Using RingOpenGL and RingAllegro for 3D Graphics

In this chapter we will learn about using RingOpenGL and RingAllegro

3D Cube and Texture

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 GraphicsApp {
                start()
        }


class GraphicsApp from GraphicsAppBase

        TITLE = "Ring Cube"

        bitmap texture

        xrot = 0.0
        yrot = 0.0
        zrot = 0.0

        func loadresources

                bitmap = al_load_bitmap("ring.bmp")
                texture = al_get_opengl_texture(bitmap)

        func destroyResources

                al_destroy_bitmap(bitmap)

        func drawScene

                w = 800 h = 600
                ratio =  w / h

                glViewport(0, 0, w, h)
                glMatrixMode(GL_PROJECTION)
                glLoadIdentity()

                gluPerspective(45,ratio,1,100)
                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)

                glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
                glLoadIdentity()
                glTranslatef(0.0,0.0,-5.0)

                glRotatef(xrot,1.0,0.0,0.0)
                glRotatef(yrot,0.0,1.0,0.0)
                glRotatef(zrot,0.0,0.0,1.0)

                glBindTexture(GL_TEXTURE_2D, texture)

                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
                        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()

                xrot += 0.3
                yrot += 0.2
                zrot += 0.4


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()
                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()
                                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:

Ring Cube

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

        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)
                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
                        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()
                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()
                                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:

Many Cubes

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
                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]
                [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
                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
                font = al_load_ttf_font("font/pirulen.ttf",54,0 )
                bitmap = al_load_bitmap("image/ballon.png")

        func destroyResources
                al_destroy_bitmap(bitmap)
                al_destroy_font(font)

        func Player1Win oGame
                showMsg(oGame,80,430,"Good job X you won!")

        func Player2Win oGame
                showMsg(oGame,80,430,"Good job O you won!")

        func NoOneWin oGame
                showMsg(oGame,150,430,"Oh no it's a tie!")

        func ShowMsg oGame,x,y,cMsg
                oGame {
                        drawScene()
                        al_flip_display()
                        al_rest(0.3)
                        newdisplay = al_create_display(SCREEN_W,SCREEN_H)
                        al_set_window_title(newdisplay,TITLE)
                        al_clear_to_color(al_map_rgb(255,255,255))
                        al_draw_bitmap(this.bitmap,200,50,1)
                        al_draw_text(this.font,
                                 al_map_rgb(0,0,255), x,y,
                                 ALLEGRO_ALIGN_LEFT,cMsg)
                        al_flip_display()
                        al_rest(2)
                        al_destroy_display(newdisplay)
                        al_set_target_backbuffer(display)
                }

class GameCube

        bitmap bitmap2 bitmap3
        textureX textureO textureN

        xrot = 0.0
        yrot = 0.0
        zrot = 0.0

        func loadresources
                bitmap = al_load_bitmap("image/o.png")
                textureO = al_get_opengl_texture(bitmap)
                bitmap2 = al_load_bitmap("image/x.png")
                textureX = al_get_opengl_texture(bitmap2)
                bitmap3 = al_load_bitmap("image/empty.png")
                textureN = al_get_opengl_texture(bitmap3)

        func destroyResources
                al_destroy_bitmap(bitmap)
                al_destroy_bitmap(bitmap2)
                al_destroy_bitmap(bitmap3)

        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)
                setCubeTexture(nTexture)
                drawCube()

        func setCubeTexture cTexture
                switch cTexture
                        on :x
                                glBindTexture(GL_TEXTURE_2D, textureX)
                        on :o
                                glBindTexture(GL_TEXTURE_2D, textureO)
                        on :n
                                glBindTexture(GL_TEXTURE_2D, textureN)
                off

        func Rotate
                xrot += 0.3 * 5
                yrot += 0.2 * 5
                zrot += 0.4 * 5

        func drawcube
                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
                        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 GameBackground

        nBackX = 0
        nBackY = 0
        nBackDiffx = -1
        nBackDiffy = -1
        nBackMotion = 1
        aBackMotionList = [
                [ -1, -1 ] ,            # Down - Right
                [ 0 , 1  ] ,            # Up
                [ -1, -1 ] ,            # Down - Right
                [ 0 , 1  ] ,            # Up
                [ 1 , -1 ] ,            # Down - Left
                [ 0 , 1  ] ,            # Up
                [ 1 , -1 ] ,            # Down - Left
                [ 0 , 1  ]                      # Up
        ]

        bitmap

        func Update
                draw()
                motion()

        func draw
                al_draw_bitmap(bitmap,nBackX,nBackY,1)

        func motion
                nBackX += nBackDiffx
                nBackY += nBackDiffy
                if (nBackY = -350) or (nBackY = 0)
                        nBackMotion++
                        if nBackMotion > len(aBackMotionList)
                                nBackMotion = 1
                        ok
                        nBackDiffx  = aBackMotionList[nBackMotion][1]
                        nBackDiffy  = aBackMotionList[nBackMotion][2]
                ok

        func loadResources
                bitmap = al_load_bitmap("image/back.jpg")

        func destroyResources
                al_destroy_bitmap(bitmap)


class GameSound

        sample sampleid

        func loadresources
                sample = al_load_sample( "sound/music1.wav" )
                sampleid = al_new_allegro_sample_id()
                al_play_sample(sample, 1.0, 0.0,1.0,ALLEGRO_PLAYMODE_LOOP,sampleid)

        func destroyResources
                al_destroy_allegro_sample_id(sampleid)
                al_destroy_sample(sample)


class GraphicsAppBase

        display event_queue ev timeout
        timer
        redraw                  = true
        FPS                     = 60
        SCREEN_W                = 1024
        SCREEN_H                = 700
        KEY_UP                  = 1
        KEY_DOWN                = 2
        KEY_LEFT                = 3
        KEY_RIGHT               = 4
        Key                     = [false,false,false,false]
        Mouse_X                 = 0
        Mouse_Y                 = 0
        TITLE                   = "Graphics Application"
        PRINT_MOUSE_XY  = False

        func start
                SetUp()
                loadResources()
                eventsLoop()
                destroy()

        func setup
                al_init()
                al_init_font_addon()
                al_init_ttf_addon()
                al_init_image_addon()
                al_install_audio()
                al_init_acodec_addon()
                al_reserve_samples(1)
                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()
                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
                                CloseEvent()
                        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)
                                if PRINT_MOUSE_XY
                                        see "x = " + mouse_x + nl
                                        see "y = " + mouse_y + nl
                                ok
                        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
                                MouseClickEvent()
                        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()
                                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

        func MouseClickEvent
                exit                    # Exit from the Events Loop

        func CloseEvent
                exit                    # Exit from the Events Loop

Screen Shot:

TicTacToe 3D Game

More 3D Samples

You will find the samples in ring/samples/3D folder

The next screen shot for the Top-Down view - Many levels of cubes sample

3D samples

The next screen shot for the Camera Sample

3D samples

The next screen shot for the Camera and background sample

Developer : Azzeddine Remmal

Camera and background