Пример #1
0
void GameDrawer::step() {
    //Avanza el juego
    game->advance(STEP_TIME);
    
    //Mueve el terreno
    fieldTextureOffset += STEP_TIME / FIELD_TEXTURE_TIME;
    while (fieldTextureOffset > FIELD_TEXTURE_SIZE) {
        fieldTextureOffset -= FIELD_TEXTURE_SIZE;
    }
    
    bool opponentAlive = false;
    for(int i = 0; i < 4; i++) {
        Paddle* paddle = game->paddles()[i];
        
        if (paddle != NULL) {
            oldPaddlePos[i] = paddle->pos();
        }
        
        //Actualiza opacidad
        if (paddle == NULL) {
            paddleFadeAmounts[i] -= STEP_TIME / PADDLE_FADE_OUT_TIME;
            if (paddleFadeAmounts[i] < 0) {
                if (i == 0) {
                    isGameOver0 = true;
                }
                paddleFadeAmounts[i] = 0;
            }
            else if (i != 0) {
                opponentAlive = true;
            }
        }
        else if (i != 0) {
            opponentAlive = true;
        }
    }
    
    if (!opponentAlive) {
        isGameOver0 = true;
    }
}
Пример #2
0
void GameDrawer::drawPaddlesAndPoles(bool isReflected) {

        glEnable(GL_NORMALIZE);
        for(int i = 0; i < 4; i++) {
            Paddle* paddle = game->paddles()[i];
            
            //Rotar
            glPushMatrix();
            switch(i) {
                case 1:
                    glTranslatef(0, 0, 1);
                    glRotatef(90, 0, 1, 0);
                    break;
                case 2:
                    glTranslatef(1, 0, 1);
                    glRotatef(180, 0, 1, 0);
                    break;
                case 3:
                    glTranslatef(1, 0, 0);
                    glRotatef(270, 0, 1, 0);
                    break;
            }
            
            if (paddle != NULL || paddleFadeAmounts[i] > 0) {
                //Draw the paddle
                glPushMatrix();
                
                float paddlePos;
                if (paddle != NULL) {
                    paddlePos = paddle->pos();
                }
                else {
                    paddlePos = oldPaddlePos[i];
                }
                glTranslatef(paddlePos, 0.055f, PADDLE_OFFSET);
                if (paddle == NULL) {
                    //Used for the shrinking effect, whereby paddles shrink
                    //until they disappear when they are eliminated from play
                    glTranslatef(0, -0.055f * (1 - paddleFadeAmounts[i]), 0);
                    glScalef(paddleFadeAmounts[i],
                             paddleFadeAmounts[i],
                             paddleFadeAmounts[i]);
                }
                
                glRotatef(-90, 0, 1, 0);
                glRotatef(-90, 1, 0, 0);
                glScalef(0.05f, 0.05f, 0.05f);
                
                glColor3f(1, 1, 1);
                glutSolidSphere(1.5, 10, 6);
                glPopMatrix();
            }
            
            if (paddle == NULL) {
                //Dibuja pared
                if (isReflected) {
                    glDisable(GL_NORMALIZE);
                }
                glCallList(poleDisplayListId);
                if (isReflected) {
                    glEnable(GL_NORMALIZE);
                }
            }
            
            glPopMatrix();
        }
}