Sry about the last post :D my braind failed on me ..

so here is the deal .. i need a litle help ..

half of the program is done .. there are just mising parths .. if somone can fill them ? ( im just a begginer.. ) rest of the program is done rly hard.. with google and stuff :S

May the newbie power be with me ? :S

i just need to draw the body
the game needs to be simple..
just a body .. the place for the word to be guest.. and on the top of the monitor the incoret latters.
O
/I\
/ \

the word that needs to be set is SAKAM SEKSA ( two words actualy )
if the latter is corect when inserted.. then its shown on the monitor.. if its wrong a parth of the body is drawn.. .. simple hangman game..
you can se i marked from where i need the help .. ( it will take someone that knows this probably 10 min or less to finish the program )

you can ignore the top parth of the program ( check the down section from the red latters down ) .. its done.. just need to .. create Polygons probably.. ( for the arms.. legs and body ) any help ?

CodeGeneration -> Enable c++ exceptions = NO
#pragma warning(disable:4786)
#include <map>
using namespace std ;



#include <windows.h> 
#include <stdio.h>
#include <stdlib.h>
#include <errno.h>
#include <math.h>   
#include <glaux.h> 
#include <glext.h> 
#include <glut.h> //[I]glut file for windows[/I]
                     // [I]inludes gl.h and glu.h [/I]
#include<iostream>
#include<string>



// [I]picture is BMP 24 bits[/I]
BITMAPINFO *bginfo; // [I]Bitmap information[/I]
GLubyte *bgpixels; // [I]Actual pixel data[/I]



#pragma region Operacii so sliki

extern GLubyte * ReadBitmap(const char *filename,BITMAPINFO **info);  
extern int SaveBitmap(const char *filename, BITMAPINFO *info,GLubyte    *bits); 
extern GLubyte * ReadBitmapFromScreen(BITMAPINFO **info);

/* read bitmap information. Returns the final bitmap pixel values */
GLubyte *                         
ReadBitmap(const char *filename, 
             BITMAPINFO **info)    
{
  FILE             *fp;          /* Open file pointer */
  GLubyte          *pixels;        /* Bitmap pixel bits */
  int              imgsize;      /* Size of bitmap image*/
  int              infosize;     /* Size of header information */
  BITMAPFILEHEADER header;       /* File header */


  // [I]Try opening the file; use "rb" mode to read a binary file. [/I]
  if ((fp = fopen(filename, "rb")) == NULL)
    return (NULL);

  // [I]Read the file header[/I]
  if (fread(&header, sizeof(BITMAPFILEHEADER), 1, fp) < 1)
  {
  // [I]Couldn't read the file header [/I]
	  fclose(fp);
    return (NULL);
  }

  if (header.bfType != 'MB')	/* 'MB' set to 'B' Check for BM reversed... */
  {
  // Not a bitmap file
    fclose(fp);
    return (NULL);
  }

  infosize = header.bfOffBits - sizeof(BITMAPFILEHEADER);
  if ((*info = (BITMAPINFO *)malloc(infosize)) == NULL)
  {
    fclose(fp);
    return (NULL);
  }

  if (fread(*info, 1, infosize, fp) < infosize)
  {
    free(*info);
    fclose(fp);
    return (NULL);
  }

  /* Now that we have all the header info read in, allocate memory for *
   * the bitmap and read it in...  
   */
  imgsize = (*info)->bmiHeader.biSizeImage;
  // sometimes imagesize is not set in files
  if (imgsize == 0)
     imgsize = ((*info)->bmiHeader.biWidth *
                (*info)->bmiHeader.biBitCount + 7) / 8 *
  	             abs((*info)->bmiHeader.biHeight);

  if ((pixels = (unsigned char *)malloc(imgsize)) == NULL)
  {
    free(*info);
    fclose(fp);
    return (NULL);
  }

  if (fread(pixels, 1, imgsize, fp) < imgsize)
  {
    free(*info);
    free(pixels);
    fclose(fp);
    return (NULL);
   }

   fclose(fp);
   return (pixels);
}


/*
 * 'SaveBitmap()' - Save a BMP file to disk.
 *
 * Returns 0 on success or -1 on failure...
 */

int                                
SaveBitmap(const char *filename,  /* File to save to */
            BITMAPINFO *info,     /* Bitmap information */
	          GLubyte    *bits)     /*Bitmap data */
    {
    FILE             *fp;          
    int              size, infosize, bitsize;  
    BITMAPFILEHEADER header;   


