Ejemplo n.º 1
0
void display(void){

	glClear (GL_COLOR_BUFFER_BIT);

		// arena and helicopter
		glPushMatrix();
			arena.drawArena(ARENAX, ARENAY);
		glPopMatrix();

		if(!checkDefeat(player, ARENAX/2.0,ARENAY/2.0)){
			// shots
			glPushMatrix();
				for(int i = 0 ; i < playerShots.size() ; i++) playerShots.at(i).draw();
				if(enemyShots.size() > 0){
					for(int i = 0 ; i < enemyShots.size() ; i++) enemyShots.at(i).draw();
				}
			glPopMatrix();

			glPushMatrix();
				player.draw();
			glPopMatrix();
			glPushMatrix();
				enemies.at(0).draw();
				enemies.at(1).draw();
				enemies.at(2).draw();
			glPopMatrix();
		}
	glEnd();
	glutSwapBuffers();
}
Ejemplo n.º 2
0
void drawScene() {
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	
	glMatrixMode(GL_MODELVIEW);  	
	glLoadIdentity();
	
	keyboardHandler();
	camera();	
	moveBullets();
	drawBullets();
	//orthogonalStart();
	//glBegin(GL_QUADS);	
	//glVertex2f(300, 300);
	//glVertex2f(300, 800);
	//glVertex2f(800, 800);
	//glVertex2f(800, 300);
	//glEnd();
	//orthogonalEnd();

	//GLfloat ambientLight[] = {0.3f, 0.3f, 0.3f, 1.0f};
	//glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientLight);
	
	
	
	//glRotatef(-_angle, 1.0f, 1.0f, 0.0f);

	drawFloor(0.0f);
	//drawTerrain();
	bunker1.draw();	
	bunker2.draw();	
	sittingDuck1.draw();
	atom1.draw();
	atom2.draw();
	atom3.draw();
	building1.draw();
	heli.draw();
	hunter1->draw();

//	cout << "Player position: " << playerInstance->getX() << " "  << playerInstance->getZ()
//		<< " Hunter position: " << hunter1->getX() << " " << hunter1->getZ() << endl;
	glutSwapBuffers();
}