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Bonus.cpp
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Bonus.cpp
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#include <SdlContext.hh>
#include "Player.hpp"
#include "Bonus.hpp"
Bonus::Bonus(eState state)
{
this->_state = state;
switch (_state)
{
case BOMBUP:
this->_path = "./img/bombe.tga";
break;
case POWERUP:
this->_path = "./img/fire.tga";
break;
case SPEEDUP:
this->_path = "./img/vitesse.tga";
break;
default:
this->_path = "";
break;
}
}
bool Bonus::initialize()
{
if (_texture.load(_path) == false)
return (false);
// back side
_geometry.pushVertex(glm::vec3(0.5, -0.5, 0.5));
_geometry.pushVertex(glm::vec3(0.5, 0.5, 0.5));
_geometry.pushVertex(glm::vec3(-0.5, 0.5, 0.5));
_geometry.pushVertex(glm::vec3(-0.5, -0.5, 0.5));
_geometry.pushUv(glm::vec2(0.0f, 0.0f));
_geometry.pushUv(glm::vec2(1.0f, 0.0f));
_geometry.pushUv(glm::vec2(1.0f, 1.0f));
_geometry.pushUv(glm::vec2(0.0f, 1.0f));
// front side
_geometry.pushVertex(glm::vec3(0.5, -0.5, -0.5));
_geometry.pushVertex(glm::vec3(0.5, 0.5, -0.5));
_geometry.pushVertex(glm::vec3(-0.5, 0.5, -0.5));
_geometry.pushVertex(glm::vec3(-0.5, -0.5, -0.5));
_geometry.pushUv(glm::vec2(0.0f, 0.0f));
_geometry.pushUv(glm::vec2(1.0f, 0.0f));
_geometry.pushUv(glm::vec2(1.0f, 1.0f));
_geometry.pushUv(glm::vec2(0.0f, 1.0f));
// left side
_geometry.pushVertex(glm::vec3(0.5, -0.5, -0.5));
_geometry.pushVertex(glm::vec3(0.5, 0.5, -0.5));
_geometry.pushVertex(glm::vec3(0.5, 0.5, 0.5));
_geometry.pushVertex(glm::vec3(0.5, -0.5, 0.5));
_geometry.pushUv(glm::vec2(0.0f, 0.0f));
_geometry.pushUv(glm::vec2(1.0f, 0.0f));
_geometry.pushUv(glm::vec2(1.0f, 1.0f));
_geometry.pushUv(glm::vec2(0.0f, 1.0f));
// right side
_geometry.pushVertex(glm::vec3(-0.5, -0.5, 0.5));
_geometry.pushVertex(glm::vec3(-0.5, 0.5, 0.5));
_geometry.pushVertex(glm::vec3(-0.5, 0.5, -0.5));
_geometry.pushVertex(glm::vec3(-0.5, -0.5, -0.5));
_geometry.pushUv(glm::vec2(0.0f, 0.0f));
_geometry.pushUv(glm::vec2(1.0f, 0.0f));
_geometry.pushUv(glm::vec2(1.0f, 1.0f));
_geometry.pushUv(glm::vec2(0.0f, 1.0f));
// up side
_geometry.pushVertex(glm::vec3(0.5, 0.5, 0.5));
_geometry.pushVertex(glm::vec3(0.5, 0.5, -0.5));
_geometry.pushVertex(glm::vec3(-0.5, 0.5, -0.5));
_geometry.pushVertex(glm::vec3(-0.5, 0.5, 0.5));
_geometry.pushUv(glm::vec2(0.0f, 0.0f));
_geometry.pushUv(glm::vec2(1.0f, 0.0f));
_geometry.pushUv(glm::vec2(1.0f, 1.0f));
_geometry.pushUv(glm::vec2(0.0f, 1.0f));
// down side
_geometry.pushVertex(glm::vec3(0.5, -0.5, -0.5));
_geometry.pushVertex(glm::vec3(0.5, -0.5, 0.5));
_geometry.pushVertex(glm::vec3(-0.5, -0.5, 0.5));
_geometry.pushVertex(glm::vec3(-0.5, -0.5, -0.5));
_geometry.pushUv(glm::vec2(0.0f, 0.0f));
_geometry.pushUv(glm::vec2(1.0f, 0.0f));
_geometry.pushUv(glm::vec2(1.0f, 1.0f));
_geometry.pushUv(glm::vec2(0.0f, 1.0f));
_geometry.build();
return (true);
}
void Bonus::update(gdl::Clock const &clock, gdl::Input &input)
{
static_cast<void>(clock);
static_cast<void>(input);
}
void Bonus::draw(gdl::AShader &shader, gdl::Clock const &clock)
{
static_cast<void>(clock);
_texture.bind();
_geometry.draw(shader, getTransformation(), GL_QUADS);
}
char Bonus::getLetter() const
{
return _letter;
}