コード例 #1
0
ファイル: Player.cpp プロジェクト: dtbinh/essentialmath
//-------------------------------------------------------------------------------
// @ Player::Update()
//-------------------------------------------------------------------------------
// Main update loop
//-------------------------------------------------------------------------------
void
Player::Update( float dt )
{
    // get scale, rotate, translate for this frame
    float s = 1.0f;
    float r = 0.0f;
    
    // set up scaling
    if (IvGame::mGame->mEventHandler->IsKeyDown(';'))
    {
        s -= 0.25f*dt;
    }
    if (IvGame::mGame->mEventHandler->IsKeyDown('p'))
    {
        s += 0.25f*dt;
    }
    mScale *= s;
    
    // set up rotate
    if (IvGame::mGame->mEventHandler->IsKeyDown('o'))
    {
        r -= kPI*0.25f*dt;
    }
    if (IvGame::mGame->mEventHandler->IsKeyDown('u'))
    {
        r += kPI*0.25f*dt;
    }
    IvMatrix33 rotate;
    rotate.RotationZ(r);
    mRotate = rotate*mRotate;
    
    // set up translation
    IvVector3 xlate;
    xlate.Zero();
    if (IvGame::mGame->mEventHandler->IsKeyDown('k'))
    {
        xlate.x -= 3.0f*dt;
    }
    if (IvGame::mGame->mEventHandler->IsKeyDown('i'))
    {
        xlate.x += 3.0f*dt;
    }
    if (IvGame::mGame->mEventHandler->IsKeyDown('l'))
    {
        xlate.y -= 3.0f*dt;
    }
    if (IvGame::mGame->mEventHandler->IsKeyDown('j'))
    {
        xlate.y += 3.0f*dt;
    }
    mTranslate += xlate;
    
    // clear transform
    if (IvGame::mGame->mEventHandler->IsKeyDown(' '))
    {
        mRotate.Identity();
        mScale = 1.0f;
        mTranslate.Zero();
    }
}   // End of Player::Update()
コード例 #2
0
ファイル: Player.cpp プロジェクト: Angeldude/essentialmath
//-------------------------------------------------------------------------------
// @ Player::Update()
//-------------------------------------------------------------------------------
// Main update loop
//-------------------------------------------------------------------------------
void
Player::Update( float dt )
{
    // get scale, rotate, translate for this frame
    float s = 1.0f;
    float r = 0.0f;
    
    // set up scaling
    if (IvGame::mGame->mEventHandler->IsKeyDown(';'))
    {
        s -= 0.25f*dt;
    }
    if (IvGame::mGame->mEventHandler->IsKeyDown('p'))
    {
        s += 0.25f*dt;
    }
    mScale *= s;
    
    // set up rotate
    if (IvGame::mGame->mEventHandler->IsKeyDown('o'))
    {
        r -= kPI*0.25f*dt;
    }
    if (IvGame::mGame->mEventHandler->IsKeyDown('u'))
    {
        r += kPI*0.25f*dt;
    }
    IvMatrix33 rotate;
    rotate.RotationZ(r);
    mRotate = rotate*mRotate;
    
    // set up translation
    IvVector3 xlate;
    xlate.Zero();
    if (IvGame::mGame->mEventHandler->IsKeyDown('k'))
    {
        xlate.x -= 3.0f*dt;
    }
    if (IvGame::mGame->mEventHandler->IsKeyDown('i'))
    {
        xlate.x += 3.0f*dt;
    }
    if (IvGame::mGame->mEventHandler->IsKeyDown('l'))
    {
        xlate.y -= 3.0f*dt;
    }
    if (IvGame::mGame->mEventHandler->IsKeyDown('j'))
    {
        xlate.y += 3.0f*dt;
    }
    mTranslate += xlate;
    
    // clear transform
    if (IvGame::mGame->mEventHandler->IsKeyPressed(' '))
    {
        mRotate.Identity();
        mScale = 1.0f;
        mTranslate.Zero();
    }

    // change texture
    if (IvGame::mGame->mEventHandler->IsKeyPressed('t'))
    {
        mCurrentBlendTexIndex = (mCurrentBlendTexIndex + 1) % NUM_BLEND_TEX;
    }

    // change blending mode
    if (IvGame::mGame->mEventHandler->IsKeyPressed('b'))
    {
        mBlendMode = (BlendMode)((mBlendMode + 1) % kBlendModeCount);
    }
}   // End of Player::Update()
コード例 #3
0
ファイル: Player.cpp プロジェクト: Angeldude/essentialmath
//-------------------------------------------------------------------------------
// @ Player::Update()
//-------------------------------------------------------------------------------
// Main update loop
//-------------------------------------------------------------------------------
void
Player::Update( float dt )
{
    float s = 1.0f;
    float r = 0.0f;
    float x = 0.0f, y = 0.0f, z = 0.0f; 
    IvMatrix33 rotate;
    IvVector3 xlate;
    IvMatrix44 transform;
    
    mTurret->Update( dt );
    
    // set up scaling
    if (IvGame::mGame->mEventHandler->IsKeyDown(';'))
    {
        s -= 0.25f*dt;
    }
    if (IvGame::mGame->mEventHandler->IsKeyDown('p'))
    {
        s += 0.25f*dt;
    }
    mScale *= s;
    
    // set up rotate
    if (IvGame::mGame->mEventHandler->IsKeyDown('o'))
    {
        r -= kPI*0.25f*dt;
    }
    if (IvGame::mGame->mEventHandler->IsKeyDown('u'))
    {
        r += kPI*0.25f*dt;
    }
    rotate.RotationZ(r);
    mRotate = rotate*mRotate;
    
    // set up translation
    if (IvGame::mGame->mEventHandler->IsKeyDown('k'))
    {
        x -= 3.0f*dt;
    }
    if (IvGame::mGame->mEventHandler->IsKeyDown('i'))
    {
        x += 3.0f*dt;
    }
    if (IvGame::mGame->mEventHandler->IsKeyDown('l'))
    {
        y -= 3.0f*dt;
    }
    if (IvGame::mGame->mEventHandler->IsKeyDown('j'))
    {
        y += 3.0f*dt;
    }
    xlate.Set( x, y, z );
    mTranslate += xlate;
    
    // clear transform
    if (IvGame::mGame->mEventHandler->IsKeyDown(' '))
    {
        mRotate.Identity();
        mScale = 0.25f;
        mTranslate.Zero();
    }

}   // End of Player::Update()