Just as the title says. When I remove the function to make the scoreboard the ball moves past the middle of the screen.
I've tried using draw() and sendToBack() on the label thinking the ball would avoid collision with it. Also tried changing the return type to NULL instead of label. running out of ideas on what the problem could be.
Here's the code. removed some functions here like initbricks() and initpaddle()
// 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>
#include <spl/ginteractors.h>
// height and width of game's window in pixels
#define HEIGHT 600
#define WIDTH 400
// height and width of the paddle
#define PADDLEWIDTH (1.0/6.0) * getWidth(window)
#define PADDLEHEIGHT (1.0/50.0) * getHeight(window)
//width and height of the ball
#define BALLWIDTH 20
#define BALLHEIGHT 20
// 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);
double centerobject(double left_top, double right_bottom, double width_height);
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 lives initially
int lives = LIVES;
// number of bricks initially
int bricks = ROWS * COLS;
// number of points initially
int points = 0;
// sets the speed of the ball
double velocityx = 1.0;
double velocityy = 2.0;
// waits for a mouse click before beginning the game
waitForClick();
// keep playing until game over
while (lives > 0 && bricks > 0)
{
// TODO
move(ball, 0, velocityy);
if(detectCollision(window, ball) != NULL)
{
velocityy = -velocityy;
move(ball, 0, velocityy);
}
pause(1);
}
// wait for click before exiting
waitForClick();
// game over
closeGWindow(window);
return 0;
}
/**
* Instantiates, configures, and returns label for scoreboard.
*/
GLabel initScoreboard(GWindow window)
{
// Used to align the Scoreboard.
double left = 0;
double right = WIDTH;
// Blah blah.
GLabel sarah = newGLabel("0");
setFont(sarah,"SansSerif-50");
setColor(sarah, "LIGHT_GRAY");
// You know the drill.
double x = centerobject(left, right, getWidth(sarah));
double y = getHeight(window) * 4/10;
setLocation(sarah, x, y);
add(window, sarah);
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;
}