diff options
Diffstat (limited to 'dev/a2-carsoccer/car_soccer.h')
-rw-r--r-- | dev/a2-carsoccer/car_soccer.h | 168 |
1 files changed, 84 insertions, 84 deletions
diff --git a/dev/a2-carsoccer/car_soccer.h b/dev/a2-carsoccer/car_soccer.h index 9982238..471c8d2 100644 --- a/dev/a2-carsoccer/car_soccer.h +++ b/dev/a2-carsoccer/car_soccer.h @@ -1,84 +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 +/** 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
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