Esempio n. 1
0
void Bullet::initialize(    int id,
                            const Vector3& from,
                            const Vector3& angle,
                            const Robo* shooter,
                            const Robo* opponent,
                            bool is_homing)
{
    assert(id >= 0);
    owner_id_ = id;
    age_ = 0;
    is_homing_ = is_homing;
    previous_point_ = from;
    current_point_ = from;

    if (!is_homing_)
    {
        Matrix44 rotation;
        rotation.rotate(angle);
        velocity_ = Vector3(0.0, 0.0, Speed0);
        rotation.multiply(&velocity_);
    }
    else
    {
        velocity_ = *opponent->center();
        velocity_.subtract(from);
        velocity_.normalize(Speed0);
    }

    shooter_ = shooter;
    target_robo_ = opponent;
}
Esempio n. 2
0
//what to do when the image has to be draw
void Game::render(void)
{
	//set the clear color (the background color)
	glClearColor(0.0, 0.0, 0.0, 1.0);

	// Clear the window and the depth buffer
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	//set the camera as default
	camera->enable();

	//set flags
	glDisable(GL_BLEND);
	glEnable(GL_DEPTH_TEST);
	glDisable(GL_CULL_FACE);
   
	//create model matrix for cube
	Matrix44 m;
	m.rotate(time, Vector3(0, 1, 0));

	if(shader)
	{
		//enable shader
		shader->enable();

		//upload uniforms
		shader->setUniform("u_color", Vector4(1,1,1,1));
		shader->setUniform("u_viewprojection", camera->viewprojection_matrix );
		shader->setUniform("u_texture", texture);
		shader->setUniform("u_model", m);
		shader->setUniform("u_time", time);

		//do the draw call
		mesh->render( GL_TRIANGLES );

		//disable shader
		shader->disable();
	}

	//Draw the floor grid
	drawGrid();

	//render the FPS, Draw Calls, etc
	drawText(2, 2, getGPUStats(), Vector3(1, 1, 1), 2);

	//swap between front buffer and back buffer
	SDL_GL_SwapWindow(this->window);
}