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destroyResources()
al_destroy_timer(timer)
al_destroy_allegro_event(ev)
al_destroy_allegro_timeout(timeout)
al_destroy_event_queue(event_queue)
al_destroy_display(display)
al_exit()
func loadresources
func drawScene
func destroyResources
Screen Shot:
63.2 Many Cubes
Source Code:
# Load Libraries
load "gamelib.ring" # RingAllegro Library
load "opengl21lib.ring" # RingOpenGL Library
#==============================================================
# To Support MacOS X
al_run_main()
func al_game_start # Called by al_run_main()
main() # Now we call our main function
#==============================================================
func main
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new GraphicsApp {
start()
}
class GraphicsApp from GraphicsAppBase
TITLE = "Many Cubes"
bitmap bitmap2 bitmap3
texture texture2 texture3
fps = 120
xrot = 0.0
yrot = 0.0
zrot = 0.0
nPerspective = 100
func loadresources
bitmap = al_load_bitmap("sky1.jpg")
texture = al_get_opengl_texture(bitmap)
bitmap2 = al_load_bitmap("sky2.jpg")
texture2 = al_get_opengl_texture(bitmap2)
bitmap3 = al_load_bitmap("sky3.jpg")
texture3 = al_get_opengl_texture(bitmap3)
func destroyResources
al_destroy_bitmap(bitmap)
al_destroy_bitmap(bitmap2)
al_destroy_bitmap(bitmap3)
func drawScene
prepare()
cubes()
rotate()
func Prepare
w = 800 h = 600
ratio = w / h
glViewport(0, 0, w, h)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(-nPerspective,ratio,1,nPerspective)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glEnable(GL_TEXTURE_2D)
glShadeModel(GL_SMOOTH)
glClearColor(0.0, 0.0, 0.0, 0.5)
glClearDepth(1.0)
glEnable(GL_DEPTH_TEST)
glEnable(GL_CULL_FACE)
glDepthFunc(GL_LEQUAL)
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
func Cubes
cube(5,-3.4,-5,:sky1)
cube(0,-3,-5,:sky1)
cube(-5,-3,-5,:sky1)
cube(5,0.5,-5,:sky2)
cube(0,0.5,-5,:sky2)
cube(-5,0.5,-5,:sky2)
cube(5,4,-5,:sky3)
cube(0,4,-5,:sky3)
cube(-5,4,-5,:sky3)
func Rotate
xrot += 0.3 * 5
yrot += 0.2 * 5
zrot += 0.4 * 5
nPerspective += 0.5
func cube(x,y,z,nTexture)
glLoadIdentity()
glTranslatef(x,y,z)
glRotatef(xrot,1.0,0.0,0.0)
glRotatef(yrot,0.0,1.0,0.0)
glRotatef(zrot,0.0,0.0,1.0)
drawcube(nTexture)
func drawcube(cTexture)
switch cTexture
on :sky1
glBindTexture(GL_TEXTURE_2D, texture)
on :sky2
glBindTexture(GL_TEXTURE_2D, texture2)
on :sky3
glBindTexture(GL_TEXTURE_2D, texture3)
off
glBegin(GL_QUADS)
// Front Face
glTexCoord2f(0.0, 0.0) glVertex3f(-1.0, -1.0, 1.0)
glTexCoord2f(1.0, 0.0) glVertex3f( 1.0, -1.0, 1.0)
glTexCoord2f(1.0, 1.0) glVertex3f( 1.0, 1.0, 1.0)
glTexCoord2f(0.0, 1.0) glVertex3f(-1.0, 1.0, 1.0)
// Back Face
glTexCoord2f(1.0, 0.0) glVertex3f(-1.0, -1.0, -1.0)
glTexCoord2f(1.0, 1.0) glVertex3f(-1.0, 1.0, -1.0)
glTexCoord2f(0.0, 1.0) glVertex3f( 1.0, 1.0, -1.0)
glTexCoord2f(0.0, 0.0) glVertex3f( 1.0, -1.0, -1.0)
// Top Face
glTexCoord2f(0.0, 1.0) glVertex3f(-1.0, 1.0, -1.0)
glTexCoord2f(0.0, 0.0) glVertex3f(-1.0, 1.0, 1.0)
glTexCoord2f(1.0, 0.0) glVertex3f( 1.0, 1.0, 1.0)
glTexCoord2f(1.0, 1.0) glVertex3f( 1.0, 1.0, -1.0)
// Bottom Face
