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battle.cpp
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battle.cpp
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//https://github.com/weehowe-z/Backup/tree/master/opengl/GLTank
/*
* To change this license header, choose License Headers in Project Properties.
* To change this template file, choose Tools | Templates
* and open the template in the editor.
*/
/*
* File: main.cpp
* Author: lsdfusion
*
* Created on 10 March 2017, 11:04
*/
#ifdef __APPLE__
#include <OpenGL/OpenGL.h>
#include <OpenGL/glu.h>
#include <GLUT/glut.h>
#else
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>
#endif
#include <cstdlib>
#include <iostream>
#include <cmath>
#include <vector>
#include "land.h"
#include "lake.h"
#include "pokemon.h"
#include "squirtle.h"
#include "electrode.h"
#include "bubble.h"
#include "bubbles.h"
using namespace std;
/* Définition des paramètes dynamiques */
#define G 9.8 // m/s^2
#define B 0.8 // Damping
/* Source de lumière */
GLfloat light_diffuse[] = {1.0, 1.0, 1.0, 0.0}; /* composante diffuse */
GLfloat light_position[] = {0.0, 10.0, 10.0, 0.0}; /* position */
/* Variables d'animation */
float up_down = 0.0, left_right = -1.57;
float cam_pos_x = 0.0;
float cam_pos_z = 50.0;
float cam_look_x = 0.0;
float cam_look_z = 0.0;
float vect_x = 0.0;
float vect_z = 0.0;
double d = 30;
//
vector<Object*> objects;
//
Land* land;
Lake* lake;
//
vector<Pokemon*> pokemons;
//
Pokemon* squirtle;
Pokemon* electrode;
//
Attack* bubble;
Attack* bubbles;
// Pas de temps
double dt = 0.07;
/* code ASCII pour la touche escape*/
#define ESCAPE 27
/* Idantifiant de la fenêtre GLUT */
int window;
/* Déclaration des en-têtes */
void rotate_camera(double speed);
void move_camera(double speed);
void InitDynamicParam();
/* Fonction d'initialisation */
void InitGL(int Width, int Height) {
// Couleur d'effacement du buffer de couleur
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
// paramètrage du Z-buffer
glClearDepth(1.0);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
// Activation de l'éclairage
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
// Activation du lissage
glShadeModel(GL_SMOOTH);
// Projection perceptive
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, (GLfloat) Width / (GLfloat) Height, 0.1f, 100.0f);
glMatrixMode(GL_MODELVIEW);
// #
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Initialisation des paramètres dynamiques
InitDynamicParam();
}
/* Fonction de redimensionnement de la fenêtre */
void ReSizeGLScene(int Width, int Height) {
if (Height == 0)
Height = 1;
glViewport(0, 0, Width, Height);
// Projection perceptive
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, (GLfloat) Width / (GLfloat) Height, 0.1f, 100.0f);
glMatrixMode(GL_MODELVIEW);
// #
glLoadIdentity();
// #
glDepthFunc(GL_LEQUAL);
// #
glEnable(GL_CULL_FACE);
}
/* Focntion de dessin */
void DrawGLScene() {
// Effacement du buffer de couleur et de profondeur
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt(cam_pos_x, 10.0, cam_pos_z, cam_look_x, 5.0, cam_look_z, 0.0, 1.0, 0.0);
//////////////////////////////////////////////////
for (int i = 0; i < objects.size(); i++) {
objects[i]->draw();
}
// Permutation des buffers
glutPostRedisplay();
glutSwapBuffers();
}
/* Fonction de gestion du clavier */
void keyPressed(unsigned char key, int x, int y) {
switch (key) {
case ESCAPE:
/* Eteindre la fenêtre */
glutDestroyWindow(window);
/* Sortir du programme */
exit(0);
break;
case 'a':
if ((squirtle->attacks != 0) && (squirtle->attacks == bubble)) {
squirtle->attacks = bubbles;
} else {
squirtle->attacks = bubble;
}
break;
case 'b':
for (int i = 0; i < pokemons.size(); i++) {
pokemons[i]->block();
}
break;
case 'd':
electrode->defend(true);
break;
case 'p':
for (int i = 0; i < pokemons.size(); i++) {
if (!pokemons[i]->active) {
pokemons[i]->active = true;
break;
}
}
break;
case 'r':
electrode->reborn();
break;
}
glutPostRedisplay();
