I am wondering why the right hand side of my split screen isn't in the middle and also why the game goes off of the background, any help would be much appreciated

#include "SDL.h"
#include <stdlib.h>
#include <stdio.h>
#include <stdlib.h>
#include <Windows.h>

#pragma comment(lib,"Winmm.lib")


/* ---------------------------------------------------------------------- */
/* Defines/Enumerations                                                   */
/* ---------------------------------------------------------------------- */

#define SPEED 2
#define GAMETIME 30  //inactivity for 30s quits game

/* ---------------------------------------------------------------------- */
/* Type Declarations                                                      */
/* ---------------------------------------------------------------------- */

struct PLAYER
{
  //SDL_Rect pos;
  SDL_Surface *sprite;
  Sint32 dir;
  Sint32 life;
  Sint32 score;
  float by;
  float bx;
  float pos_y;
  float pos_x;
  bool up, right, left, down;
  bool w, s, a, d; 

};

struct BALL
{
  //SDL_Rect pos;
  SDL_Surface *sprite;
  float bx, by;
  float pos_x, pos_y;

};

/* ---------------------------------------------------------------------- */
/* Global Data                                                            */
/* ---------------------------------------------------------------------- */

/// The start time
SDL_Surface *SCREEN;

/// Some Sprites
SDL_Surface *background, *intro, *numbers;

PLAYER playerA, playerB;
BALL ball;

SDL_Joystick *joy0;
Uint32 iTicksLastKey=0;  //inactivity counter
Uint32 TicksElapsed=0; //ticks elapsed since last update
Sint16 iMoveX;
Sint16 iMoveY;
Sint16 iMoveXOld;  //for comparing the last value
Sint16 iMoveYOld;
float ballspeed=85; //ball speed, number of pixels ball travels in one second
SDL_Surface *level;

/* ---------------------------------------------------------------------- */
/* Helper                                                                 */
/* ---------------------------------------------------------------------- */

void go();

/// Handle events
bool handleEvents()
{
  SDL_Event event;
 
    while (SDL_PollEvent(&event))
    {
    switch(event.type)
        {
            case SDL_KEYDOWN:
            {
                switch(event.key.keysym.sym)
                {
                    case SDLK_UP:   { playerB.up = true; break; }
                    case SDLK_DOWN: { playerB.down =  true; break; }
                    case SDLK_LEFT: { playerB.left =  true; break; }
                    case SDLK_RIGHT: { playerB.right =  true; break; }
                    case SDLK_w:    { playerA.w = true; break; }
                    case SDLK_s:    { playerA.s =  true; break; }
                    case SDLK_a:    { playerA.a = true; break; }
                    case SDLK_d:    { playerA.d =  true; break; }
                    case SDLK_SPACE:
                    {
                        if (ball.bx == 0 && ball.by == 0)
                        {
                            go();
                            playerA.life = 3;
                            playerB.life = 3;
                            playerA.score = 0;
                            playerB.score = 0;
                        }
                    }
                    break;
                    case SDLK_ESCAPE: { return false; } // quits
                    default: { break; }
                }
            }
            break;
            case SDL_KEYUP:
            {
                    iTicksLastKey=SDL_GetTicks();  //remember the time of last key release
                    switch(event.key.keysym.sym)
                    {
                    case SDLK_UP:   { playerB.up = false; break; }
                    case SDLK_DOWN: { playerB.down =  false; break; }
                    case SDLK_LEFT: { playerB.left =  false; break; }
                    case SDLK_RIGHT: { playerB.right =  false; break; }
                    case SDLK_w:    { playerA.w = false; break; }
                    case SDLK_s:    { playerA.s =  false; break; }
                    case SDLK_a:    { playerA.a = false; break; }
                    case SDLK_d:    { playerA.d =  false; break; }
                     { playerA.dir = 0; break; }
                    default: { break; }
                    }
            }
            break;
            case SDL_QUIT: { return false; }
            default: { break; }
        }
    }
    return true;
}