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glTexCoord2f(1.0, 1.0) glVertex3f(-1.0, -1.0, -1.0)
glTexCoord2f(0.0, 1.0) glVertex3f( 1.0, -1.0, -1.0)
glTexCoord2f(0.0, 0.0) glVertex3f( 1.0, -1.0, 1.0)
glTexCoord2f(1.0, 0.0) glVertex3f(-1.0, -1.0, 1.0)
// Right face
glTexCoord2f(1.0, 0.0) glVertex3f( 1.0, -1.0, -1.0)
glTexCoord2f(1.0, 1.0) glVertex3f( 1.0, 1.0, -1.0)
glTexCoord2f(0.0, 1.0) glVertex3f( 1.0, 1.0, 1.0)
glTexCoord2f(0.0, 0.0) glVertex3f( 1.0, -1.0, 1.0)
// Left Face
glTexCoord2f(0.0, 0.0) glVertex3f(-1.0, -1.0, -1.0)
glTexCoord2f(1.0, 0.0) glVertex3f(-1.0, -1.0, 1.0)
glTexCoord2f(1.0, 1.0) glVertex3f(-1.0, 1.0, 1.0)
glTexCoord2f(0.0, 1.0) glVertex3f(-1.0, 1.0, -1.0)
glEnd()
class GraphicsAppBase
display event_queue ev timeout
timer redraw = true
FPS = 60
SCREEN_W = 800
SCREEN_H = 600
KEY_UP = 1
KEY_DOWN = 2
KEY_LEFT = 3
KEY_RIGHT = 4
Key = [false,false,false,false]
TITLE = "Graphics Application"
func start
SetUp()
loadResources()
eventsLoop()
destroy()
func setup
al_init()
al_init_image_addon()
al_set_new_display_flags(ALLEGRO_OPENGL)
display = al_create_display(SCREEN_W,SCREEN_H)
al_set_Window_title(display,TITLE)
al_clear_to_color(al_map_rgb(0,0,0))
event_queue = al_create_event_queue()
al_register_event_source(event_queue,
al_get_display_event_source(display))
ev = al_new_allegro_event()
timeout = al_new_allegro_timeout()
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al_init_timeout(timeout, 0.06)
timer = al_create_timer(1.0 / FPS)
al_register_event_source(event_queue,
al_get_timer_event_source(timer))
al_start_timer(timer)
al_install_mouse()
al_register_event_source(event_queue,
al_get_mouse_event_source())
al_install_keyboard()
al_register_event_source(event_queue,
al_get_keyboard_event_source())
func eventsLoop
while true
al_init_timeout(timeout, 0.06)
al_wait_for_event_until(event_queue, ev, timeout)
switch al_get_allegro_event_type(ev)
on ALLEGRO_EVENT_DISPLAY_CLOSE
exit
on ALLEGRO_EVENT_TIMER
redraw = true
on ALLEGRO_EVENT_MOUSE_AXES
mouse_x = al_get_allegro_event_mouse_x(ev)
mouse_y = al_get_allegro_event_mouse_y(ev)
on ALLEGRO_EVENT_MOUSE_ENTER_DISPLAY
mouse_x = al_get_allegro_event_mouse_x(ev)
mouse_y = al_get_allegro_event_mouse_y(ev)
on ALLEGRO_EVENT_MOUSE_BUTTON_UP
exit
on ALLEGRO_EVENT_KEY_DOWN
switch al_get_allegro_event_keyboard_keycode(ev)
on ALLEGRO_KEY_UP
key[KEY_UP] = true
on ALLEGRO_KEY_DOWN
key[KEY_DOWN] = true
on ALLEGRO_KEY_LEFT
key[KEY_LEFT] = true
on ALLEGRO_KEY_RIGHT
key[KEY_RIGHT] = true
off
on ALLEGRO_EVENT_KEY_UP
switch al_get_allegro_event_keyboard_keycode(ev)
on ALLEGRO_KEY_UP
key[KEY_UP] = false
on ALLEGRO_KEY_DOWN
key[KEY_DOWN] = false
on ALLEGRO_KEY_LEFT
key[KEY_LEFT] = false
on ALLEGRO_KEY_RIGHT
key[KEY_RIGHT] = false
on ALLEGRO_KEY_ESCAPE
exit
off
off
if redraw and al_is_event_queue_empty(event_queue)
redraw = false
drawScene()
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al_flip_display()
ok
callgc()
end
func destroy
destroyResources()
al_destroy_timer(timer)
al_destroy_allegro_event(ev)
al_destroy_allegro_timeout(timeout)
al_destroy_event_queue(event_queue)
al_destroy_display(display)
al_exit()
func loadresources
func drawScene
