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-rw-r--r--dev/a2-carsoccer/car_soccer.cc268
1 files changed, 134 insertions, 134 deletions
diff --git a/dev/a2-carsoccer/car_soccer.cc b/dev/a2-carsoccer/car_soccer.cc
index c5619a8..9fac102 100644
--- a/dev/a2-carsoccer/car_soccer.cc
+++ b/dev/a2-carsoccer/car_soccer.cc
@@ -1,134 +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()
-
-}
+/** 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()
+
+}