/// Draws the score and life status
void overlay()
{
  char buffer[16];
  SDL_Rect dst, src;
  Sint32 i;

  src.y = 0; src.w = 12; src.h = 14;
  dst.y = 0; dst.w = 12; dst.h = 14;

  sprintf(buffer, "%04d", playerA.score);
  for(i=0; buffer[i]; i++)
    {
    src.x = ((Sint32) buffer[i] - (Sint32) '0') * 12;
    dst.x = i * 12;
    SDL_BlitSurface(numbers, &src, SCREEN, &dst);
  }

  sprintf(buffer, "%04d", playerB.score);
  for(i=0; buffer[i]; i++)
    {
    src.x = ((Sint32) buffer[i] - (Sint32) '0') * 12;
    dst.x = 320 - (4-i) * 12;
    SDL_BlitSurface(numbers, &src, SCREEN, &dst);
  }

  dst.y = 0; dst.w = (ball.sprite)->w; dst.h = (ball.sprite)->h;
  for(i=0; i<playerA.life; i++)
    {
    dst.x = 50 + i * (dst.w + 2);
    SDL_BlitSurface(ball.sprite, NULL, SCREEN, &dst);
  }

  for(i=0; i<playerB.life; i++)
    {
    dst.x = 270 - (3-i) * (dst.w + 2);
    SDL_BlitSurface(ball.sprite, NULL, SCREEN, &dst);
  }
}

void go()
{
    ball.bx = 0;
    while (ball.bx == 0) ball.bx = (rand() % 3) - 1;
    ball.by = (rand() % 3) - 1;
ball.bx=1;
ball.by=1;
    (ball.pos_x) = 160-(ball.sprite)->w/2;
    (ball.pos_y) = 120-(ball.sprite)->h/2;
    TicksElapsed=SDL_GetTicks();
}

//rounds a float to an int
int iRound(float f)
{
    return int(f + 0.5);
}

/* ---------------------------------------------------------------------- */
/* Main Program                                                           */
/* ---------------------------------------------------------------------- */
int main(int argc, char *argv[])
{
 
	PlaySound("cirque.wav",NULL,SND_FILENAME|SND_ASYNC | SND_LOOP);

  Sint32 delta;
 
  // --------------------------------------------------
  // SDL initialisation
  // --------------------------------------------------
  if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_AUDIO|SDL_INIT_JOYSTICK) < 0)
    {
    printf("Couldn't initialize SDL: %s\n", SDL_GetError());
    return -1;
  }

  SCREEN = SDL_SetVideoMode(320, 240, 24, SDL_DOUBLEBUF /*|SDL_FULLSCREEN*/);
  if (!SCREEN)
    {
    printf("Couldn't set 320x240, 24bit video mode: %s\n", SDL_GetError());
    return -2;
  }

  SDL_WM_SetCaption("Pony Pong", "Pony Pong");
  SDL_EnableKeyRepeat(10, SDL_DEFAULT_REPEAT_INTERVAL);
  SDL_ShowCursor(0);

  // --------------------------------------------------
  // Game initialisation
  // --------------------------------------------------
 
  srand(12345);
  playerA.sprite = SDL_LoadBMP("player1.bmp");
    SDL_SetColorKey(playerA.sprite, SDL_SRCCOLORKEY, 0x000000);  //makes black transparent
  playerB.sprite = SDL_LoadBMP("player2.bmp");
    SDL_SetColorKey(playerB.sprite, SDL_SRCCOLORKEY, 0x000000);  //makes black transparent
  ball.sprite = SDL_LoadBMP("ball.bmp");
    SDL_SetColorKey(ball.sprite, SDL_SRCCOLORKEY, 0x000000);  //makes black transparent

  background = SDL_LoadBMP("background.bmp");
  level = SDL_LoadBMP("level.bmp");
  intro = SDL_LoadBMP("intro.bmp");
  numbers = SDL_LoadBMP("numbers.bmp");