func destroyResources
Screen Shot:
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63.3 TicTacToe 3D Game
Source Code:
# Load Libraries
load "gamelib.ring" # RingAllegro Library
load "opengl21lib.ring" # RingOpenGL Library
#==============================================================
# To Support MacOS X
al_run_main()
func al_game_start # Called by al_run_main()
main() # Now we call our main function
#==============================================================
func main
new TicTacToe3D {
start()
}
class TicTacToe3D from GameLogic
FPS = 60
TITLE = "TicTacToe 3D"
oBackground = new GameBackground
oGameSound = new GameSound
oGameCube = new GameCube
oGameOver = new GameOver
oGameInterface = new GameInterface
func loadresources
oGameOver.loadresources()
oGameSound.loadresources()
oBackGround.loadresources()
oGameCube.loadresources()
func destroyResources
oGameOver.destroyResources()
oGameSound.destroyResources()
oBackGround.destroyResources()
oGameCube.destroyResources()
func drawScene
oBackground.update()
oGameInterface.update(self)
func MouseClickEvent
oGameInterface.MouseClickEvent(self)
class GameInterface
func Update oGame
prepare()
cubes(oGame)
func Prepare
w = 1024 h = 768
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ratio = w / h
glViewport(0, 0, w, h)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(-120,ratio,1,120)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glEnable(GL_TEXTURE_2D)
glShadeModel(GL_SMOOTH)
glClearColor(0.0, 0.0, 0.0, 0.5)
glClearDepth(1.0)
glEnable(GL_DEPTH_TEST)
glEnable(GL_CULL_FACE)
glDepthFunc(GL_LEQUAL)
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
func Cubes oGame
oGame.oGameCube {
aGameMap = oGame.aGameMap
cube( 5 , -3 , -5 , aGameMap[1][1] )
cube( 0 , -3 , -5 , aGameMap[1][2] )
cube( -5 , -3 , -5 , aGameMap[1][3] )
cube( 5 , 1 , -5 , aGameMap[2][1] )
cube( 0 , 1 , -5 , aGameMap[2][2] )
cube( -5 , 1 , -5 , aGameMap[2][3] )
cube( 5 , 5 , -5 , aGameMap[3][1] )
cube( 0 , 5 , -5 , aGameMap[3][2] )
cube( -5 , 5 , -5 , aGameMap[3][3] )
rotate()
}
func MouseClickEvent oGame
oGame {
aBtn = Point2Button(Mouse_X,Mouse_Y)
nRow = aBtn[1]
nCol = aBtn[2]
if nRow != 0 and nCol != 0
if aGameMap[nRow][nCol] = :n
aGameMap[nRow][nCol] = cActivePlayer
ChangeActivePlayer()
CheckGameOver()
ok
ok
}
Class GameLogic from GraphicsAppBase
aGameMap = [
[ :n , :n , :n ] ,
[ :n , :n , :n ] ,
[ :n , :n , :n ]
]
aGameButtons = [ # x1,y1,x2,y2
[176,88,375,261], # [1,1]
[423,88,591,261], # [1,2]
[645,88,876,261], # [1,3]
[176,282,375,428], # [2,1]
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[423,282,591,428], # [2,2]
[645,282,876,428], # [2,3]
[176,454,375,678], # [3,1]
[423,454,591,678], # [3,2]
[645,454,876,678] # [3,3]
]
cActivePlayer = :x
func point2button x,y
nRow = 0
nCol = 0
for t = 1 to len(aGameButtons)
rect = aGameButtons[t]
if x >= rect[1] and x <= rect[3] and
y >= rect[2] and y <= rect[4]
switch t
on 1 nRow = 1 nCol = 1
on 2 nRow = 1 nCol = 2
on 3 nRow = 1 nCol = 3
on 4 nRow = 2 nCol = 1
on 5 nRow = 2 nCol = 2
on 6 nRow = 2 nCol = 3
on 7 nRow = 3 nCol = 1
on 8 nRow = 3 nCol = 2
on 9 nRow = 3 nCol = 3
off
exit
ok
next
