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Source.cpp
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1035 lines (871 loc) · 22.3 KB
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#define _CRT_SECURE_NO_WARNINGS
#include <GL\glew.h>
#include <GL\glut.h>
#include <ctime>
#include <list>
#include <iostream>
#include <sstream>
#include <fstream>
using namespace std;
int player0[2] = { 64, 32 };
int player1[2] = { 224, 32 };
int player2[2] = { 0, 32 };
int player3[2] = { 160, 32 };
int enemy0[2] = { 64, 64 };
int enemy1[2] = { 224, 64 };
int enemy2[2] = { 0, 64 };
int enemy3[2] = { 127, 64 };
int shell0[2] = { 660, 202 };
int shell1[2] = { 693, 202 };
int shell2[2] = { 643, 202 };
int shell3[2] = { 678, 202 };
// ðàçìåðû êàðòû
const int H = 25;
const int W = 34;
// òàéìåð äëÿ ñòðåëüáû ïåðâîãî è âòîðîãî èãðîêîâ
float shootTimerFirst = 0;
bool firstIsKilled = false;
int firstScore = 0;
class Shell;
class Map;
struct Image {
int sizeX;
int sizeY;
unsigned char *data;
};
class Painter
{
private:
/* storage for one texture */
GLuint texture[1];
char texPath[80];
int bitmapHeader;
unsigned int bitmapVersion;
int height;
unsigned int compression;
unsigned int pixelDataOffset;
unsigned int sizeImage;
unsigned short int bpp;
public:
Painter()
{
strcpy(texPath, "NES_-_Battle_City_-_General_Sprites.bmp");
bitmapHeader = 14;
}
int imageLoad(char *filename, Image *image) {
FILE *file;
unsigned int i;
unsigned short int planes; // êîëè÷åñòâî ñëî¸â(äîëæíî áûòü 1)
// ïðîâåðÿåì çàãðóçèëñÿ ëè ôàéë
if ((file = fopen(filename, "rb")) == NULL)
{
printf("File Not Found : %s\n", filename);
return 1;
}
fseek(file, bitmapHeader - sizeof(pixelDataOffset), SEEK_CUR);
if ((i = fread(&pixelDataOffset, 4, 1, file)) != 1) {
printf("Error reading pixelDataOffset from %s.\n", filename);
return 1;
}
if ((i = fread(&bitmapVersion, 4, 1, file)) != 1) {
printf("Error reading width from %s.\n", filename);
return 1;
}
// ñ÷èòûâàåì øèðèíó
if ((i = fread(&image->sizeX, 4, 1, file)) != 1) {
printf("Error reading width from %s.\n", filename);
return 1;
}
// ñ÷èòûâàåì âûñîòó
if ((i = fread(&height, 4, 1, file)) != 1) {
printf("Error reading height from %s.\n", filename);
return 1;
}
image->sizeY = abs(height);
// ñ÷èòûâàåì êîë-âî ñëî¸â
if ((fread(&planes, 2, 1, file)) != 1) {
printf("Error reading planes from %s.\n", filename);
return 1;
}
// ñ÷èòûâàåì êîë-âî áèòîâ
if ((i = fread(&bpp, 2, 1, file)) != 1) {
printf("Error reading bpp from %s.\n", filename);
return 1;
}
// ñ÷èòûâàåì ñæàòèå
if ((i = fread(&compression, 4, 1, file)) != 1) {
printf("Error reading compression from %s.\n", filename);
