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Diffstat (limited to '')
-rw-r--r-- | dev/a2-carsoccer/car_soccer.cc | 134 |
1 files changed, 134 insertions, 0 deletions
diff --git a/dev/a2-carsoccer/car_soccer.cc b/dev/a2-carsoccer/car_soccer.cc new file mode 100644 index 0000000..c5619a8 --- /dev/null +++ b/dev/a2-carsoccer/car_soccer.cc @@ -0,0 +1,134 @@ +/** CSci-4611 Assignment 2: Car Soccer + */ + +#include "car_soccer.h" +#include "config.h" + + +// Remember in C++, the .h file list all the functions and member variables that are part of the class! +// Look there first to understand what is part of the CarSoccer class, then look below to see how each +// function is implemented. + + +CarSoccer::CarSoccer() : GraphicsApp(1024,768, "Car Soccer") { + // If you are having trouble driving the car with the keybaord, you can set this to true to use + // the mouse instead. The mouse controls are based on the postion of the mouse cursor on the window. + // There is a "dead zone" in the middle of the window, and if you move the mouse up/down or left/right + // outside of that zone, it is like pushing the up/down and/or left/right keys on the keyboard + use_mouse_ = false; + + // Define a search path for finding data files (images and shaders) + searchPath_.push_back("."); + searchPath_.push_back("./data"); + searchPath_.push_back(DATA_DIR_INSTALL); + searchPath_.push_back(DATA_DIR_BUILD); +} + +CarSoccer::~CarSoccer() { +} + + +void CarSoccer::OnMouseMove(const Point2& pos, const Vector2& delta) +{ + mouse_pos_ = PixelsToNormalizedDeviceCoords(pos); +} + +void CarSoccer::OnSpecialKeyDown(int key, int scancode, int modifiers) { + if (key == GLFW_KEY_SPACE) { + // Here's where you could call some form of launch_ball(); + ball_.Reset(); + } +} + +/// This is a little utility function that is helpful. It treats the arrow keys like a joystick or D-pad on a game controller +/// 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 CarSoccer::joystick_direction() { + Vector2 dir; + + if (use_mouse_) { + // threshold defines the size of the "dead zone" in the middle of the screen + // if the mouse's x,y position falls outside of this, then it is like pushing + // the corresponding key on the keyboard + const float threshold = 0.2f; + dir[0] = 0; + if (mouse_pos_[0] < -threshold) { + dir[0] = -1; + } + else if (mouse_pos_[0] > threshold) { + dir[0] = 1; + } + dir[1] = 0; + if (mouse_pos_[1] < -threshold) { + dir[1] = -1; + } + else if (mouse_pos_[1] > threshold) { + dir[1] = 1; + } + } + else { + // the default user interface is to use the arrow keys on the keyboard. + // like a D-pad on a game controller, you can hold more than one key down at a time if you want. + if (IsKeyDown(GLFW_KEY_LEFT)) + dir[0]--; + if (IsKeyDown(GLFW_KEY_RIGHT)) + dir[0]++; + if (IsKeyDown(GLFW_KEY_UP)) + dir[1]++; + if (IsKeyDown(GLFW_KEY_DOWN)) + dir[1]--; + } + + return dir; +} + +// dt is for "Delta Time", the elapsed time in seconds since the last frame +void CarSoccer::UpdateSimulation(double dt) { + Vector2 dpad_dir = joystick_direction(); + std::cout << "D-Pad Direction: " << dpad_dir << std::endl; + + // Here's where you shound do your "simulation", updating the positions of the + // car and ball based on the elapsed time and checking for collisions. Filling + // in this routine is the main part of the assignment. + + // Example: This is not the "correct way" to drive the car, but this code + // will at least move the car around for testing + float metersPerSec = 10.0f; + car_.set_position(car_.position() + metersPerSec * Vector3(dpad_dir[0], 0, -dpad_dir[1]) * dt); + +} + + +void CarSoccer::InitOpenGL() { + // Set up the camera in a good position to see the entire field + projMatrix_ = Matrix4::Perspective(60, aspect_ratio(), 1, 1000); + modelMatrix_ = Matrix4::LookAt(Point3(0,60,70), Point3(0,0,10), Vector3(0,1,0)); + + // Set a background color for the screen (don't worry if you get a depricated warning on this line in OSX) + glClearColor(0.8f, 0.8f, 0.8f, 1.0f); + + // Load some image files we'll use + fieldTex_.InitFromFile(Platform::FindFile("pitch.png", searchPath_)); + crowdTex_.InitFromFile(Platform::FindFile("crowd.png", searchPath_)); +} + + +void CarSoccer::DrawUsingOpenGL() { + // Draw the crowd as a fullscreen background image + quickShapes_.DrawFullscreenTexture(Color(1,1,1), crowdTex_); + + // Draw the car and the ball + car_.Draw(quickShapes_, modelMatrix_, viewMatrix_, projMatrix_); + ball_.Draw(quickShapes_, modelMatrix_, viewMatrix_, projMatrix_); + + // Draw the field with the field texture on it. + Color col(16.0f/255.0f, 46.0f/255.0f, 9.0f/255.0f); + Matrix4 M = Matrix4::Translation(Vector3(0.0f, -0.201f, 0.0f)) * Matrix4::Scale(Vector3(50.0f, 1.0f, 60.0f)); + quickShapes_.DrawSquare(modelMatrix_ * M, viewMatrix_, projMatrix_, col); + M = Matrix4::Translation(Vector3(0.0f, -0.2f, 0.0f)) * Matrix4::Scale(Vector3(40.0f, 1.0f, 50.0f)); + quickShapes_.DrawSquare(modelMatrix_ * M, viewMatrix_, projMatrix_, Color(1,1,1), fieldTex_); + + // You should add drawing the goals and the boundary of the playing area + // using quickShapes_.DrawLines() + +} |