This tutorial will teach you how to create a multiplayer Ping Pong Game using C programming language, OpenGL library, and GLUT (The OpenGL Utility Toolkit).
Create a file named pingpong.c
on your computer and add the following code in it.
pingpong.c
#include <GL/gl.h> #include <GL/glu.h> #include <GL/glut.h> #include <stdlib.h> #include <time.h> #include <stdlib.h> #include <stdio.h> /* A simple ping pong game using opengl library and glut The game starts on left mouse click, and stops on middle mouse click Player 1 can control the game using the keys q and a Player 2 can control the game using the keys o and l */ // global variables static GLint windowSizeX = 800, windowSizeY = 1200; static GLint orthoSizeX = 600, orthoSizeY = 400; // game variables static char score_1[20], score_2[20]; static GLint player1_score = 0, player2_score = 0; static GLint player1_life = 3, player2_life = 3; static GLint paddle_boundary = 350, paddle_height = 100, paddile_velocity = 8.0; static GLint player1_paddile_y = 0, player2_paddile_y = 0, paddle_x = 595; static GLfloat ball_velocity_x = 0, ball_velocity_y = 0, speed_increment = 0.5; static GLint ball_pos_x = 0, ball_pos_y = 0, ball_radius = 20; void init(void) { // initalise display with black colors glClearColor (0.0, 0.0, 0.0, 0.0); glShadeModel (GL_FLAT); srand(time(NULL)); // should only be called once } // draw text on screen void drawStrokeText(char*string, int x, int y, int z) { char *c; glPushMatrix(); glTranslatef(x, y+8,z); // glScalef(0.09f,-0.08f,z); for (c=string; *c != '\0'; c++) { glutStrokeCharacter(GLUT_STROKE_ROMAN , *c); } glPopMatrix(); } // draw the center lines spaces 20 pixels apart and with a width of 4 px void drawCenterLines() { // center lines start glBegin(GL_QUADS); glColor3f(1.0, 1.0, 1.0); glVertex2f(-2 , -410); glVertex2f(2 , -410); glVertex2f(2 , -390); glVertex2f(-2 , -390); glEnd(); glBegin(GL_QUADS); glColor3f(1.0, 1.0, 1.0); glVertex2f(-2 , -370); glVertex2f(2 , -370); glVertex2f(2 , -350); glVertex2f(-2 , -350); glEnd(); glBegin(GL_QUADS); glColor3f(1.0, 1.0, 1.0); glVertex2f(-2 , -330); glVertex2f(2 , -330); glVertex2f(2 , -310); glVertex2f(-2 , -310); glEnd(); glBegin(GL_QUADS); glColor3f(1.0, 1.0, 1.0); glVertex2f(-2 , -290); glVertex2f(2 , -290); glVertex2f(2 , -270); glVertex2f(-2 , -270); glEnd(); glBegin(GL_QUADS); glColor3f(1.0, 1.0, 1.0); glVertex2f(-2 , -250); glVertex2f(2 , -250); glVertex2f(2 , -230); glVertex2f(-2 , -230); glEnd(); glBegin(GL_QUADS); glColor3f(1.0, 1.0, 1.0); glVertex2f(-2 , -210); glVertex2f(2 , -210); glVertex2f(2 , -190); glVertex2f(-2 , -190); glEnd(); glBegin(GL_QUADS); glColor3f(1.0, 1.0, 1.0); glVertex2f(-2 , -170); glVertex2f(2 , -170); glVertex2f(2 , -150); glVertex2f(-2 , -150); glEnd(); glBegin(GL_QUADS); glColor3f(1.0, 1.0, 1.0); glVertex2f(-2 , -130); glVertex2f(2 , -130); glVertex2f(2 , -110); glVertex2f(-2 , -110); glEnd(); glBegin(GL_QUADS); glColor3f(1.0, 1.0, 1.0); glVertex2f(-2 , -90); glVertex2f(2 , -90); glVertex2f(2 , -70); glVertex2f(-2 , -70); glEnd(); glBegin(GL_QUADS); glColor3f(1.0, 1.0, 1.0); glVertex2f(-2 , -50); glVertex2f(2 , -50); glVertex2f(2 , -30); glVertex2f(-2 , -30); glEnd(); glBegin(GL_QUADS); glColor3f(1.0, 1.0, 1.0); glVertex2f(-2 , -10); glVertex2f(2 , -10); glVertex2f(2 , 10); glVertex2f(-2 , 10); glEnd(); glBegin(GL_QUADS); glColor3f(1.0, 1.0, 1.0); glVertex2f(-2 , 30); glVertex2f(2 , 30); glVertex2f(2 , 50); glVertex2f(-2 , 50); glEnd(); glBegin(GL_QUADS); glColor3f(1.0, 1.0, 1.0); glVertex2f(-2 , 70); glVertex2f(2 , 70); glVertex2f(2 , 90); glVertex2f(-2 , 90); glEnd(); glBegin(GL_QUADS); glColor3f(1.0, 1.0, 1.0); glVertex2f(-2 , 110); glVertex2f(2 , 110); glVertex2f(2 , 130); glVertex2f(-2 , 130); glEnd(); glBegin(GL_QUADS); glColor3f(1.0, 1.0, 1.0); glVertex2f(-2 , 150); glVertex2f(2 , 150); glVertex2f(2 , 170); glVertex2f(-2 , 170); glEnd(); glBegin(GL_QUADS); glColor3f(1.0, 1.0, 1.0); glVertex2f(-2 , 190); glVertex2f(2 , 190); glVertex2f(2 , 210); glVertex2f(-2 , 210); glEnd(); glBegin(GL_QUADS); glColor3f(1.0, 1.0, 1.0); glVertex2f(-2 , 230); glVertex2f(2 , 230); glVertex2f(2 , 250); glVertex2f(-2 , 250); glEnd(); glBegin(GL_QUADS); glColor3f(1.0, 1.0, 1.0); glVertex2f(-2 , 270); glVertex2f(2 , 270); glVertex2f(2 , 290); glVertex2f(-2 , 290); glEnd(); glBegin(GL_QUADS); glColor3f(1.0, 1.0, 1.0); glVertex2f(-2 , 310); glVertex2f(2 , 310); glVertex2f(2 , 330); glVertex2f(-2 , 330); glEnd(); glBegin(GL_QUADS); glColor3f(1.0, 1.0, 1.0); glVertex2f(-2 , 350); glVertex2f(2 , 350); glVertex2f(2 , 370); glVertex2f(-2 , 370); glEnd(); glBegin(GL_QUADS); glColor3f(1.0, 1.0, 1.0); glVertex2f(-2 , 390); glVertex2f(2 , 390); glVertex2f(2 , 410); glVertex2f(-2 , 410); glEnd(); // center lines end } // x, y is the top left corodinate of the paddle void drawPaddle(int x, int y) { glPushMatrix(); glTranslatef(x, y, 0); glBegin(GL_QUADS); glColor3f(1.0, 1.0, 1.0); int height = paddle_height / 2; glVertex2f(-5 , height); glVertex2f(5 , height); glVertex2f(5 , -height); glVertex2f(-5, -height); glEnd(); glPopMatrix(); } void drawBall(int x, int y) { glPushMatrix(); glTranslatef(x, y, 0); glColor3f(1.0, 1.0, 1.0); glutSolidSphere (ball_radius, 20, 16); glPopMatrix(); } // main display functions void display(void) { glClear(GL_COLOR_BUFFER_BIT); // create center lines drawCenterLines(); // draw left paddle at (-paddle_x, player1_paddile_y) drawPaddle(-paddle_x, player1_paddile_y); // draw right paddle at (paddle_x, player2_paddile_y) drawPaddle(paddle_x, player2_paddile_y); // draw the ball (ball_pos_x, ball_pos_y) - varies in each frame drawBall(ball_pos_x, ball_pos_y); // draw the score on the left for player 1 snprintf (score_1, sizeof(score_1), "%d", player1_score); drawStrokeText(score_1, -300, 200, 0); // draw the score on the left for player 1 snprintf (score_2, sizeof(score_2), "%d", player2_score); drawStrokeText(score_2, 200, 200, 0); // swap the current frame with the drawn frame glutSwapBuffers(); glFlush(); } void startGame(void) { // move the ball ball_pos_x += ball_velocity_x; ball_pos_y += ball_velocity_y; // ball hits the top or bottom if (ball_pos_y + ball_radius > orthoSizeY || ball_pos_y - ball_radius < -orthoSizeY) ball_velocity_y = -ball_velocity_y; // ball hits the left paddle if (ball_pos_x - ball_radius - 5 < -paddle_x && ball_pos_x - ball_radius < -paddle_x) if (ball_pos_y < player1_paddile_y + paddle_height && ball_pos_y > player1_paddile_y - paddle_height) { ball_velocity_x = -ball_velocity_x; ball_velocity_x += speed_increment; paddile_velocity += speed_increment; } // ball hits the right paddle if (ball_pos_x + ball_radius + 5 > paddle_x && ball_pos_x + ball_radius < paddle_x) if (ball_pos_y < player2_paddile_y + paddle_height && ball_pos_y > player2_paddile_y - paddle_height) ball_velocity_x = -ball_velocity_x; // player 1 scores if (ball_pos_x + ball_radius > orthoSizeX) { player1_score++; printf("Player 1 = %d \n", player1_score); ball_velocity_x = -ball_velocity_x; } // player 2 scores if (ball_pos_x - ball_radius < -orthoSizeX) { player2_score++; printf("Player 2 = %d \n", player2_score); ball_velocity_x = -ball_velocity_x; } glutPostRedisplay(); } // reshape the display void reshape(int w, int h) { glViewport (0, 0, (GLsizei) w, (GLsizei) h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(-orthoSizeX, orthoSizeX, -orthoSizeY, orthoSizeY, -100, 100); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } // on mouse button click void mouse(int button, int state, int x, int y) { switch (button) { // left button - initialize random velocity between (ran(5) - rand(3)) case GLUT_LEFT_BUTTON: if (state == GLUT_DOWN) ball_velocity_x = (rand() % 5) - (rand() % 3); ball_velocity_y = (rand() % 5) - (rand() % 3); // keep on calling the callback to move the ball and check boundary conditions glutIdleFunc(startGame); break; // middle button to reset the ball, paddle and score case GLUT_MIDDLE_BUTTON: // reset ball, paddle and player scores ball_pos_x = ball_pos_y = 0; player1_paddile_y = player2_paddile_y = 0; player1_score = player2_score = 0; if (state == GLUT_DOWN) // remove the call back so that game stops glutIdleFunc(NULL); break; default: break; } } void keyboard (unsigned char key, int x, int y) { switch (key) { // move player 1 paddile up case 'q': if (player1_paddile_y < paddle_boundary) player1_paddile_y += paddile_velocity; glutPostRedisplay(); break; // move player 1 paddile down case 'a': if (player1_paddile_y > -paddle_boundary) player1_paddile_y -= paddile_velocity; glutPostRedisplay(); break; // move player 2 paddile up case 'o': if (player2_paddile_y < paddle_boundary) player2_paddile_y += paddile_velocity; glutPostRedisplay(); break; // move player 2 paddile down case 'l': if (player2_paddile_y > -paddle_boundary) player2_paddile_y -= paddile_velocity; glutPostRedisplay(); break; // exit on esc case 27: exit(0); break; default: break; } } /* * Request double buffer display mode. * Register mouse input callback functions */ int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB); glutInitWindowSize (1200, 800); glutInitWindowPosition (10, 10); glutCreateWindow (argv[0]); init (); // call back functions for rendering, reshape glutDisplayFunc(display); glutReshapeFunc(reshape); // callback on mouse click and keyboard input glutMouseFunc(mouse); glutKeyboardFunc(keyboard); glutMainLoop(); return 0; }
Run the Program
$ gcc pingpong.c -lm -lglut -lGL -lGLU
How to Play this Ping Pong Game?
To start playing the game you have to click the left mouse button whereas press the middle mouse button to stop it.
How to Control Player 1?
Move Up: Q
Move Down: A
How to Control Player 2?
Move Up: O
Move Down: L
How to Restart Ping Pong Game?
Press the middle mouse button to reset the ball, paddle and score.