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game.cpp
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259 lines (209 loc) · 6.35 KB
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// g++ -o test -lglut -lGLU lab4_start.cpp
#include <cstdlib> /* For _MAX_PATH definition */
#include <GL/glut.h>
#include <stdio.h>
#include <cmath>
#include <iostream>
#include <string.h>
#include "globals.h"
#include "time.h"
#include "utils.h"
#include "init.h"
#include "objects.h"
#include "controls.h"
using namespace std;
// http://fly.cc.fer.hr/~unreal/theredbook/chapter03.html
// This function inits things like the globals
void init() {
width = glutGet(GLUT_WINDOW_WIDTH);
height = glutGet(GLUT_WINDOW_HEIGHT);
GLfloat b[] = { 0.0, 0.0, 0.0, 0 };
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, b);
glLightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_DEPTH_TEST); //enable the depth testing
glEnable(GL_LIGHTING); //enable the lighting
glutSetCursor(GLUT_CURSOR_NONE);
srand(time(NULL));
processfile();
world._toggles[0].state=1;
glEnable(GL_LIGHT0);
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
world.LoadGLTextures();
glEnable(GL_TEXTURE_2D);
glShadeModel(GL_SMOOTH); //set the shader to smooth shader
}
void output()
{
glDisable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(0.0, width, 0.0, height);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
string strOil = convertInt(dude.lampOil);
string stringText = "Oil ";
stringText = stringText.append(strOil); stringText.append("%");
glColor4f(1,1,1,1);
glRasterPos2f(width-80, height/2);
for (int i=0; i < stringText.length(); i++)
glutBitmapCharacter(GLUT_BITMAP_HELVETICA_18, stringText[i]);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glEnable(GL_TEXTURE_2D);
glEnable(GL_LIGHTING);
}
void outputWin()
{
glDisable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(0.0, width, 0.0, height);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
string stringText = "You've Won";
glColor4f(1,1,1,1);
glRasterPos2f(width/2, height/2);
for (int i=0; i < stringText.length(); i++)
glutBitmapCharacter(GLUT_BITMAP_HELVETICA_18, stringText[i]);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glEnable(GL_TEXTURE_2D);
glEnable(GL_LIGHTING);
}
void outputLoss()
{
glDisable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(0.0, width, 0.0, height);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
string stringText = "You've died! Press any key to exit...";
glColor4f(1,1,1,1);
glRasterPos2f(width/2, height/2);
for (int i=0; i < stringText.length(); i++)
glutBitmapCharacter(GLUT_BITMAP_HELVETICA_18, stringText[i]);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glEnable(GL_TEXTURE_2D);
glEnable(GL_LIGHTING);
}
void initTransformation() {
glMatrixMode (GL_PROJECTION); //set the matrix to projection
glLoadIdentity ();
gluPerspective (60, (GLfloat)width / (GLfloat)height, 1.0, 1000.0);
glMatrixMode( GL_MODELVIEW);
glLoadIdentity();
}
// Don't change the matrix mode transformations here!
void drawObjects() {
glMatrixMode( GL_MODELVIEW);
glLoadIdentity();
gluLookAt(dude.x,dude.z,dude.y,
dude.x+sin(f(dude.o))*cos(f(dude.s)),
dude.z+sin(f(dude.s)),
dude.y+cos(f(dude.o))*cos(f(dude.s)),
0,1,0);
for(int i = 0; i < world._lights.size(); i++)
{
world._lights[i].init();
}
dude.look();
dude.setLamp();
world.drawWorld();
}
void keyboardLoss(unsigned char key, int x, int y)
{
exit(0);
}
void specialLoss(int key, int x, int y)
{
exit(0);
}
void display() {
glClearColor(0,0,0,0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawObjects();
if (world.won)
{
GLfloat b[] = { 1,1, 1, 1 };
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, b);
outputWin();
}
else if(world.loss)
{
GLfloat b[] = { 1,0, 0, 1 };
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, b);
outputLoss();
glutKeyboardFunc(keyboardLoss);
glutSpecialFunc(specialLoss);
}
else
output();
glutSwapBuffers(); // Makes the drawing appear on the screen.
}
void idle() {
world.tick();
double amtBurned = .1;
#if defined (_MSC_VER)
amtBurned *= 2;
#endif
dude.lampOil = (dude.lampOil > 0 && dude.lampState && !oilGodMode) ? dude.lampOil-amtBurned : dude.lampOil;
dude.lampOil = (dude.lampOil < 100 && !dude.lampState) ? dude.lampOil+amtBurned/4 : dude.lampOil;
dude.lampOil = (oilGodMode) ? 100 : dude.lampOil;
//check for spike trap
for(int i = 0; i < world._spikeTraps.size();i++)
{
if(dude.x > world._spikeTraps[i].x-5 &&
dude.x < world._spikeTraps[i].x+5 &&
dude.y > world._spikeTraps[i].y-5 &&
dude.y < world._spikeTraps[i].y+5 &&
!world._spikeTraps[i].down)
world.loss = true;
}
glutPostRedisplay();
}
// Don't remove this
void reshape(int new_width, int new_height) {
height = new_height;
width = new_width;
glViewport(0,0,new_width,new_height);
glMatrixMode (GL_PROJECTION); //set the matrix to projection
glLoadIdentity ();
gluPerspective (60, (GLfloat)width / (GLfloat)height, 1.0, 1000.0);
glMatrixMode( GL_MODELVIEW);
}
int main(int argc, char **argv) {
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(800, 800); // Set the size of the window here.
glutInitWindowPosition(0, 0); // Upper left corner of window.
glutCreateWindow("Game"); // Title displayed in window title bar.
//glutFullScreen();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutSpecialFunc(special);
glutPassiveMotionFunc(mouseMove);
glutIdleFunc(idle);
init();
glutMainLoop();
return 0;
}