return [nRow,nCol]
func ChangeActivePlayer()
if cActivePlayer = :x
cActivePlayer = :o
else
cActivePlayer = :x
ok
func CheckGameOver
aList = [
aGameMap[1][1],
aGameMap[1][2],
aGameMap[1][3],
aGameMap[2][1],
aGameMap[2][2],
aGameMap[2][3],
aGameMap[3][1],
aGameMap[3][2],
aGameMap[3][3]
]
for item in aList
switch item
on :x item = 1
on :o item = 2
on :n item = 0
off
next
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nStatus = CheckWinner(aList)
if nStatus
oGameOver {
Switch nStatus
on 1 Player1Win(this)
on 2 Player2Win(this)
on 3 NoOneWin(this)
off
}
refreshGame()
ok
func refreshGame
aGameMap = [
[ :n , :n , :n ] ,
[ :n , :n , :n ] ,
[ :n , :n , :n ]
]
cActivePlayer = :x
func CheckWinner lst
//vertical check
for v=1 to 9 step 3
if lst[v]!=0 and lst[v+1]!=0 and lst[v+2]!=0
if lst[v]=lst[v+1] and lst[v+1]=lst[v+2]
return lst[v]
ok
ok
next
//horzintal
for h=1 to 3
if lst[h]!=0 and lst[h+3]!=0 and lst[h+6]!=0
if lst[h]=lst[h+3] and lst[h+3]=lst[h+6]
return lst[h]
ok
ok
next
//Cross
if lst[1]!=0 and lst[5]!=0 and lst[9]!=0
if lst[1]=lst[5] and lst[5]=lst[9] return lst[1] ok
ok
if lst[3]!=0 and lst[5]!=0 and lst[7]!=0
if lst[3]=lst[5] and lst[5]=lst[7] return lst[3] ok
ok
//tie
tie=true
for i=1 to 9
if lst[i]=0 tie=false exit ok
next
if tie=true return 3 ok return 0
class GameOver
font bitmap
func loadresources
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  • 1.
    Ring Documentation, Release1.10 destroyResources() al_destroy_timer(timer) al_destroy_allegro_event(ev) al_destroy_allegro_timeout(timeout) al_destroy_event_queue(event_queue) al_destroy_display(display) al_exit() func loadresources func drawScene func destroyResources Screen Shot: 63.2 Many Cubes Source Code: # Load Libraries load "gamelib.ring" # RingAllegro Library load "opengl21lib.ring" # RingOpenGL Library #============================================================== # To Support MacOS X al_run_main() func al_game_start # Called by al_run_main() main() # Now we call our main function #============================================================== func main 63.2. Many Cubes 658
  • 2.
    Ring Documentation, Release1.10 new GraphicsApp { start() } class GraphicsApp from GraphicsAppBase TITLE = "Many Cubes" bitmap bitmap2 bitmap3 texture texture2 texture3 fps = 120 xrot = 0.0 yrot = 0.0 zrot = 0.0 nPerspective = 100 func loadresources bitmap = al_load_bitmap("sky1.jpg") texture = al_get_opengl_texture(bitmap) bitmap2 = al_load_bitmap("sky2.jpg") texture2 = al_get_opengl_texture(bitmap2) bitmap3 = al_load_bitmap("sky3.jpg") texture3 = al_get_opengl_texture(bitmap3) func destroyResources al_destroy_bitmap(bitmap) al_destroy_bitmap(bitmap2) al_destroy_bitmap(bitmap3) func drawScene prepare() cubes() rotate() func Prepare w = 800 h = 600 ratio = w / h glViewport(0, 0, w, h) glMatrixMode(GL_PROJECTION) glLoadIdentity() gluPerspective(-nPerspective,ratio,1,nPerspective) glMatrixMode(GL_MODELVIEW) glLoadIdentity() glEnable(GL_TEXTURE_2D) glShadeModel(GL_SMOOTH) glClearColor(0.0, 0.0, 0.0, 0.5) glClearDepth(1.0) glEnable(GL_DEPTH_TEST) glEnable(GL_CULL_FACE) glDepthFunc(GL_LEQUAL) 63.2. Many Cubes 659
  • 3.
