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Bullet.cpp
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Bullet.cpp
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#include "Bullet.h"
Bullet::Bullet(const SF3dVector& position, const SF3dVector& velocity, GLfloat width, GLfloat height, GLfloat depth, unsigned damage, bool hostile) :
color(Color(0.1, 0, 0)),Movable(position, velocity, width, height, depth),
damage(damage), hostile(hostile) {
}
Bullet::~Bullet() {
}
void Bullet::update() {
static const GLfloat colorStep = 0.1;
static const GLfloat update = 0.5;
position.x += update * velocity.x;
position.y += update * velocity.y;
position.z += update * velocity.z;
// teNcza
if (color.b == 0 && color.r > 0.0){
color.r += colorStep;
if (color.r > 1.0) {
color.r = 1.0;
color.g += colorStep;
if (color.g > 1.0) {
color.g = 1.0;
color.r = 0.0;
}
}
}
else if (color.r == 0 && color.g > 0.0) {
color.g += colorStep;
if (color.g > 1.0) {
color.g = 1.0;
color.b += colorStep;
if (color.b > 1.0) {
color.b = 1.0;
color.g = 0.0;
}
}
}
else if (color.g == 0 && color.b > 0.0) {
color.b += colorStep;
if (color.b > 1.0) {
color.b = 1.0;
color.r += colorStep;
if (color.r > 1.0) {
color.r = 1.0;
color.b = 0.0;
}
}
}
}
void Bullet::display() {
GLfloat x = position.x;
GLfloat y = position.y;
GLfloat z = position.z;
glPushMatrix();
glColor3d(color.r, color.g, color.b);
glBegin(GL_LINES);
glVertex3f(x - width / 2, y - height / 2, z - depth);
glVertex3f(x - width / 2, y + height / 2, z - depth);
glEnd();
glBegin(GL_LINES);
glVertex3f(x + width / 2, y + height / 2, z - depth);
glVertex3f(x + width / 2, y - height / 2, z - depth);
glEnd();
glBegin(GL_LINES);
glVertex3f(x - width / 2, y - height / 2, z - depth);
glVertex3f(x - width / 2, y - height / 2, z);
glEnd();
glBegin(GL_LINES);
glVertex3f(x - width / 2, y + height / 2, z - depth);
glVertex3f(x - width / 2, y + height / 2, z);
glEnd();
glBegin(GL_LINES);
glVertex3f(x + width / 2, y + height / 2, z - depth);
glVertex3f(x + width / 2, y + height / 2, z);
glEnd();
glBegin(GL_LINES);
glVertex3f(x + width / 2, y - height / 2, z - depth);
glVertex3f(x + width / 2, y - height / 2, z);
glEnd();
glBegin(GL_LINES);
glVertex3f(x - width / 2, y - height / 2, z);
glVertex3f(x - width / 2, y + height / 2, z);
glEnd();
glBegin(GL_LINES);
glVertex3f(x + width / 2, y + height / 2, z);
glVertex3f(x + width / 2, y - height / 2, z);
glEnd();
glBegin(GL_LINES);
glVertex3f(x + width / 2, y + height / 2, z);
glVertex3f(x - width / 2, y + height / 2, z);
glEnd();
glBegin(GL_LINES);
glVertex3f(x + width / 2, y - height / 2, z);
glVertex3f(x - width / 2, y - height / 2, z);
glEnd();
glBegin(GL_LINES);
glVertex3f(x + width / 2, y + height / 2, z - depth);
glVertex3f(x - width / 2, y + height / 2, z - depth);
glEnd();
glBegin(GL_LINES);
glVertex3f(x + width / 2, y - height / 2, z - depth);
glVertex3f(x - width / 2, y - height / 2, z - depth);
glEnd();
glPopMatrix();
}
GLfloat Bullet::getPosZ() const {
return position.z;
}
unsigned Bullet::getDamage() const {
return damage;
}
bool Bullet::isHostile() const {
return hostile;
}