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/** 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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