return 1;
}
// ñ÷èòûâàåì ðàçìåð èçîáðàæåíèÿ
if ((i = fread(&sizeImage, 4, 1, file)) != 1) {
printf("Error reading sizeImage from %s.\n", filename);
return 1;
}
fseek(file, pixelDataOffset, SEEK_SET);
// âûäåëÿåì ìåñòî äëÿ ñ÷èòûâàíèÿ äàííûõ
image->data = (unsigned char *)malloc(sizeof(unsigned char)*sizeImage);
if (image->data == NULL) {
printf("Error allocating memory for color-corrected image data\n");
return 1;
}
// ñ÷èòûâàåì äàííûå
if ((i = fread(image->data, sizeImage, 1, file)) != 1) {
printf("Error reading image data from %s.\n", filename);
return 1;
}
// ïåðåâîðà÷èâàåì öâåò èç bgr â rgb
unsigned char temp;
for (i = 0; i < sizeImage; i += bpp / 8) {
temp = image->data[i];
image->data[i] = image->data[i + 2];
image->data[i + 2] = temp;
}
// ïåðåâîðà÷èâàåì îñè
for (int i = 0; i < image->sizeY / 2; i++) {
for (int j = 0; j < image->sizeX; j++) {
for (int z = 0; z < bpp / 8; z++) {
temp = image->data[i * image->sizeX * bpp / 8 + j*bpp / 8 + z];
image->data[i * image->sizeX * bpp / 8 + j*bpp / 8 + z] = image->data[(image->sizeY - 2 - i) * image->sizeX * bpp / 8 + j*bpp / 8 + z];
image->data[(image->sizeY - 2 - i) * image->sizeX * bpp / 8 + j*bpp / 8 + z] = temp;
}
}
}
// we're done
return 0;
}
void loadGLTextures() {
Image *image1;
// âûäåëÿåì ìåñòî ïîä òåêñòóðó
image1 = (Image *)malloc(sizeof(Image));
if (image1 == NULL) {
printf("Error allocating space for image");
}
if (imageLoad(texPath, image1) != 0) {
exit(1);
}
glEnable(GL_TEXTURE_RECTANGLE_NV);
// ñîçäà¸ì òåêñòóðó
glGenTextures(1, &texture[0]);
glBindTexture(GL_TEXTURE_RECTANGLE_NV, texture[0]); // 2ä òåêñòóðà
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // scale linearly when image bigger than texture
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // scale linearly when image smalled than texture
glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, bpp / 8, image1->sizeX, image1->sizeY, 0, GL_RGBA, GL_UNSIGNED_BYTE, image1->data);
glDisable(GL_TEXTURE_RECTANGLE_NV);
}
// ãëàâíàÿ ôóíêöèÿ îòðèñîâêè
void square(int x1, int y1, int x2, int y2, int* startXY, int size)
{
glEnable(GL_TEXTURE_RECTANGLE_NV);
glEnable(GL_ALPHA);
glEnable(GL_BLEND);
//áåëûé "ôîí"
glColor3f(1.0f, 1.0f, 1.0f);
glBindTexture(GL_TEXTURE_RECTANGLE_NV, texture[0]); // âûáèðàåì òåêñòóðó, êîòîðóþ áóäåì èñïîëüçîâàòü
glBegin(GL_QUADS); // âûáèðàåì îòðèñîâêó êâàäðàòà
//âåðõíèé ëåâûé
glTexCoord2i(startXY[0], startXY[1]);
glVertex2f(x1, y1);
//âåðõíèé ïðàâûé
glTexCoord2i(startXY[0] + size, startXY[1]);
glVertex2f(x2, y1);
// íèæíèé ïðàâûé
glTexCoord2i(startXY[0] + size, startXY[1] + size);
