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-rw-r--r--dev/a2-carsoccer/car_soccer.h168
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