    //Check for joysticks:
    int num_joy;
    num_joy=SDL_NumJoysticks();
    printf("%d joysticks found\n", num_joy);
    for (int i=0;i<num_joy;i++) { printf("  %s\n", SDL_JoystickName(i)); }

    if (SDL_NumJoysticks()>0) joy0=SDL_JoystickOpen(0);
    if (joy0)
    {
        printf("Opened Joystick 0\n");
        printf("  Name: %s\n", SDL_JoystickName(0));
        printf("  Number of Axes: %d\n", SDL_JoystickNumAxes(joy0));
        printf("  Number of Buttons: %d\n", SDL_JoystickNumButtons(joy0));
        printf("  Number of Balls: %d\n", SDL_JoystickNumBalls(joy0));
    }
    else { printf("Couldn't open Joystick 0\n"); }

  (playerA.pos_x) = 8;
    (playerA.pos_y) = 120-((playerA.sprite)->h/2);
  //(playerA.pos).w = (playerA.sprite)->w;
    //(playerA.pos).h = (playerA.sprite)->h;

  (playerB.pos_x) = 312-((playerB.sprite)->w);
    (playerB.pos_y) = 120-((playerB.sprite)->h/2);
//  (playerB.pos).w = (playerB.sprite)->w;
//    (playerB.pos).h = (playerB.sprite)->h;

  (ball.pos_x) = 160-(ball.sprite)->w/2;
    (ball.pos_y) = 120-(ball.sprite)->h/2;
  //(ball.pos).w = (ball.sprite)->w;
    //(ball.pos).h = (ball.sprite)->h;

  // --------------------------------------------------
  // Game loop
  // --------------------------------------------------
    while (handleEvents())
    {
    // --------------------------------------------------
    // Game logic
    // --------------------------------------------------

        //after 30s of inactivity quit game
        if ((SDL_GetTicks()-iTicksLastKey)>(GAMETIME*1000)) { break; }

        if (((SDL_JoystickGetButton(joy0, 0)) ||  //fire, start game
             (SDL_JoystickGetButton(joy0, 1)) ||
             (SDL_JoystickGetButton(joy0, 2)) ||
             (SDL_JoystickGetButton(joy0, 3)) ||
             (SDL_JoystickGetButton(joy0, 4)) ||
             (SDL_JoystickGetButton(joy0, 5)) ||
             (SDL_JoystickGetButton(joy0, 6)) ||
             (SDL_JoystickGetButton(joy0, 7))) &&
             ((ball.bx==0) && (ball.by==0)))
        {
            iTicksLastKey=SDL_GetTicks();  //remember the time of last key press
            go();
            playerA.life=playerB.life=3;
            playerA.score=playerB.score=0;
        }
           
        int Delta=SDL_GetTicks()-TicksElapsed;

        // Update position of sprites
        if (joy0)  //if joystick connected
        {
            //SDL_JoystickUpdate();
            iMoveXOld=iMoveX;
            iMoveYOld=iMoveY;
            iMoveX=SDL_JoystickGetAxis(joy0, 0);  //move joy 0 axxis 0 (-32768 to 32768)
            iMoveY=SDL_JoystickGetAxis(joy0, 1);  //move joy 0 axxis 1 (-32768 to 32768)
            (playerA.pos_y)=(int)(((((float)iMoveX)/65335)+0.5)*(240-(playerA.sprite)->h));
            (playerB.pos_y)=(int)(((((float)iMoveY)/65335)+0.5)*(240-(playerB.sprite)->h));
            if ((iMoveX!=iMoveXOld) || (iMoveY!=iMoveYOld)) { iTicksLastKey=SDL_GetTicks(); }  //remember the time of last movement
        }
        else  //otherwise keyboard
        {
            if (playerA.dir != 0)
            {
                (playerA.pos_y)+=((Delta*ballspeed)/1000)*playerA.dir;
                if ((playerA.pos_y) >= 240-(playerA.sprite)->h)
                {
                    (playerA.pos_y) = 240-(playerA.sprite)->h;
                }
                else if ((playerA.pos_y) <= 0)
                {
                    (playerA.pos_y) = 0;
                }
            }
            if (playerB.dir != 0)
            {