glVertex2f(x2, y2);
// íèæíèé ëåâûé
glTexCoord2i(startXY[0], startXY[1] + size);
glVertex2f(x1, y2);
glEnd(); // çàâåðøàåì îòðèñîâêó
glDisable(GL_BLEND);
glDisable(GL_ALPHA);
glDisable(GL_TEXTURE_RECTANGLE_NV);
}
};
class Map // êëàññ îòðèñîâêè êàðòû
{
public:
enum Type { EMPTY, BRICK, GRASS, WALL, WATER };
Type m_[H][W];
int brick[2] = { 512, 0 };
int grass[2] = { 545, 64 };
int water[2] = { 512, 64 };
int wall[2] = { 512, 32 };
int size = 30;
int randBlock;
Map()
{
srand(time(NULL));
ifstream fin;
fin.open("Map.txt");
string str;
char c;
for (int y = 0; y < H; ++y) {
getline(fin, str);
for (int x = 0; x < W; ++x) {
c = str[x];
if (c == 'B') {
m_[y][x] = WALL;
continue;
}
if (c == 'R') {
randBlock = rand() % 15;
switch (randBlock)
{
case 1: m_[y][x] = WATER; continue;
case 2: m_[y][x] = WALL; continue;
case 3: m_[y][x] = BRICK; continue;
case 4: m_[y][x] = GRASS; continue;
case 5: m_[y][x] = BRICK; continue;
case 6: m_[y][x] = GRASS; continue;
case 7: m_[y][x] = WATER; continue;
}
}
if (c == ' ') {
m_[y][x] = EMPTY;
continue;
}
}
}
fin.close();
}
// ïðîõîäèì ïî ìàòðèöå íàøåé êàðòû, âûáèðàåì ñîîòâåòñòâóþùèé òèï, ñìåùàåì ïîçèöèþ, îòðèñîâûâàåì êàðòó
void renderMap(Painter &p)
{
for (int y = 0; y < H; ++y) {
for (int x = 0; x < W; ++x) {
switch (m_[y][x]) {
case EMPTY:
break;
case BRICK:
p.square(x * 30, y * 30,
(x + 1) * 30, (y + 1) * 30,
brick, size);
break;
case WALL:
p.square(x * 30, y * 30,
(x + 1) * 30, (y + 1) * 30,
wall, size);
break;
case WATER:
p.square(x * 30, y * 30,
(x + 1) * 30, (y + 1) * 30,
water, size);
break;
case GRASS:
p.square(x * 30, y * 30,
(x + 1) * 30, (y + 1) * 30,
grass, size);
break;
}
}
}
}
Type getBlock(int x, int y)
{
return m_[x][y];
}
void setBlock(int x, int y)
{
m_[x][y] = EMPTY;
}
~Map()
{
}
};
class Entity // îáîáù¸ííûé êëàññ "Îáúåêòîâ"
{
protected:
int currentAxis; // òåêóùåå íàïðàâëåíèå äâèæåíèÿ
int axis; // ïðîøëîå/òåêóùåå íàïðàâëåíèå äâèæåíèÿ. èñïîëüçóåòñÿ äëÿ ïðàâèëüíîãî âûñòðåëà â ñîñòîÿíèè îñòàíîâêè
string name; // èìÿ ó îáúåêòà
int health;
bool life;
float dx, dy; // äëÿ ïåðåäâèæåíèÿ ïî Õ è Ó
public:
string getName()
{
return name;
}
void setHealth(int damage)
{
health -= damage;
}
void setLife()
{
life = false;
}
int getLife()
{
return life;
}
void setDx(float DX)
{
dx = DX;
}
void setDy(float DY)
{
dy = DY;
}
int getAxis()
{
return axis;
}
~Entity()
{
}
};
Map map;
class Player : public Entity // êëàññ ãëàâíûõ èãðîêîâ
{
private:
int score; // êîë-âî íàáðàííûõ î÷êîâ
float coordY = 690;
float coordX = 400;
int cooldown; // âðåìÿ ïåðåçàðÿäêè
public:
Player()
{
}
Player(string Name)
{
cooldown = 150; // óêàçûâàåì âðåìÿ ïåðåçàðÿäêè äëÿ ãëàâíûõ èãðîêîâ
