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Star.cpp
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Star.cpp
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/*
* Star.cpp
* Game
*
* Created by David Reed, Matt Oldfield, Jeremy Sampson, Andrew Daugherty
* and Alex Martishius
* Copyright 2011. All rights reserved.
*
*/
//---------------------------------------------------------
#include "Star.h"
#include <string>
#include <sstream>
using namespace std;
//---------------------------------------------------------
Star::Star()
{
setKillsBottom(false);
setKillsSide(false);
setKillsTop(false);
setPoints(0);
setXVelocity(0.75);
setYVelocity(0.0);
sprite();
}
//---------------------------------------------------------
Star::~Star()
{
}
//---------------------------------------------------------
void Star::draw()
{
if (texturePos < 3) {
texturePos+=1;
}
else{
texturePos = 0;
}
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glEnable( GL_TEXTURE_2D );
glBindTexture( GL_TEXTURE_2D, texture_[texturePos]);
glColor4f(0.7f,0.9f,1.0f,1.0f);
glBegin( GL_QUADS );
glTexCoord2d(0.0,0.0); glVertex2d(left(),bottom());
glTexCoord2d(1.0,0.0); glVertex2d(right(),bottom());
glTexCoord2d(1.0,1.0); glVertex2d(right(),top());
glTexCoord2d(0.0,1.0); glVertex2d(left(),top());
glEnd();
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
}
//---------------------------------------------------------
void Star::sprite()
{
texturePos = 0;
// Mac environment variable for home directory
char *cHomeDir = NULL;
cHomeDir = getenv("HOME");
// I think Windows uses HOMEPATH
if (!cHomeDir) {
cHomeDir = getenv("HOMEPATH");
}
string homeDir = cHomeDir;
string iName;
homeDir += "/CS330/sprites/star";
string pos;
stringstream out;
for (int i = 0; i<4; ++i) {
stringstream out;
//Generates Filename
iName = homeDir;
out<<i;
pos = out.str();
iName += pos;
iName += ".tex";
FILE *fp = fopen(iName.c_str(), "r");
unsigned char *texture = new unsigned char[4 * 32* 32];
if (fread(texture, sizeof(unsigned char), 4 * 32 * 32, fp)
!= 4* 32 *32) {
fprintf(stderr, "error reading %s", iName.c_str());
}
fclose(fp);
glGenTextures(1, &texture_[i]);
glBindTexture(GL_TEXTURE_2D, texture_[i]);
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_NEAREST );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
GL_LINEAR );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
GL_CLAMP );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
GL_CLAMP );
gluBuild2DMipmaps(GL_TEXTURE_2D, 4, 32, 32, GL_RGBA,
GL_UNSIGNED_BYTE, texture);
delete [] texture;
}
}