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#include <windows.h>
#include <GL/glut.h>
#include <stdlib.h>
#include <time.h>
#include <vector>
#include "bullet.h"
#include <iostream>
float planetObjX[3] = {-1, 0, 1};
float planetObjY[3] = {2};
float num = 0.0;
float battleShipX = 0;
float battleShipY = 0;
float shipBulletX = 0;
float shipBulletY = 0;
int bulletCount = -1;
bool fire = false;
std::vector<Bullet> shipBullet(100, Bullet(shipBulletX,shipBulletY));
void randNumGenerate()
{
srand(time(NULL));
num = rand()%2/3 ;
}
void initRendering()
{
glEnable(GL_DEPTH_TEST);
}
//this function will keep the ratio of the drawingeven after resizing the window
void handleResize(int w, int h)
{
if (h == 0)
{
h = 1;
}
float aspectRatio = w*1.0/h;
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, aspectRatio, 1.0, 200.0);
}
void update(int value)
{
/*
necessary updation comes here
*/
planetObjY[0] -= 0.07+num;
planetObjY[1] -= 0.05+num;
planetObjY[2] -= 0.03+num;
if (planetObjY[0] <= -2.0f)
planetObjY[0] = 2.0f;
if (planetObjY[1] <= -2.0f)
planetObjY[1] = 2.0f;
if (planetObjY[2] <= -2.0f)
planetObjY[2] = 2.0f;
if (fire == true)
shipBullet[bulletCount].moveBullet(0.1);
glutPostRedisplay(); //from this glut will be informed that the display has changed
glutTimerFunc(25, update, 0); //value = 0, update will be called for every 25 milliseconds
}
void drawSpaceObject()
{
glPointSize(3.0f);
glBegin(GL_POINTS);
glColor3f(0.9f, 0.7f, 0.8f );
glVertex3f(planetObjX[0],planetObjY[0],-5.0f);
glVertex3f(planetObjX[1],planetObjY[1],-5.0f);
glVertex3f(planetObjX[2],planetObjY[2],-5.0f);
glEnd();
}
void drawBattleShip()
{
glBegin(GL_TRIANGLES);
glVertex3f(battleShipX,battleShipY,-5.0f);
glVertex3f(battleShipX-0.3,battleShipY-0.5,-5.0f);
glVertex3f(battleShipX+0.3,battleShipY-0.5,-5.0f);
glVertex3f(battleShipX+0.2,battleShipY-0.5,-5.0f);
glVertex3f(battleShipX,battleShipY-0.7,-5.0f);
glVertex3f(battleShipX-0.2,battleShipY-0.5,-5.0f);
glEnd();
}
void drawScene()
{
float bullY=0;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
/*
necessary drawings come here
*/
drawSpaceObject();
drawBattleShip();
if (fire == true)
{
shipBullet[bulletCount].drawBullet();
}
glutSwapBuffers();
}
void handleKeyPress(unsigned char key, int x, int y)
{
switch (key)
{
case 'q':
exit(0);
break;
case 'a':
battleShipX -= 0.05;
shipBulletX = battleShipX;
break;
case 'd':
battleShipX += 0.05;
shipBulletX = battleShipX;
break;
case 'f':
fire = true;
bulletCount += 1;
shipBullet.push_back(Bullet());
shipBullet[bulletCount].setBulletPos(battleShipX,battleShipY);
break;
}
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(600,600);
glutCreateWindow("Star Battle");
initRendering();
randNumGenerate();
glutDisplayFunc(drawScene);
glutKeyboardFunc(handleKeyPress);
glutReshapeFunc(handleResize);
glutTimerFunc(25, update, 0);
glutMainLoop();
return 0;
}
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