                (playerB.pos_y)+=((Delta*ballspeed)/1000)*playerB.dir;
                if ((playerB.pos_y) >= 240-(playerB.sprite)->h)
                {
                    (playerB.pos_y) = 240-(playerB.sprite)->h;
                }
                else if ((playerB.pos_y) <= 0)
                {
                    (playerB.pos_y) = 0;
                }
            }
        }

        if (playerB.up == true) {
            (playerB.pos_y)-=((Delta*ballspeed)/1000);
            }
        if (playerB.down == true) {
            (playerB.pos_y)+=((Delta*ballspeed)/1000);
            }
        if (playerB.left == true) {
            (playerB.pos_x)-=((Delta*ballspeed)/1000);
        }
        if (playerB.right == true) {
            (playerB.pos_x)+=((Delta*ballspeed)/1000);
        }
        if (playerB.pos_y > level->h - playerB.sprite->h) {
            playerB.pos_y = level->h - playerB.sprite->h ;
        }
        if (playerB.pos_y < 0) {
            playerB.pos_y = 0;
        }
        if (playerB.pos_x > level->w - playerB.sprite->w) {
            playerB.pos_x = level->w- playerB.sprite->w;
        }
        if (playerB.pos_x < 0) {
            playerB.pos_x = 0;
        }

       
        if (playerA.w == true){

            (playerA.pos_y)-=((Delta*ballspeed)/1000);
            }
        if (playerA.s == true){

            (playerA.pos_y)+=((Delta*ballspeed)/1000);
            }
        if (playerA.a == true){

            (playerA.pos_x)-=((Delta*ballspeed)/1000);
        }
        if (playerA.d == true){

            (playerA.pos_x)+=((Delta*ballspeed)/1000);
        }

        if (playerA.pos_y > level->h - playerA.sprite->h) {
            playerA.pos_y = level->h - playerA.sprite->h ;
        }
        if (playerA.pos_y < 0) {
            playerA.pos_y = 0;
        }
        if (playerA.pos_x > level->w - playerA.sprite->w) {
            playerA.pos_x = level->w- playerA.sprite->w;
        }
        if (playerA.pos_x < 0) {
            playerA.pos_x = 0;
        }

        // Update ball
        //(ball.pos_x) += ball.bx;
        //(ball.pos_y) += ball.by;
        (ball.pos_x)+=((Delta*ballspeed)/1000)*ball.bx;
        (ball.pos_y)+=((Delta*ballspeed)/1000)*ball.by;
        TicksElapsed=SDL_GetTicks();

        // (*) Reflection on top and bottom of screen
        if ((ball.pos_y) <= 0 || (ball.pos_y) >= 240-(ball.sprite)->h)
        {
            ball.by = -ball.by;
        }

        //player A paddle Reflektion:
        delta=(ball.pos_y)-(playerA.pos_y);
        if (((ball.pos_x)<=8+(playerA.sprite)->w) &&  //in reach of the paddle
            ((ball.pos_x)>=8) &&  //not too far left
            (delta>=0) &&  //not above paddle
            (delta<=(playerA.sprite)->h) &&  //not below
            (ball.bx<0))  //ball flies to the left
        {
            if (ball.bx < 0) { ball.bx = 1; } else { ball.bx = -1; }
            //ball.bx *= (2+abs((delta - ((playerA.sprite)->h/2))) / 6);
            //ball.by = (delta - ((playerA.sprite)->h/2)) / 4;
            playerA.score++;
        }
        if ((ball.pos_x)<0)  //left out
        {
            playerA.life--;
            playerB.score += 10;
            if (playerA.life == 0)
            {
                //Restart game:
                ball.bx = 0;
                ball.by = 0;
                (ball.pos_x) = 160-(ball.sprite)->w/2;
                (ball.pos_y) = 120-(ball.sprite)->h/2;
            }
            else { go(); }
        }

