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gameboard.cpp
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gameboard.cpp
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#include "gameboard.h"
#include "glut.h"
#include <iostream>
#include <vector>
#include "basic_gl_shapes.h"
using namespace std;
// Zmienne do kontroli animacji monet:
int coinAngle = 0;
// 0 - coin
// 1 - wall
// 2 - gate
// 3 - energizer
// 4 - ghost initial positions
int GameBoard::initial_map[GameBoard::DIM_Y][GameBoard::DIM_X] =
{ //0 1 5 2 29
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, // 0
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,1}, // 1
{1,0,1,0,1,1,1,1,1,1,1,1,0,1,0,1,1,1,0,1,0,1,1,1,0,0,0,1,0,1}, // 2
{1,3,1,0,0,0,0,0,0,0,0,0,0,1,0,1,0,0,0,0,0,0,0,1,0,1,0,1,3,1},
{1,0,1,0,1,1,1,0,1,1,1,1,0,0,0,0,0,1,0,1,1,1,0,0,0,1,0,1,0,1}, // 4
{1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,1,1,0,0,1,0,1,0,1,0,1}, // 5
{1,0,1,1,1,1,1,1,1,1,1,1,0,1,0,0,0,0,0,0,1,0,1,1,0,1,0,1,0,1},
{1,0,0,0,0,0,0,0,0,0,1,1,0,1,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1},
{1,0,1,1,1,0,1,1,1,0,1,1,0,1,0,0,0,0,0,0,1,0,1,1,0,1,1,1,1,1},
{1,0,0,0,1,0,0,0,1,0,0,0,0,0,0,1,1,0,1,0,1,0,0,0,0,0,0,0,0,1},
{1,1,1,0,1,1,1,0,1,0,1,1,1,1,0,0,0,0,1,0,1,1,0,1,1,1,0,1,0,1}, // 10
{1,3,0,0,0,0,0,0,0,0,0,0,0,1,0,1,1,0,0,0,0,0,0,0,0,0,0,1,3,1},
{1,0,1,1,1,1,1,0,1,1,1,1,0,1,0,0,0,0,1,1,1,1,1,0,1,1,1,1,0,1}, // 12
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1}, // 13
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, // 14
};
void GameBoard::TextureLoad(int id)
{
HBITMAP Bitmap = NULL;
HINSTANCE myInstance = GetModuleHandle(NULL);
Bitmap = (HBITMAP)LoadImage(myInstance,MAKEINTRESOURCE(id),IMAGE_BITMAP,0,0, LR_CREATEDIBSECTION);
GetObject(Bitmap,sizeof(BM),&BM);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // wiecej pikseli, jak jestesmy blizej obiektu
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // mniej pikseli im dalej
// glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,BM.bmWidth,BM.bmHeight,0,GL_BGR_EXT,GL_UNSIGNED_BYTE,BM.bmBits);
DeleteObject((HGDIOBJ) Bitmap);
}
// draw wall with vertex arrays - http://www.songho.ca/opengl/gl_vertexarray.html
void GameBoard::DrawWall(int x, int y, int z)
{
glEnable(GL_TEXTURE_2D);
// ustawienia funkcji teksturu
// co one powoduja? ? GL_REPLACE ? GL _MODULATE
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2,GL_FLOAT,0,textures);
glNormalPointer(GL_FLOAT, 0, normals);
glVertexPointer(3, GL_FLOAT, 0, vertices);
glColorPointer(3, GL_FLOAT, 0, colors);
glPushMatrix();
glTranslatef(x,y,z);
glScalef(0.5,0.5,0.2);
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_BYTE, indices);
glPopMatrix();
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY); // disable vertex arrays
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisable(GL_TEXTURE_2D);
}
// Koniec muru.
void DrawWallEnd(int x, int y, int z, int angle)
{
// Okreslenie wspolnej tesktury.
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2,GL_FLOAT,0,textures);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glPushMatrix();
glTranslatef(x,y,z);
glScalef(0.5,0.5,0.4);
glRotatef(angle + 90,0,0,1);
glPushMatrix();
glPushMatrix();
glTranslatef(-0.5,0.5,0); // block 1
glScalef(0.5,0.5,0.5);
Block();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.5,-0.5,0); // block 2
glScalef(0.5,0.5,0.5);
Block();
glPopMatrix();
glPushMatrix();
glTranslatef(0.5,0,0); // block 3
glScalef(0.5,0.5,0.5);
Block();
glPopMatrix();
glPushMatrix(); // 1st triang
glScalef(1,1,0.5);
glTranslatef(0,-0.5,0);
Triang();
glPopMatrix();
glPushMatrix(); // 2nd triang
glTranslatef(0,0.5,0);
glScalef(1,1,0.5);
Triang2();
glPopMatrix();
glPopMatrix();
glPopMatrix();
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_TEXTURE_2D);
}
GameBoard::GameBoard()
{
//count the coins
coinsCount = 0;
for (int i = 0; i < DIM_X; i++)
{
for (int j = 0; j < DIM_Y; j++)
{
if (initial_map[j][i] == 0)
coinsCount++;
}
}
// zaladuj teksture.
TextureLoad(ID_2);
}
void GameBoard::Draw()
{
static int coinStep = 1;
coinStep = (coinStep + 1) % 360;
for (int i = 0; i < DIM_X; i++)
{
for (int j = 0; j < DIM_Y; j++)
{
// wall drawing
DrawWalls(j,i);
if (initial_map[j][i] == 0)
{
// draw coins
glPushMatrix();
glColor3f(1,0,1/(float)(j + i));
glTranslatef(i, DIM_Y - j - 1,CENTER_Z);
glRotatef(coinStep + (i * j),0,1,0); // roration of the coins
glScalef(1.0,1.0,2.0);
glutSolidSphere(0.1,6,6);
glPopMatrix();
} else
if (initial_map[j][i] == 2)
{
// draw gate
glPushMatrix();
glTranslatef(i, DIM_Y - j - 1,CENTER_Z);
glScalef(0.5f,0.5f,0.5f);
glutSolidIcosahedron();
glPopMatrix();
} else
if (initial_map[j][i] == 3)
{
// draw energizers
glPushMatrix();
glTranslatef(i, DIM_Y - j - 1,CENTER_Z);
//glScalef(0.5f,0.5f,0.5f);
glutSolidTorus(0.1,0.4,10,10);
glPopMatrix();
}
}
}
}
void GameBoard::DrawWalls(int j, int i)
{
if (initial_map[j][i] == 1)
{ // wall drawing algorithm
if (j > 0 && j < DIM_Y - 1 && i > 0 && i < DIM_X - 1)
{
int counter = 0;
int angle = -1;
if (initial_map[j + 1][i] <= 0)
counter++;
else
angle = 0;
if (initial_map[j][i + 1] <= 0)
counter++;
else
angle = 90;
if (initial_map[j - 1][i] <= 0)
counter++;
else
angle = 180;
if (initial_map[j][i - 1] <= 0)
counter++;
else
angle = 270;
if (counter > 2)
{
DrawWallEnd(i, DIM_Y - j - 1,CENTER_Z, angle);
}
else
DrawWall(i, DIM_Y - j - 1,CENTER_Z);
}
else
DrawWall(i, DIM_Y - j - 1,CENTER_Z);
}
}
// Perform checking whether there is a wall on specific tile (described as x,y)
bool GameBoard::isWall(int x, int y)
{
int idx = DIM_Y - y - 1;
//std::cout << "accessing: " << idx << "," << x << ", v: " << walls_map[idx][x] << std::endl;
return (initial_map[idx][x] == 1 || initial_map[idx][x] == 2);
}