void rysujTulow(GLuint textureGora, GLuint textureDol, int frame_no) { // renderuj gore plaszczki glPushMatrix(); glEnable(GL_CULL_FACE); glFrontFace(GL_CCW); glCullFace(GL_FRONT); glScalef(1, 0.3, 1); glRotatef(-90, 1, 0, 0); drawHalf(radius, 10,100, textureGora, frame_no); glPopMatrix(); // renderuj dol plaszczki glPushMatrix(); glEnable(GL_CULL_FACE); glFrontFace(GL_CCW); glCullFace(GL_BACK); glScalef(1, 0.3, 1); glRotatef(-90, 1, 0, 0); drawHalf(radius, 10, 100, textureDol, frame_no); glPopMatrix(); glDisable(GL_CULL_FACE); }
void initializeGame(ball *aBall, paddle *p1, paddle *p2){ uint32_t blue = 0x000099; //black = 0x0; uint32_t gold = 0xffff00; //white = 0xffffff; aBall->x = START_BALL_X; aBall->y = START_BALL_Y; aBall->vX = -VEL_X; aBall->vY = 0; p1->x = START_PAD_1_X; p1->y = START_PAD_1_Y; p1->direction = IDLE; p2->x = START_PAD_2_X; p2->y = START_PAD_2_Y; p2->direction = IDLE; if ( (p1->score == 4) || (p2->score == 4) ){ p1->score = 0; p2->score = 0; } fill(blue); drawHalf(gold); drawScoreboard(p1,p2); drawPaddle(gold,START_PAD_1_Y,START_PAD_1_X); drawPaddle(gold,START_PAD_2_Y,START_PAD_2_X); drawBall(gold,aBall); startGP(); }
void updateFrame(uint32_t pY1, uint32_t pY2, uint32_t ballX, uint32_t ballY, ball *aBall, paddle *p1, paddle *p2){ uint32_t gold = 0xffff00; //white = 0xffffff; uint32_t blue = 0x000099; //black = 0x0; drawHalf(gold); drawScoreboard(p1,p2); drawPaddle(gold,pY1,START_PAD_1_X); drawPaddle(gold,pY2,START_PAD_2_X); drawBall(gold,aBall); startGP(); }