    /* Try opening the file; use "wb" mode to write this *binary* file. */
    if ((fp = fopen(filename, "wb")) == NULL)
        return (-1);

    /* Figure out the bitmap size */
    if (info->bmiHeader.biSizeImage == 0)
	    bitsize =(int) ((info->bmiHeader.biWidth *
        	   info->bmiHeader.biBitCount + 7) / 8 * fabs((double)info->bmiHeader.biHeight));
    else
	    bitsize = info->bmiHeader.biSizeImage;

    /* Figure out the header size */
    infosize = sizeof(BITMAPINFOHEADER);
    switch (info->bmiHeader.biCompression)
	  {
	  
	  case BI_RGB :
      if (info->bmiHeader.biBitCount > 8 &&
        	info->bmiHeader.biClrUsed == 0)
	      break;
	  
	  }

    size = sizeof(BITMAPFILEHEADER) + infosize + bitsize;

    /* Write the file header, bitmap information, and bitmap pixel data... */
    header.bfType      = 'MB'; /*'MB' set to 'B' */
    header.bfSize      = size;
    header.bfReserved1 = 0;
    header.bfReserved2 = 0;
    header.bfOffBits   = sizeof(BITMAPFILEHEADER) + infosize;

    if (fwrite(&header, 1, sizeof(BITMAPFILEHEADER), fp) < sizeof(BITMAPFILEHEADER))
        {
        /* Couldn't write the file header - return... */
        fclose(fp);
        return (-1);
        }

    if (fwrite(info, 1, infosize, fp) < infosize)
        {
        /* Couldn't write the bitmap header - return... */
        fclose(fp);
        return (-1);
        }

    if (fwrite(bits, 1, bitsize, fp) < bitsize)
        {
        /* Couldn't write the bitmap - return... */
        fclose(fp);
        return (-1);
        }

    fclose(fp);
    return (0);
    }

GLubyte * 
ReadBitmapFromScreen(BITMAPINFO **info)
{
  long i,j,bitsize, width;
  GLint viewport[4];
  GLubyte *bits;
  GLubyte *rgb, tmp;

  // [I]get the extents of the viewport of the window[/I]
  glGetIntegerv(GL_VIEWPORT, viewport);

  if ((*info = (BITMAPINFO *)malloc(sizeof(BITMAPINFOHEADER))) == NULL)
    return NULL;
  width = viewport[2]*3;
  width = (width+3)& ~3;
  bitsize = width*viewport[3];

  if ((bits = (unsigned char *)calloc(bitsize,1)) ==NULL)
    return NULL;

  glPixelStorei(GL_PACK_ALIGNMENT,4);
  glPixelStorei(GL_PACK_ROW_LENGTH,0);
  glPixelStorei(GL_PACK_SKIP_ROWS,0);
  glPixelStorei(GL_PACK_SKIP_PIXELS,0);

  glReadPixels(0,0,viewport[2], viewport[3], GL_BGR_EXT, GL_UNSIGNED_BYTE,bits);

  (*info)->bmiHeader.biSize     = sizeof(BITMAPINFOHEADER);
  (*info)->bmiHeader.biWidth    = viewport[2];
  (*info)->bmiHeader.biHeight   = viewport[3];
  (*info)->bmiHeader.biPlanes   = 1;
  (*info)->bmiHeader.biBitCount = 24;
  (*info)->bmiHeader.biCompression = 0L; // BI_RGB;
  (*info)->bmiHeader.biSizeImage = bitsize;
  (*info)->bmiHeader.biXPelsPerMeter = 2952;
  (*info)->bmiHeader.biYPelsPerMeter = 2952;
  (*info)->bmiHeader.biClrUsed = 0;
  (*info)->bmiHeader.biClrImportant = 0;

  return(bits);

}

#pragma endregion Operacii so sliki

void PrintText(float x, float y, string text) {
    glRasterPos2f(x, y);
    for each(char c in text) {
        glutBitmapCharacter(GLUT_BITMAP_HELVETICA_18, c);
    }

	//[I]Font and font size[/I]
	//[I]GLUT_BITMAP_8_BY_13[/I]
	//[I]GLUT_BITMAP_9_BY_15[/I]
	//[I]GLUT_BITMAP_TIMES_ROMAN_10[/I]
	//[I]GLUT_BITMAP_TIMES_ROMAN_24[/I]
	//[I]GLUT_BITMAP_HELVETICA_10[/I]
	//[I]GLUT_BITMAP_HELVETICA_12[/I]
	//[I]GLUT_BITMAP_HELVETICA_18[/I]
	


