void init() { glClearColor(0.0, 0.0, 0.0, 0.0); glShadeModel(GL_SMOOTH); glEnable(GL_DEPTH_TEST); auto error_ = glewInit(); std::cout << error_ << std::endl; counter.start(); /* check the OpenGL version */ char *buff = (char*)glGetString(GL_VERSION); std::cout << buff << std::endl; /* check the vendor and the graphics card */ buff = (char*)glGetString(GL_VENDOR); std::cout << buff << std::endl; buff = (char*)glGetString(GL_RENDERER); std::cout << buff; gm.reset(new GameManager()); gm->init(); for(int i=0; i<30; i++) keyPressed[i]=false; }
void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); gm->update(counter.fps()); gm->render(); // if(keyPressed[KEY_ID_W]==true) gm->getCam()->moveForward(); // if(keyPressed[KEY_ID_A]==true) gm->getCam()->moveLeft(); // if(keyPressed[KEY_ID_D]==true) gm->getCam()->moveRight(); // if(keyPressed[KEY_ID_S]==true) gm->getCam()->moveBackward(); // if(keyPressed[KEY_ID_SPACE]==true) gm->getCam()->moveUp(); // if(keyPressed[KEY_ID_C]==true) gm->getCam()->moveDown(); if(keyPressed[KEY_ID_RIGHT]==true) gm->getShip()->moveRight(); if(keyPressed[KEY_ID_LEFT]==true) gm->getShip()->moveLeft(); if(keyPressed[KEY_ID_UP]==true) gm->getShip()->moveUp(); if(keyPressed[KEY_ID_DOWN]==true) gm->getShip()->moveDown(); if((keyPressed[KEY_ID_SPACE]==true) && (gm->getShip()->getLife() > 0)) { gm->addBulletPlayer(); keyPressed[KEY_ID_SPACE] = false; } int scores = gm->getShip()->getScores(); std::ostringstream convert; convert << scores; std::string score; score = convert.str(); ad->drawText(score.data(), score.size(),100,680); if (gm->getShip()->getLife() == 0){ std::string gameover; std::ostringstream convert2; convert2 << gm->getShip()->getScores(); std::string score2; score2 = convert2.str(); gameover = "Game Over. Your score is: " + convert2.str(); ad->drawText(gameover.data(), gameover.size(),250,400); } glutSwapBuffers(); glutPostRedisplay(); }
void init() { GLenum err = glewInit(); if (GLEW_OK != err) std::cout<<"Error: "<< glewGetErrorString(err); std::cout<<"Status: Using GLEW "<< glewGetString(GLEW_VERSION); glClearColor(0.3, 0.3, 0.3, 0.0); glShadeModel(GL_SMOOTH); glEnable(GL_DEPTH_TEST); counter.start(); gm.reset(new GameManager()); gm->init(); for(int i=0; i<30; i++) keyPressed[i]=false; glEnable(GL_NORMALIZE); }