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/** 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()
}
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