glutSwapBuffers();
}
/* Fonction de gestion du clavier */
void keyReleased(unsigned char key, int x, int y) {
switch (key) {
case 'b':
for (int i = 0; i < pokemons.size(); i++) {
pokemons[i]->unblock();
}
break;
case 'd':
electrode->defend(false);
break;
}
glutPostRedisplay();
glutSwapBuffers();
}
/* Fonction de gestion du clavier special */
void Special_key(int key, int x, int y) {
switch (key) {
case GLUT_KEY_RIGHT:
left_right += 0.03;
rotate_camera(left_right);
break;
case GLUT_KEY_LEFT:
left_right -= 0.03;
rotate_camera(left_right);
break;
case GLUT_KEY_UP:
move_camera(0.02);
break;
case GLUT_KEY_DOWN:
move_camera(-0.02);
break;
default:
break;
}
glutPostRedisplay();
glutSwapBuffers();
}
/* Fonction de gestion du clavier special */
void SpecialUp_key(int key, int x, int y) {
glutPostRedisplay();
glutSwapBuffers();
}
/* Fonction de gestion du clavier special */
void Special_click(int button, int state, int x, int y) {
if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) {
// Attacking pokemons
squirtle->attack(electrode);
}
if (button == GLUT_LEFT_BUTTON && state == GLUT_UP) {
}
}
/* Gestion du déplacement de la caméra */
void move_camera(double speed) {
vect_x = cam_look_x - cam_pos_x;
vect_z = cam_look_z - cam_pos_z;
cam_pos_x += vect_x * speed;
cam_pos_z += vect_z * speed;
cam_look_x += vect_x * speed;
cam_look_z += vect_z * speed;
}
/* Gestion de l'orientation de la caméra */
void rotate_camera(double speed) {
vect_x = cam_look_x - cam_pos_x;
vect_z = cam_look_z - cam_pos_z;
// Calculate the sine and cosine of the angle once
float cosTheta = (float) cos(speed);
float sinTheta = (float) sin(speed);
double new_x = sqrt(pow(vect_x, 2) + pow(vect_z, 2)) * cosTheta;
double new_z = sqrt(pow(vect_x, 2) + pow(vect_z, 2)) * sinTheta;
cam_look_x = cam_pos_x + new_x;
cam_look_z = cam_pos_z + new_z;
}
void InitDynamicParam() {
// Loading environment
// Land
land = new Land();
lake = new Lake();
// Loading pokemons
// Squirtle
squirtle = new Squirtle(dt, "models/Squirtle/Squirtle.obj");
// Electrode
electrode = new Electrode(dt, "models/Electrode/Electrode.obj");
//
pokemons.push_back(electrode);
pokemons.push_back(squirtle);
//
objects.push_back(electrode);
objects.push_back(squirtle);
objects.push_back(lake);
objects.push_back(land);
// Loading attacks
bubble = new Bubble(dt, vec3(-4.25, 3.45, 28.05));
bubbles = new Bubbles(dt, 50, vec3(-4.25, 3.45, 28.05));
}
/* Défintion de la fonction IDLE */
void idle_function() {
for (int i = 0; i < objects.size(); i++) {
objects[i]->idle();
}
}
int main(int argc, char **argv) {
/* Initialize GLUT state - glut will take any command line arguments that pertain to it or
X Windows - look at its documentation at http://reality.sgi.com/mjk/spec3/spec3.html */
glutInit(&argc, argv);
/* Activation des buffers :
Double buffer
RGBA color
Alpha
Depth buffer */
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_ALPHA | GLUT_DEPTH);
/* Création de la fenêtre */
glutInitWindowSize(640, 480);
/* Positionnement de la fenêtre */
glutInitWindowPosition(0, 0);
/* Ouverture de la fenêtre */
window = glutCreateWindow("Pokemon Battle");
/* Spécification de la fonction de dessin */
glutDisplayFunc(&DrawGLScene);
/* Spécification de la routine de fond */
glutIdleFunc(idle_function);
/* Spécification de la fonction de redimensionnement */
glutReshapeFunc(&ReSizeGLScene);
/* Spécification de la fonction de de gestion du clavier */
glutKeyboardFunc(&keyPressed);
/* Spécification de la fonction de de gestion du clavier */
glutKeyboardUpFunc(&keyReleased);
/* Spécification de la fonction special de gestion du clavier */
glutSpecialFunc(Special_key);
/* Spécification de la fonction special de gestion du clavier */
glutSpecialUpFunc(SpecialUp_key);
/* Spécification de la fonction special de gestion de la souris */
glutMouseFunc(Special_click);
/* Intitialisation des paramètres de l'affichage et de la fenêtre */
InitGL(640, 480);
/* Lancement de la boucle OpenGL */
glutMainLoop();
return 1;
}