void CDotWars::renderDot(CDot dot) { Uint8 alpha = 255; Uint32 col = dot.color; if(dot.drawTrails) { for(vector<myVector>::iterator it = dot.positionHistory.end(); it != dot.positionHistory.begin(); it--) { glColor4ub(dot.red, dot.green, dot.blue, alpha); mofDrawCircleAgainFilled(dot.radius, it->x, it->y); alpha-=255/(dot.positionHistory.size()+1); //increment alpha } } glColor4ub(dot.red, dot.green, dot.blue, 0xFF); mofDrawCircleAgainFilled(dot.radius, dot.position.x, dot.position.y); }
void CPlayerDot::render() { Uint8 alpha = 255; /* don't forget to draw the fully opaque dot */ glColor4ub(this->red, this->green, this->blue, 0xFF); mofDrawCircleAgainFilled(this->radius, this->mVecPosition.x, this->mVecPosition.y); /* draw some debug info like velocity vector, seperation bubble etc*/ mofDrawCircleAgain(radius * 5, mVecPosition.x, mVecPosition.y); mofDrawCircleAgain(radius * 10, mVecPosition.x, mVecPosition.y); /* velocity vector */ mofDrawLine(mVecPosition.x, mVecPosition.y, mVecPosition.x+(mVecVelocity.x*radius), mVecPosition.y+(mVecVelocity.y*radius)); }