stratgame

annotate src/game_part.cc @ 4:cd12944a8ea8

foo
author John Tsiombikas <nuclear@member.fsf.org>
date Fri, 25 May 2012 05:28:20 +0300
parents 8d95187cb3ee
children
rev   line source
nuclear@3 1 #include <stdlib.h>
nuclear@0 2 #include "opengl.h"
nuclear@0 3 #include "game_part.h"
nuclear@0 4 #include "level.h"
nuclear@0 5
nuclear@4 6 Game::Game()
nuclear@4 7 {
nuclear@4 8 cam_theta = 0;
nuclear@4 9 cam_phi = 45;
nuclear@4 10 cam_dist = 5;
nuclear@4 11 }
nuclear@4 12
nuclear@0 13 Game::~Game() {}
nuclear@0 14
nuclear@2 15 bool Game::init()
nuclear@2 16 {
nuclear@2 17 if(!level.load("data/test.level")) {
nuclear@2 18 return false;
nuclear@2 19 }
nuclear@2 20 return true;
nuclear@2 21 }
nuclear@2 22
nuclear@3 23 void Game::start()
nuclear@3 24 {
nuclear@3 25 Part::start();
nuclear@3 26
nuclear@3 27 glEnable(GL_DEPTH_TEST);
nuclear@3 28 }
nuclear@3 29
nuclear@0 30 void Game::draw() const
nuclear@0 31 {
nuclear@3 32 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@0 33
nuclear@0 34 glMatrixMode(GL_MODELVIEW);
nuclear@0 35 glLoadIdentity();
nuclear@4 36 glTranslatef(0, 0, -cam_dist);
nuclear@4 37 glRotatef(cam_phi, 1, 0, 0);
nuclear@4 38 glRotatef(cam_theta, 0, 1, 0);
nuclear@0 39
nuclear@3 40 level.draw();
nuclear@3 41 }
nuclear@3 42
nuclear@3 43 void Game::reshape(int x, int y)
nuclear@3 44 {
nuclear@3 45 glMatrixMode(GL_PROJECTION);
nuclear@3 46 glLoadIdentity();
nuclear@3 47 gluPerspective(45.0, (float)x / (float)y, 0.5, 500);
nuclear@0 48 }
nuclear@0 49
nuclear@0 50 void Game::key(int key, bool pressed)
nuclear@0 51 {
nuclear@0 52 switch(key) {
nuclear@0 53 case 27:
nuclear@3 54 exit(0);
nuclear@3 55 //cur_part = menu_part;
nuclear@0 56 break;
nuclear@0 57
nuclear@0 58 default:
nuclear@0 59 break;
nuclear@0 60 }
nuclear@0 61 }
nuclear@4 62
nuclear@4 63 static bool bnstate[32];
nuclear@4 64 static int prev_x, prev_y;
nuclear@4 65
nuclear@4 66 void Game::mouse_button(int bn, bool pressed)
nuclear@4 67 {
nuclear@4 68 bnstate[bn] = pressed;
nuclear@4 69
nuclear@4 70 if(pressed) {
nuclear@4 71 if(bn == 3) {
nuclear@4 72 cam_dist -= 0.2;
nuclear@4 73 if(cam_dist < 0) {
nuclear@4 74 cam_dist = 0;
nuclear@4 75 }
nuclear@4 76 }
nuclear@4 77 if(bn == 4) {
nuclear@4 78 cam_dist += 0.2;
nuclear@4 79 }
nuclear@4 80 }
nuclear@4 81 }
nuclear@4 82
nuclear@4 83 void Game::mouse_motion(int x, int y)
nuclear@4 84 {
nuclear@4 85 int dx = x - prev_x;
nuclear@4 86 int dy = y - prev_y;
nuclear@4 87 prev_x = x;
nuclear@4 88 prev_y = y;
nuclear@4 89
nuclear@4 90 if(bnstate[2]) {
nuclear@4 91 cam_theta += dx * 0.5;
nuclear@4 92 cam_phi += dy * 0.5;
nuclear@4 93
nuclear@4 94 if(cam_phi < 0) cam_phi = 0;
nuclear@4 95 if(cam_phi > 90) cam_phi = 90;
nuclear@4 96 }
nuclear@4 97 }