        //player B paddle Reflektion:
        delta=(ball.pos_y)-(playerB.pos_y);
        if (((ball.pos_x)+(ball.sprite)->w>=312-(playerB.sprite)->w) &&  //in reach of the paddle
            ((ball.pos_x)+(ball.sprite)->w<=312) &&  //not too far right
            (delta>=0) &&  //not above paddle
            (delta<=(playerB.sprite)->h) &&  //not below
            (ball.bx>0))  //ball flies to the right
        {
            if (ball.bx < 0) { ball.bx = 1; } else { ball.bx = -1; }
            //ball.bx *= (2+abs((delta - ((playerB.sprite)->h/2))) / 6);
            //ball.by = (delta - ((playerB.sprite)->h/2)) / 4;
            playerB.score++;
        }
        if ((ball.pos_x)+(ball.sprite)->w>320)  //right out
        {
            playerB.life--;
            playerA.score += 10;
            if (playerB.life == 0)
            {
                //Restart game:
                ball.bx = 0;
                ball.by = 0;
                (ball.pos_x) = 160-(ball.sprite)->w/2;
                (ball.pos_y) = 120-(ball.sprite)->h/2;
            }
            else go();
        }

    // --------------------------------------------------
    // Draw game screen
    // --------------------------------------------------
        if (ball.bx == 0 && ball.by == 0) { SDL_BlitSurface(intro, NULL, SCREEN, NULL); }
        else                              { SDL_BlitSurface(background, NULL, SCREEN, NULL); }
       
    SDL_Rect halfscreen;
    halfscreen.x=0;
    halfscreen.y=0;
    halfscreen.w=SCREEN->w/2;
    halfscreen.h=SCREEN->h;
   
    SDL_Rect levelrect;//Left hand side screen
    levelrect.x=iRound(playerB.pos_x-SCREEN->w/4);
    levelrect.y=iRound(playerB.pos_y-SCREEN->h/2);
    levelrect.w=SCREEN->w/2;
    levelrect.h=SCREEN->h;
    SDL_BlitSurface(level, &levelrect, SCREEN, &halfscreen);

    halfscreen.x=SCREEN->w/2;

    levelrect.x=iRound(playerA.pos_x-SCREEN->w/4);//right hand side screen
    levelrect.y=iRound(playerA.pos_y-SCREEN->h/2);
    levelrect.w=SCREEN->w*2;
    levelrect.h=SCREEN->h*1;
    SDL_BlitSurface(level, &levelrect, SCREEN, &halfscreen);
   
    overlay();

    SDL_Rect p1;
    p1.x=(SCREEN->w/4-playerA.sprite->w/5);
    p1.y=(SCREEN->h/2-playerA.sprite->h/2);
    p1.w=(playerA.sprite)->w;
    p1.h=(playerA.sprite)->h;
    SDL_BlitSurface(playerA.sprite, NULL, SCREEN, &p1);

    SDL_Rect p2;
    p2.x=(SCREEN->w/2+SCREEN->w/4-playerB.sprite->w/2);
    p2.y=(SCREEN->h/2-playerB.sprite->h/2);
    p2.w=(playerB.sprite)->w;
    p2.h=(playerB.sprite)->h;
    SDL_BlitSurface(playerB.sprite, NULL, SCREEN, &p2);

    SDL_Rect r;
    r.x=iRound(ball.pos_x);
    r.y=iRound(ball.pos_y);
    r.w= (ball.sprite)->w;
    r.h= (ball.sprite)->w;
    SDL_BlitSurface(ball.sprite, NULL, SCREEN, &r);

    SDL_Flip(SCREEN);
  }

  // --------------------------------------------------
  // Clean up
  // --------------------------------------------------
    if ((joy0) && (SDL_JoystickOpened(0))) { SDL_JoystickClose(joy0); }
  SDL_Quit();
  return 0;
}

Can you describe what you did to figure it out since you marked the thread as solved?

Dave

In the rect called levelrect i adjusted the width and the height which corected the right hand screen position.

levelrect.x=iRound(playerA.pos_x-SCREEN->w/28);//right hand side screen
    levelrect.y=iRound(playerA.pos_y-SCREEN->h/10);
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