}



 I NEED HELP FROM HERE TO THE END 

// [I]routine to draw a circle approximated by line segments[/I]
void MyCircle2f(GLfloat centerx, GLfloat centery, GLfloat radius){
	#define PI 3.1415926535898  // recall that cos and sin functions require angles in radians
                				// [I]2PI radians = 360 degrees, a full [/I]circle
	GLint circle_points = 100; 
	GLint i;
	GLdouble angle;
	glBegin(GL_POLYGON); 
	for (i = 0; i < circle_points; i++) {    
		angle = 2*PI*i/circle_points; 
		glVertex2f(centerx+radius*cos(angle), centery+radius*sin(angle)); 
	} 
	glEnd();
}

//[I]Change the dimensions of the window[/I]
void reshape (int w, int h)
{
   // [I]on reshape and on startup, keep the viewport to be the entire size of the window[/I]
   glViewport (0, 0, (GLsizei) w, (GLsizei) h);
   glMatrixMode (GL_PROJECTION);
   glLoadIdentity ();
   // [I]keep our logical coordinate system constant[/I]
   gluOrtho2D(0.0, w, 0.0, h);
}



#pragma region Klasa HangMan i nejzini metodi
class HangMan
{
public:
	HangMan(string word);
	virtual ~HangMan();
	void Draw();
	void DrawHead(); //[I]Draw the head[/I]
	void DrawLeftEye(); //[I]Draw the Left Eye[/I]
	void DrawRightEye(); //[I]Draw the Right Eye[/I]
	void DrawBody(); //[I]Draw the body[/I]
	void DrawLeftArm(); //[I]Draw the Left Arm[/I]
	void DrawRightArm(); //[I]Draw the Right Arm[/I]
	void DrawLeftLeg(); //[I]Draw the Left Leg[/I]
	void DrawRightLeg(); //[I]Draw the Right Leg[/I]
	void SetWord(string w); //[I]Set the word to be guessed[/I]
	void ContainLetter(char a); //[I]returns true if the meteor is out of screen  this is from a diferent program so if its wrong correct it pls [/I] 
	GLint MissedLetters; //[I] unique ID to identify the meteor[/I]
private:
	string wordtobeguessed; //
	GLfloat location[2]; // 
y-coordinate
};

HangMan::HangMan(string word){
	wordtobeguessed = word;
	MissedLetters = 0;
};
void HangMan::ContainLetter(char a){
	string::size_type loc1 = wordtobeguessed.find( a, 0 );
	if(loc1 != string::npos){
		//check if the latter is in the word

		// if the latter is in the word the latter is printet on the screan in the corect place  
	}else{
		//if the latter is missing not in the word    the latter shut be writen on the top of the screan in the missed latters
		MissedLetters++;
	}
};
void HangMan::SetWord(string w){
	wordtobeguessed = w;
};
void HangMan::Draw(){
	switch ( MissedLetters )
		{
			 case 1:
				DrawHead();
				break;
			 case 2:
				DrawHead();
				DrawLeftEye();
				break;
			case 3:
				DrawHead();
				DrawLeftEye();
				DrawRightEye();
				break;
			//in case if the latters 4,5,6 etc in the word then a parth of the body is draw
				
			default:
				//if all the parths of the body are drawn the game ends
				//all the parths are drawn
				//the word is shown
				//game ends
				PrintText(100, 120, wordtobeguessed);
				break;
		}
}
void HangMan::DrawHead(){
	glColor3f(1.0f,0.0f,0.0f); //choasen collor
	MyCircle2f(300, 300, 30); //draw head
};
void HangMan::DrawLeftEye(){
	glColor3f(0.0f,0.0f,1.0f); //choasen collor
	MyCircle2f(290, 300, 5); //draw left eye
};
void HangMan::DrawRightEye(){
	glColor3f(0.0f,0.0f,1.0f); //choasen collor
	MyCircle2f(310, 300, 5); //draw right eye
};
void HangMan::DrawLeftArm(){
	glClearColor(1.0,0.0,0.0,1.0); //choasen collor
	                               //dra left arm
};
void HangMan::DrawRightArm(){
	glClearColor(1.0,0.0,0.0,1.0); //choasen collor
	                               //draw right arm
};
void HangMan::DrawBody(){
	glClearColor(1.0,0.0,0.0,1.0); //choasen collor
	                                 //draw body
};
void HangMan::DrawLeftLeg(){
	glClearColor(1.0,0.0,0.0,1.0); //choasen collor
	                             //draw left leg
};
void HangMan::DrawRightLeg(){
	glClearColor(1.0,0.0,0.0,1.0); //choasen collor
	                               //draw right leg
};