    Ring Documentation, Release1.10 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) func Cubes cube(5,-3.4,-5,:sky1) cube(0,-3,-5,:sky1) cube(-5,-3,-5,:sky1) cube(5,0.5,-5,:sky2) cube(0,0.5,-5,:sky2) cube(-5,0.5,-5,:sky2) cube(5,4,-5,:sky3) cube(0,4,-5,:sky3) cube(-5,4,-5,:sky3) func Rotate xrot += 0.3 * 5 yrot += 0.2 * 5 zrot += 0.4 * 5 nPerspective += 0.5 func cube(x,y,z,nTexture) glLoadIdentity() glTranslatef(x,y,z) glRotatef(xrot,1.0,0.0,0.0) glRotatef(yrot,0.0,1.0,0.0) glRotatef(zrot,0.0,0.0,1.0) drawcube(nTexture) func drawcube(cTexture) switch cTexture on :sky1 glBindTexture(GL_TEXTURE_2D, texture) on :sky2 glBindTexture(GL_TEXTURE_2D, texture2) on :sky3 glBindTexture(GL_TEXTURE_2D, texture3) off glBegin(GL_QUADS) // Front Face glTexCoord2f(0.0, 0.0) glVertex3f(-1.0, -1.0, 1.0) glTexCoord2f(1.0, 0.0) glVertex3f( 1.0, -1.0, 1.0) glTexCoord2f(1.0, 1.0) glVertex3f( 1.0, 1.0, 1.0) glTexCoord2f(0.0, 1.0) glVertex3f(-1.0, 1.0, 1.0) // Back Face glTexCoord2f(1.0, 0.0) glVertex3f(-1.0, -1.0, -1.0) glTexCoord2f(1.0, 1.0) glVertex3f(-1.0, 1.0, -1.0) glTexCoord2f(0.0, 1.0) glVertex3f( 1.0, 1.0, -1.0) glTexCoord2f(0.0, 0.0) glVertex3f( 1.0, -1.0, -1.0) // Top Face glTexCoord2f(0.0, 1.0) glVertex3f(-1.0, 1.0, -1.0) glTexCoord2f(0.0, 0.0) glVertex3f(-1.0, 1.0, 1.0) glTexCoord2f(1.0, 0.0) glVertex3f( 1.0, 1.0, 1.0) glTexCoord2f(1.0, 1.0) glVertex3f( 1.0, 1.0, -1.0) // Bottom Face 63.2. Many Cubes 660
  • 4.
    Ring Documentation, Release1.10 glTexCoord2f(1.0, 1.0) glVertex3f(-1.0, -1.0, -1.0) glTexCoord2f(0.0, 1.0) glVertex3f( 1.0, -1.0, -1.0) glTexCoord2f(0.0, 0.0) glVertex3f( 1.0, -1.0, 1.0) glTexCoord2f(1.0, 0.0) glVertex3f(-1.0, -1.0, 1.0) // Right face glTexCoord2f(1.0, 0.0) glVertex3f( 1.0, -1.0, -1.0) glTexCoord2f(1.0, 1.0) glVertex3f( 1.0, 1.0, -1.0) glTexCoord2f(0.0, 1.0) glVertex3f( 1.0, 1.0, 1.0) glTexCoord2f(0.0, 0.0) glVertex3f( 1.0, -1.0, 1.0) // Left Face glTexCoord2f(0.0, 0.0) glVertex3f(-1.0, -1.0, -1.0) glTexCoord2f(1.0, 0.0) glVertex3f(-1.0, -1.0, 1.0) glTexCoord2f(1.0, 1.0) glVertex3f(-1.0, 1.0, 1.0) glTexCoord2f(0.0, 1.0) glVertex3f(-1.0, 1.0, -1.0) glEnd() class GraphicsAppBase display event_queue ev timeout timer redraw = true FPS = 60 SCREEN_W = 800 SCREEN_H = 600 KEY_UP = 1 KEY_DOWN = 2 KEY_LEFT = 3 KEY_RIGHT = 4 Key = [false,false,false,false] TITLE = "Graphics Application" func start SetUp() loadResources() eventsLoop() destroy() func setup al_init() al_init_image_addon() al_set_new_display_flags(ALLEGRO_OPENGL) display = al_create_display(SCREEN_W,SCREEN_H) al_set_Window_title(display,TITLE) al_clear_to_color(al_map_rgb(0,0,0)) event_queue = al_create_event_queue() al_register_event_source(event_queue, al_get_display_event_source(display)) ev = al_new_allegro_event() timeout = al_new_allegro_timeout() 63.2. Many Cubes 661
  • 5.
