);
GLabel initScoreboard(GWindow window);
void updateScoreboard(GWindow window, GLabel label, int points);
GObject detectCollision(GWindow window, GOval ball);
int main(void)
{
// seed pseudorandom number generator
srand48(time(NULL));
// instantiate window
GWindow window = newGWindow(WIDTH, HEIGHT);
// instantiate bricks
initBricks(window);
// instantiate ball, centered in middle of window
GOval ball = initBall(window);
// instantiate paddle, centered at bottom of window
GRect paddle = initPaddle(window);
// instantiate scoreboard, centered in middle of window, just above ball
GLabel label = initScoreboard(window);
// number of bricks initially
int bricks = COLS * ROWS;
// number of lives initially
int lives = LIVES;
// number of points initially
int points = 0;
// keep playing until game over
while (lives > 0 && bricks > 0)
{
waitForClick();
// follow mouse forever
while (true)
{
// check for mouse event
GEvent event = getNextEvent(MOUSE_EVENT);
// if we heard one
if (event != NULL)
{
// if the event was movement
if (getEventType(event) == MOUSE_MOVED)
{
// ensure circle follows top cursor
double x = getX(event) - getWidth(paddle) / 2;
double y = getY(paddle);
setLocation(paddle, x, y);
}
}
}
}
// wait for click before exiting
waitForClick();
// game over
closeGWindow(window);
return 0;
}
/**
* Initializes window with a grid of bricks.
*/
void initBricks(GWindow window)
{
int x = 6;
int y = 50;
for (int i = 0; i < ROWS; i++)
{
string color = "RED";
if (i == 1)
color = "ORANGE";
if (i == 2)
color = "YELLOW";
if (i == 3)
color = "GREEN";
if (i == 4)
color = "CYAN";
for (int j = 0; j < COLS; j++)
{
GRect rect = newGRect(x, y, 35, 10);
setFilled(rect, true);
setColor(rect, color);
add(window, rect);
printf(" \n ");
x = x + 39;
}
y = y + 14;
x = 6;
}
}
/**
* Instantiates ball in center of window. Returns ball.
*/
GOval initBall(GWindow window)
{
GOval ball = newGOval(200, 300, 20, 20);
setFilled(ball, true);
setColor(ball, "BLACK");
add(window, ball);
return NULL;
}
/**
* Instantiates paddle in bottom-middle of window.
*/
GRect initPaddle(GWindow window)
{
GRect paddle = newGRect(185, 550, 56, 10);
setFilled(paddle, true);
setColor(paddle, "BLACK");
add(window, paddle);
return NULL;
}
/**
* Instantiates, configures, and returns label for scoreboard.
*/
GLabel initScoreboard(GWindow window)
{
GLabel label = newGLabel("0");
setFont(label, "SansSerif-18");
double x = (getWidth(window) - getWidth(label)) / 2;
double y = (getHeight(window) + getFontAscent(label)) / 2;
setLocation(label, x, y);
add(window, label);
return NULL;
}
/**
* Updates scoreboard's label, keeping it centered in window.
*/
void updateScoreboard(GWindow window, GLabel label, int points)
{
// update label
char s[12];
sprintf(s, "%i", points);
setLabel(label, s);
// center label in window
double x = (getWidth(window) - getWidth(label)) / 2;
double y = (getHeight(window) - getHeight(label)) / 2;
setLocation(label, x, y);
}
/**
* Detects whether ball has collided with some object in window
* by checking the four corners of its bounding box (which are
* outside the ball's GOval, and so the ball can't collide with
* itself). Returns object if so, else NULL.
*/
GObject detectCollision(GWindow window, GOval ball)
{
// ball's location
double x = getX(ball);
double y = getY(ball);
// for checking for collisions
GObject object;
// check for collision at ball's top-left corner
object = getGObjectAt(window, x, y);
if (object != NULL)
{
return object;
}
// check for collision at ball's top-right corner
object = getGObjectAt(window, x + 2 * RADIUS, y);
if (object != NULL)
{
return object;
}
// check for collision at ball's bottom-left corner
object = getGObjectAt(window, x, y + 2 * RADIUS);
if (object != NULL)
{
return object;
}
// check for collision at ball's bottom-right corner
object = getGObjectAt(window, x + 2 * RADIUS, y + 2 * RADIUS);
if (object != NULL)
{
return object;
}
// no collision
return NULL;
}