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Diffstat (limited to 'dev/a2-carsoccer/car_soccer.cc')
-rw-r--r-- | dev/a2-carsoccer/car_soccer.cc | 104 |
1 files changed, 0 insertions, 104 deletions
diff --git a/dev/a2-carsoccer/car_soccer.cc b/dev/a2-carsoccer/car_soccer.cc deleted file mode 100644 index a9cea69..0000000 --- a/dev/a2-carsoccer/car_soccer.cc +++ /dev/null @@ -1,104 +0,0 @@ -/** CSci-4611 Assignment 2: Car Soccer - */ - -#include "car_soccer.h" -#include "config.h" - - -CarSoccer::CarSoccer() : GraphicsApp(1024,768, "Car Soccer") { - // 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() { -} - - -Vector2 CarSoccer::joystick_direction() { - Vector2 dir; - 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; -} - - -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(); - } -} - - -void CarSoccer::UpdateSimulation(double timeStep) { - // Here's where you shound do your "simulation", updating the positions of the - // car and ball as needed and checking for collisions. Filling this routine - // in is the main part of the assignment. - -} - - -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 - 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 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_); - - // Draw the car - Color carcol(0.8f, 0.2f, 0.2f); - Matrix4 Mcar = - Matrix4::Translation(car_.position() - Point3(0,0,0)) * - Matrix4::Scale(car_.size()) * - Matrix4::Scale(Vector3(0.5f, 0.5f, 0.5f)); - quickShapes_.DrawCube(modelMatrix_ * Mcar, viewMatrix_, projMatrix_, carcol); - - - // Draw the ball - Color ballcol(1,1,1); - Matrix4 Mball = - Matrix4::Translation(ball_.position() - Point3(0,0,0)) * - Matrix4::Scale(Vector3(ball_.radius(), ball_.radius(), ball_.radius())); - quickShapes_.DrawSphere(modelMatrix_ * Mball, viewMatrix_, projMatrix_, ballcol); - - - // Draw the ball's shadow -- this is a bit of a hack, scaling Y by zero - // flattens the sphere into a pancake, which we then draw just a bit - // above the ground plane. - Color shadowcol(0.2f, 0.4f, 0.15f); - Matrix4 Mshadow = - Matrix4::Translation(Vector3(ball_.position()[0], -0.1f, ball_.position()[2])) * - Matrix4::Scale(Vector3(ball_.radius(), 0, ball_.radius())) * - Matrix4::RotationX(90); - quickShapes_.DrawSphere(modelMatrix_ * Mshadow, viewMatrix_, projMatrix_, shadowcol); - - - // You should add drawing the goals and the boundary of the playing area - // using quickShapes_.DrawLines() -} |