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#include "platform.h"
#include "srt/scheduler.h"
#include "model.h"
#include "controller.h"
#include "model_module.h"
#include "graphics_module.h"
class blob : public actor {
public:
blob(float x, float y) : actor(math::vector2f(x, y)) { }
void render() {
transform();
glBegin(GL_TRIANGLES);
glColor3f(0.5f,0.5f,1.0f);
glVertex3f(0.25f, 0.0f, -5.0f);
glVertex3f(-.5f, 0.25f, -5.0f);
glVertex3f(-.5f, -0.25f, -5.0f);
glEnd();
end_transform();
}
void update(controller& c, float dt) {
if (c.left_key) {
rho += pi / 0.12f * dt;
c.left_key = false;
}
if (c.right_key) {
rho -= pi / 0.12f * dt;
c.right_key = false;
}
if (c.up_key) {
v += .4f * dt;
c.up_key = false;
}
if (c.down_key) {
v -= .1f * dt;
if (v < 0.0) { v = 0.0; }
c.down_key = false;
}
actor::update(c, dt);
rho = 0;
actor::update(c, dt);
}
};
class enemyOne : public actor {
public:
enemyOne(float x, float y) : actor(math::vector2f(x, y)) { }
void render() {
transform();
glBegin(GL_POLYGON);
glVertex3f(-0.2f, -0.2f, 0.0f);
glVertex3f(-0.2f, 0.2f, 0.0f);
glVertex3f(0.2f, 0.2f, 0.0f);
glVertex3f(0.2f, -0.2f, 0.0f);
glEnd();
end_transform();
}
void update(controller& c, float dt) {
while(v < .3){
v += .1f * dt;
rho += pi / 2.0f * dt;
}
actor::update(c, dt);
}
};
int APIENTRY WinMain(
HINSTANCE hInstance,
HINSTANCE hPrevInstance,
char* lpCmdLine,
int nCmdShow
)
{
model m;
controller control(m);
srt::scheduler scheduler(33);
srt::frame* model_frame = new srt::frame(scheduler.timer(), 0, 1, 2);
srt::frame* render_frame = new srt::frame(scheduler.timer(), 1, 1, 2);
model_frame->add(new model_module(m, control));
render_frame->add(new graphics_module(m));
scheduler.add(model_frame);
scheduler.add(render_frame);
blob* prime = new blob(0.0f, 0.0f);
m.add(prime);
m.set_prime(prime);
enemyOne* primeTwo = new enemyOne(1.0f, 1.0f);
m.add(primeTwo);
m.set_prime(primeTwo);
scheduler.start();
control.start();
return 0;
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