HangMan::~HangMan() {
	wordtobeguessed = "";
	MissedLetters = 0;
}

#pragma endregion Klasa HangMan i nejzini metodi

HangMan *hm = new HangMan("");


void Display(void)
{
  //clear all pixels with the specified clear color
  glClear(GL_COLOR_BUFFER_BIT);

  //draw the background picture
 // if (bgpixels){
	//glRasterPos2f(0,0);
	//glPixelZoom(1,1);
	//glDrawPixels(bginfo-> bmiHeader.biWidth, bginfo-> bmiHeader.biHeight, GL_BGR_EXT, GL_UNSIGNED_BYTE, bgpixels);
 // }

	hm->Draw();
	glFlush();
	glutSwapBuffers();
}

void keyPressed (unsigned char key, int x, int y) {
	hm->ContainLetter(key);
	glutPostRedisplay();
} 

void init(void){
	//set the clear color to be white
	glClearColor(1.0,1.0,1.0,1.0);
	glLineWidth(5.0);
	// polygons drawn should be filled
	glPolygonMode(GL_FRONT, GL_FILL);
	glutKeyboardFunc(keyPressed); // Tell GLUT to use the method "keyPressed" for key presses  
  
}


int main(int argc, char* argv[])
{
  glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
  glutInitWindowSize (600, 600);  
  glutCreateWindow("HangMan Game");

  //read the backgruond picture

  bgpixels = ReadBitmap("HangManBackgruond.bmp", &bginfo);
  
  //set the word that needs to be guest    the word needs to be SAKAM SESKA
  hm->SetWord("Proba");

  init();
  glutDisplayFunc(Display);
  glutReshapeFunc(reshape);
  glutMainLoop();
}

Maybe if you could be more specific about what errors your are getting, or what specific parts of the code you are confused about. Everything below the red text is too broad, a lot of us don't want to look through all the code. Start with a specific function you don't know how to implement and we'll move on from there.

well i need to define polygons.. and place them... ( to draw the parths of the body )

evrytime i set the polygons.. they dont apper...... copy the prog..and compile it... only the head and eyes are shown ... after making mistakes..

I'm at work so I can't compile the code but it seems that you never actually draw the body when you call something like DrawRightLeg() or any of the other functions besides the head and two eyes. Do you see how you call MyCircle2f(300, 300, 30) after setting the clear color in the DrawHead() function? That is actually drawing the object. In the rest of the body draw function calls you only set a color, never actually draw anything.
To draw a line for the other body parts, you need something like this:

glBegin(GL_LINES); //Begins drawing of a 3D line
  glColor3f(0.5f,0.5f,0.0f); //sets color of line
  glVertex3f(-2.0f, 2.0f, 0.0f); //Here are two vertices that are used as 
  glVertex3f(2.0f, -2.0f, 0.0f); //endpoints for the line. Adjust the numbers inside glVertex3f() to move the line
glEnd(); //End drawing

This is an example of how to draw a simple line in openGL. You must begin drawing with the glBegin() call with what kind of thing you are drawing as the parameter (in the example above GL_LINES was the parameter), and end with the glEnd() call to let openGL know you are finished. You will have to adjust the two vertices to find that correct position of the line, but with enough tinkering you should get the rest of the body to appear in the right spot. Hope this helps a little. If it wasn't clear, this might help. Good luck!

and now

im misiing a link here

HangMan::HangMan(string word){
	wordtobeguessed = word;
	MissedLetters = 0;
};
void HangMan::ContainLetter(char a){
	string::size_type loc1 = wordtobeguessed.find( a, 0 );
	if(loc1 != string::npos){
		
	// this check needs to be longer .. it needs to check if the latter is in the string  on more than one position in the word 
		// if the latter is there it should be printet on position
	}else{	//if the latter is there it should be placet on the top of the screan in the missing latters parth 
		MissedLetters++;
	}
};

this is probably easy.. :S

any help ??

and its a parth of the program not much .. you can check it fast

I'm sorry but your comments in your code have so many typos that it's difficult to understand what you are trying to do.

well here is the deal... all i have to do ... is ...when a letter is inserted.. if its not in the word... its showned on top on the monior... if it is its showed on the bootom..

the place isent inportant..

i need help with the

IF

ELSE comaant... that is the last thing to do ... i think ..everything else is done..


the last post .. that i put containing the parth of the code..

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