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author | KT <tran0563@umn.edu> | 2021-09-21 10:05:57 -0500 |
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committer | KT <tran0563@umn.edu> | 2021-09-21 10:05:57 -0500 |
commit | a75b08b76f91451bb586b154fdca872955d8a57a (patch) | |
tree | dd1c30f65162c1e12b8f6481bbd102d69f5c7196 /dev/a2-carsoccer/car_soccer.h | |
parent | Upload a1 (diff) | |
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-rw-r--r-- | dev/a2-carsoccer/car_soccer.h | 84 |
1 files changed, 84 insertions, 0 deletions
diff --git a/dev/a2-carsoccer/car_soccer.h b/dev/a2-carsoccer/car_soccer.h new file mode 100644 index 0000000..9982238 --- /dev/null +++ b/dev/a2-carsoccer/car_soccer.h @@ -0,0 +1,84 @@ +/** CSci-4611 Assignment 2: Car Soccer + */ + +#ifndef CAR_SOCCER_H_ +#define CAR_SOCCER_H_ + +#include <mingfx.h> +using namespace mingfx; + +#include "ball.h" +#include "car.h" + + +// The main class for the Car Soccer application +class CarSoccer : public GraphicsApp { +public: + CarSoccer(); + virtual ~CarSoccer(); + + /// Called whenever the mouse moves + void OnMouseMove(const Point2& pos, const Vector2& delta); + + /// This is called when special keys like SPACEBAR are pressed + void OnSpecialKeyDown(int key, int scancode, int modifiers); + + /// This is called once each frame. dt is "delta time", the time elapsed + /// since the last call. + void UpdateSimulation(double dt); + + /// This is called when it is time to initialize graphics objects, like + /// texture files. + void InitOpenGL(); + + /// This is called once each frame, and you should draw the scene inside + /// this function. + void DrawUsingOpenGL(); + + /// This is a little utility function that is helpful. It treats the + /// arrow keys like a joystick and returns the direction you are pressing + /// as a 2D vector, taking into account the fact that you might be holding + /// down more than one key at a time. + Vector2 joystick_direction(); + + // Feel free to add more functions here as needed. + + +private: + + // Simulation objects/parameters: + + // We suggest you start with the Car and Ball objects provided, adding new + // member variables to those classes if you need to. You'll probably want + // to store some other data for the simulation here too, like some value + // for gravity. + Car car_; + Ball ball_; + + + // Support for drawing some simple shapes: + QuickShapes quickShapes_; + + // Images to use as textures: + Texture2D fieldTex_; + Texture2D crowdTex_; + + // Control the computer graphics camera (we'll learn about this in a few weeks): + Matrix4 modelMatrix_; + Matrix4 viewMatrix_; + Matrix4 projMatrix_; + + // A list of paths to search for data files (images): + std::vector<std::string> searchPath_; + + // Set this to true if you want to use the mouse to control the car rather than the keyboard + bool use_mouse_; + + // Mouse position in Normalized Device Coordinates, + // meaning -1 to +1 in both X and Y. (0,0) is the + // center of the screen + Point2 mouse_pos_; +}; + + +#endif |