Beispiel #1
0
void setupBoard(TBlock *board, const vector<TPos> *positions, TPos &p1, TPos &p2){
	if (positions == NULL){
		// createNewBoard(board, rand() % 20 + 5);
		createNewBoard(board, rand() % 20 + 15);
		board[0] = board[BOARD_SIZE - 1] = BLOCK_OBSTACLE;
		while (true) {
			int i = rand() % 121;
			if (board[i] == BLOCK_EMPTY){
				board[i] = BLOCK_PLAYER_1;
				p1 = TPos(i);
				break;
			}
		}
		while (true){
			int i = rand() % 121;
			if (board[i] == BLOCK_EMPTY){
				board[i] = BLOCK_PLAYER_2;
				p2 = TPos(i);
				break;
			}
		}
	}
	else {
		memset(board, 0, BOARD_SIZE*sizeof(TBlock));
		for (int j = 0; j < (int)positions->size(); j++){
			SET_BLOCK(board, positions->at(j), BLOCK_OBSTACLE);
		}
		SET_BLOCK(board, p1, BLOCK_PLAYER_1);
		SET_BLOCK(board, p2, BLOCK_PLAYER_2);
	}
}
Beispiel #2
0
// --------------------------------------------------------------------------------
// Name        : AddRect
// Description : Add the given rect and updates anchor points
// --------------------------------------------------------------------------------
void CRectPlacement::AddRect  (const TRect &r)
{
  m_vRects.push_back(r);
  m_area += r.w*r.h;

  // Add two new anchor points
  AddPosition(TPos(r.x, r.y+r.h+m_margin));
  AddPosition(TPos(r.x+r.w+m_margin, r.y));
}
Beispiel #3
0
// --------------------------------------------------------------------------------
// Name        : 
// Description : 
// --------------------------------------------------------------------------------
void CRectPlacement::Init    (int w, int h)
{
  End();

  m_size = TRect(0, 0, w, h);
  m_vPositions.push_back(TPos(m_margin, m_margin));
  m_area = 0;
}
Beispiel #4
0
void createBoardWithOutIsland(TBlock *board, TPos p1 = 0i16, TPos p2 = 120i16){
	memset(board, 0, BOARD_SIZE*sizeof(TBlock));
	int nObject = rand() % 30 + 30;
	vector<TPos> obstacles = { 60 };
	for (int i = 0; i < 121; i++){
		SET_BLOCK(board, TPos(i), BLOCK_OBSTACLE);
	}

	SET_BLOCK(board, TPos(60), BLOCK_EMPTY);
	for (int i = 1; i < nObject;){
		TPos t = TPos(obstacles[rand() % obstacles.size()]);
		TPos newT = MOVE(t, rand() % 4 + 1);

		if (GET_BLOCK(board, newT) == BLOCK_OBSTACLE){
			SET_BLOCK(board, newT, BLOCK_EMPTY);
			obstacles.push_back(newT);
			i++;
		}
	}
	p1 = obstacles[rand() % obstacles.size()];
	SET_BLOCK(board, p1, BLOCK_PLAYER_1);
}
Beispiel #5
0
/**
 * \brief drawText,		render 2D text on the screen (Orthogonal Projection)
 * @param str,			text string.
 * @param pos,			2D position on screen,
 * @param rgba,			text color
 * @param tick			time elapsed
 * @return float width 	of text string.
 */
float RenderText::drawText(const char*str, glm::vec3 &pos, glm::vec4 &rgba, float tick)
{
//	checkGLError("RenderText::DrawText   Should be ok!");
	float width = 0;
	mOPos = glm::vec3(0.0f,0.0f,0.0f);
	mOPos = pos;
	int num = strlen(str);
	glm::vec4 *vertices = 0;

	glDisable(GL_DEPTH_TEST);
	glm::mat4 m = glm::ortho(0.0f, static_cast<float>(mWidth),static_cast<float>(mHeight),0.0f,-200.0f,1000.0f);

	// Use the font class to build the vertex array from the sentence text and sentence draw location.
	// Create the vertex array.