    Ring Documentation, Release1.10 al_init_timeout(timeout, 0.06) timer = al_create_timer(1.0 / FPS) al_register_event_source(event_queue, al_get_timer_event_source(timer)) al_start_timer(timer) al_install_mouse() al_register_event_source(event_queue, al_get_mouse_event_source()) al_install_keyboard() al_register_event_source(event_queue, al_get_keyboard_event_source()) func eventsLoop while true al_init_timeout(timeout, 0.06) al_wait_for_event_until(event_queue, ev, timeout) switch al_get_allegro_event_type(ev) on ALLEGRO_EVENT_DISPLAY_CLOSE exit on ALLEGRO_EVENT_TIMER redraw = true on ALLEGRO_EVENT_MOUSE_AXES mouse_x = al_get_allegro_event_mouse_x(ev) mouse_y = al_get_allegro_event_mouse_y(ev) on ALLEGRO_EVENT_MOUSE_ENTER_DISPLAY mouse_x = al_get_allegro_event_mouse_x(ev) mouse_y = al_get_allegro_event_mouse_y(ev) on ALLEGRO_EVENT_MOUSE_BUTTON_UP exit on ALLEGRO_EVENT_KEY_DOWN switch al_get_allegro_event_keyboard_keycode(ev) on ALLEGRO_KEY_UP key[KEY_UP] = true on ALLEGRO_KEY_DOWN key[KEY_DOWN] = true on ALLEGRO_KEY_LEFT key[KEY_LEFT] = true on ALLEGRO_KEY_RIGHT key[KEY_RIGHT] = true off on ALLEGRO_EVENT_KEY_UP switch al_get_allegro_event_keyboard_keycode(ev) on ALLEGRO_KEY_UP key[KEY_UP] = false on ALLEGRO_KEY_DOWN key[KEY_DOWN] = false on ALLEGRO_KEY_LEFT key[KEY_LEFT] = false on ALLEGRO_KEY_RIGHT key[KEY_RIGHT] = false on ALLEGRO_KEY_ESCAPE exit off off if redraw and al_is_event_queue_empty(event_queue) redraw = false drawScene() 63.2. Many Cubes 662
  • 6.
    Ring Documentation, Release1.10 al_flip_display() ok callgc() end func destroy destroyResources() al_destroy_timer(timer) al_destroy_allegro_event(ev) al_destroy_allegro_timeout(timeout) al_destroy_event_queue(event_queue) al_destroy_display(display) al_exit() func loadresources func drawScene func destroyResources Screen Shot: 63.2. Many Cubes 663
  • 7.
    Ring Documentation, Release1.10 63.3 TicTacToe 3D Game Source Code: # Load Libraries load "gamelib.ring" # RingAllegro Library load "opengl21lib.ring" # RingOpenGL Library #============================================================== # To Support MacOS X al_run_main() func al_game_start # Called by al_run_main() main() # Now we call our main function #============================================================== func main new TicTacToe3D { start() } class TicTacToe3D from GameLogic FPS = 60 TITLE = "TicTacToe 3D" oBackground = new GameBackground oGameSound = new GameSound oGameCube = new GameCube oGameOver = new GameOver oGameInterface = new GameInterface func loadresources oGameOver.loadresources() oGameSound.loadresources() oBackGround.loadresources() oGameCube.loadresources() func destroyResources oGameOver.destroyResources() oGameSound.destroyResources() oBackGround.destroyResources() oGameCube.destroyResources() func drawScene oBackground.update() oGameInterface.update(self) func MouseClickEvent oGameInterface.MouseClickEvent(self) class GameInterface func Update oGame prepare() cubes(oGame) func Prepare w = 1024 h = 768 63.3. TicTacToe 3D Game 664
  • 8.
