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(); }
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(); }