	mScaleY = -mScaleY;
	vertices = getVertices(str, false, &width);		// note uses m_pos creates or retrieves existing vertex buffer from a cache table
	mScaleY = -mScaleY;

	TextShader &shader= mTextShader;
	glEnable (GL_BLEND);
	mBlendType = BL_ADDITIVE;
	switch (mBlendType)
	{
	case BL_ADDITIVE:					// Additive
		glBlendFunc(GL_ONE, GL_ONE);
//		glBlendFunc( GL_DST_ALPHA, GL_ONE_MINUS_SRC_COLOR );	// very good additive
		break;
	case BL_TRANSLUCENT:				// Requires alpha
		glBlendFunc(GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR);
//		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);	// Texture uses alpha
		break;
	case BL_SUBTRACTIVE:
		//glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_COLOR);
		glBlendFunc( GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA ); //subtractive black => max
//		glBlendFunc(GL_ZERO, GL_SRC_ALPHA);		// needs alpha
//		glBlendFunc(GL_ZERO, GL_SRC_COLOR);
		break;
	case BL_TRANSPARENT:
		glBlendFunc(GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR);
		break;
	}

	// Use the program object
	glUseProgram(shader.mShader);
	checkGLError("RenderText::DrawText   glUseProgram (Text)");

	// 1. create buffers tri array for simplicity? so that every tri can be handled separately or with a new index buffer could be expensive though???
	// Load the vertex data
	glVertexAttribPointer(shader.mAttribVtxLoc, 4, GL_FLOAT, GL_FALSE, sizeof(float)*4, &vertices[0].x);
	checkGLError("RenderText::DrawText   glVertexAttribPointer (V)");
	glEnableVertexAttribArray(shader.mAttribVtxLoc);
	checkGLError("RenderText::DrawText   glEnableVertexAttribArray (V)");
	glActiveTexture(GL_TEXTURE0 + 0);
	checkGLError("RenderText::DrawText   glActiveTexture");
	glBindTexture(GL_TEXTURE_2D, mFont->GetTexture(0));
	checkGLError("glBindTexture");
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	checkGLError("glTexParameteri");
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	checkGLError("glTexParameteri");
	glUniform1i(shader.mTexture, 0 ); // Texture Unit 0
	checkGLError("RenderText::DrawText   glUniform1i");

	// Once per frame
	glUniform1f(shader.mTimeLoc, tick);
	checkGLError("RenderText::DrawText   glUniform1f");
	glUniform2f(shader.mResolutionLoc, 1.0f/(float)mWidth, 1.0f/(float)mHeight);
	checkGLError("RenderText::DrawText   glUniform2f");
	glUniformMatrix4fv(shader.mMatrixPVW, 1, GL_FALSE, &m[0][0]);
	checkGLError("RenderText::DrawText   glUniformMatrix4fv");
	glm::vec3 sv(1.0f, 1.0f, 1.0f);
	glUniform3fv(shader.mScaleV,1, (float *)&sv.x);				// mScale location => variable "ScaleV" in vertex shader
	checkGLError("RenderText::DrawText   glUniformMatrix3fv");
	glm::vec4 color = rgba;
	glUniform4fv(shader.mColor,1, (float *)&color.x);
	checkGLError("RenderText::DrawText   glUniformMatrix4fv");
	glm::vec4 TPos(mPos.x,mPos.y,mPos.z, 1.0f);
	glUniform4fv(shader.mTPos, 1, (float *)&TPos.x);
	checkGLError("RenderText::DrawText   glUniformMatrix4fv");
	glDrawArrays(GL_TRIANGLES, 0, 6*num);
	checkGLError("RenderText::DrawText   glDrawArrays");

	// Clean-up
	glDisableVertexAttribArray(shader.mAttribVtxLoc);
	checkGLError("RenderText::DrawText   glDisableVertexAttribArray (Vtx)");
	glBindTexture(GL_TEXTURE_2D, 0);
	glUseProgram(0);
	checkGLError("RenderText::DrawText   glUseProgram(0)");

	releaseVertices(vertices, false);
	glDisable(GL_BLEND);

	return width;			// Generate a buffer for the vertices
}