    Ring Documentation, Release1.10 ratio = w / h glViewport(0, 0, w, h) glMatrixMode(GL_PROJECTION) glLoadIdentity() gluPerspective(-120,ratio,1,120) glMatrixMode(GL_MODELVIEW) glLoadIdentity() glEnable(GL_TEXTURE_2D) glShadeModel(GL_SMOOTH) glClearColor(0.0, 0.0, 0.0, 0.5) glClearDepth(1.0) glEnable(GL_DEPTH_TEST) glEnable(GL_CULL_FACE) glDepthFunc(GL_LEQUAL) glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) func Cubes oGame oGame.oGameCube { aGameMap = oGame.aGameMap cube( 5 , -3 , -5 , aGameMap[1][1] ) cube( 0 , -3 , -5 , aGameMap[1][2] ) cube( -5 , -3 , -5 , aGameMap[1][3] ) cube( 5 , 1 , -5 , aGameMap[2][1] ) cube( 0 , 1 , -5 , aGameMap[2][2] ) cube( -5 , 1 , -5 , aGameMap[2][3] ) cube( 5 , 5 , -5 , aGameMap[3][1] ) cube( 0 , 5 , -5 , aGameMap[3][2] ) cube( -5 , 5 , -5 , aGameMap[3][3] ) rotate() } func MouseClickEvent oGame oGame { aBtn = Point2Button(Mouse_X,Mouse_Y) nRow = aBtn[1] nCol = aBtn[2] if nRow != 0 and nCol != 0 if aGameMap[nRow][nCol] = :n aGameMap[nRow][nCol] = cActivePlayer ChangeActivePlayer() CheckGameOver() ok ok } Class GameLogic from GraphicsAppBase aGameMap = [ [ :n , :n , :n ] , [ :n , :n , :n ] , [ :n , :n , :n ] ] aGameButtons = [ # x1,y1,x2,y2 [176,88,375,261], # [1,1] [423,88,591,261], # [1,2] [645,88,876,261], # [1,3] [176,282,375,428], # [2,1] 63.3. TicTacToe 3D Game 665
  • 9.
    Ring Documentation, Release1.10 [423,282,591,428], # [2,2] [645,282,876,428], # [2,3] [176,454,375,678], # [3,1] [423,454,591,678], # [3,2] [645,454,876,678] # [3,3] ] cActivePlayer = :x func point2button x,y nRow = 0 nCol = 0 for t = 1 to len(aGameButtons) rect = aGameButtons[t] if x >= rect[1] and x <= rect[3] and y >= rect[2] and y <= rect[4] switch t on 1 nRow = 1 nCol = 1 on 2 nRow = 1 nCol = 2 on 3 nRow = 1 nCol = 3 on 4 nRow = 2 nCol = 1 on 5 nRow = 2 nCol = 2 on 6 nRow = 2 nCol = 3 on 7 nRow = 3 nCol = 1 on 8 nRow = 3 nCol = 2 on 9 nRow = 3 nCol = 3 off exit ok next return [nRow,nCol] func ChangeActivePlayer() if cActivePlayer = :x cActivePlayer = :o else cActivePlayer = :x ok func CheckGameOver aList = [ aGameMap[1][1], aGameMap[1][2], aGameMap[1][3], aGameMap[2][1], aGameMap[2][2], aGameMap[2][3], aGameMap[3][1], aGameMap[3][2], aGameMap[3][3] ] for item in aList switch item on :x item = 1 on :o item = 2 on :n item = 0 off next 63.3. TicTacToe 3D Game 666
  • 10.
    Ring Documentation, Release1.10 nStatus = CheckWinner(aList) if nStatus oGameOver { Switch nStatus on 1 Player1Win(this) on 2 Player2Win(this) on 3 NoOneWin(this) off } refreshGame() ok func refreshGame aGameMap = [ [ :n , :n , :n ] , [ :n , :n , :n ] , [ :n , :n , :n ] ] cActivePlayer = :x func CheckWinner lst //vertical check for v=1 to 9 step 3 if lst[v]!=0 and lst[v+1]!=0 and lst[v+2]!=0 if lst[v]=lst[v+1] and lst[v+1]=lst[v+2] return lst[v] ok ok next //horzintal for h=1 to 3 if lst[h]!=0 and lst[h+3]!=0 and lst[h+6]!=0 if lst[h]=lst[h+3] and lst[h+3]=lst[h+6] return lst[h] ok ok next //Cross if lst[1]!=0 and lst[5]!=0 and lst[9]!=0 if lst[1]=lst[5] and lst[5]=lst[9] return lst[1] ok ok if lst[3]!=0 and lst[5]!=0 and lst[7]!=0 if lst[3]=lst[5] and lst[5]=lst[7] return lst[3] ok ok //tie tie=true for i=1 to 9 if lst[i]=0 tie=false exit ok next if tie=true return 3 ok return 0 class GameOver font bitmap func loadresources 63.3. TicTacToe 3D Game 667