life = true;
axis = 3; // ïî íà÷àëó ñìîòðèì ââåðõ
score = 0;
health = 100;
name = Name;
dx = dy = 0;
currentAxis = 0;
float coordY = 690;
float coordX = 400;
}
//ãëàâíûé ìåòîä îáíîâëåíèÿ èãðîêîâ
void update()
{
coordX += dx; // ñìåùàåì èãðîêà ïî Õ
Collision(0); // ïðîâåðÿåì ñòîëêíîâåíèÿ ñ îáúåêòàìè ïî Õ
coordY += dy; // ñìåùàåì ïî Ó
Collision(1); // ïðîâåðÿåì ñòîëêíîâåíèÿ ñ îáúåêòàìè ïî Ó
shootTimerFirst++;
if (health <= 0)
life = false;
if (cooldown < 100) // ìèíèìàëüíîå âðåìÿ ïåðåçàðÿäêè = 100
cooldown = 100;
//åñëè òàíê íå ñòîèò íà ìåñòå, òî çàïîìèíàåì åãî íàïðàâëåíèå äëÿ ñòðåëüáû
if (currentAxis != 0)
{
axis = currentAxis;
}
currentAxis = 0;
//dx = 0;
//dy = 0;
}
// ìåòîä ïðîâåðêè èãðîêà íà ñòîëêíîâåíèÿ ñ îáúåêòàìè êàðòû. â ñëó÷àå íàåçäà ïðîñòî âûòàëêèâàåì åãî îáðàòíî,
// ëèáî ïîäáèðàåì áîíóñ(åñëè îáúåêò íà êîòîðûé âû íàåõàëè ÿâëÿåòñÿ áîíóñîì)
void Collision(int axis)
{
for (int i = coordY / 30; i < (coordY + 25) / 30; i++)
for (int j = coordX / 30; j < (coordX + 25) / 30; j++)
{
if ((map.getBlock(i, j) == map.BRICK) || (map.getBlock(i, j) == map.WALL))
{
if (axis == 0)
{
if (dx > 0) coordX = j * 30 - 25;
if (dx < 0) coordX = j * 30 + 30;
}
if (axis == 1)
{
if (dy > 0) coordY = i * 30 - 25;
if (dy < 0) coordY = i * 30 + 30;
}
}
}
}
void setCurrentAxis(int axis)
{
currentAxis = axis;
}
int getCurrentAxis()
{
return currentAxis;
}
int getShellAxis()
{
return axis;
}
float getRectLeft()
{
return coordX;
}
float getRectTop()
{
return coordY;
}
void setScore(int Score)
{
score += Score;
}
int getScore()
{
return score;
}
int getHealth()
{
return health;
}
int getCooldown()
{
return cooldown;
}
~Player()
{
}
};
class Shell : public Entity // êëàññ "Ñíàðÿä"
{
private:
int direction; // íàïðàâëåíèå äâèæåíèÿ ñíàðÿäà
string shotowner; // èìÿ "âëàäåëüöà" ñíàðÿäà. òî åñòü òîò, êòî âûñòðåëèë
float coordY;
float coordX;
public:
Shell()
{
}
Shell(int dir, float x, float y, string shotOwner)
{
coordX = x;
coordY = y;
life = true;
direction = dir; // íàïðàâëåíèå äâèæåíèÿ ñíàðÿäà
shotowner = shotOwner;
name = "Shell";
// â çàâèñèìîñòè îò íàïðàâëåíèÿ äâèæåíèÿ óêàçûâàåì åãî ñêîðîñòü, íà÷àëüíûå êîîðäèíàòû è èçìåíÿåì êàðòèíêó
switch (direction)
{
case 1: dx = -3; dy = 0; coordX -= 7; coordY += 7.5; break;
case 2: dx = 3; dy = 0; coordX += 30; coordY += 8; break;
case 3: dx = 0; dy = -3; coordX += 9; coordY -= 5; break;
case 4: dx = 0; dy = 3; coordX += 9; coordY += 29; break;
}
}
// ãëàâíûé ìåòîä îáíîâëåíèÿ ñíàðÿäà
void update()
{
coordX += dx; // èçìåíÿåì ïîëîæåíèå ïî Õ
coordY += dy; // èõìåíÿåì ïîëîæåíèå ïî Ó
Collision(); // ïðîâåðÿåì íà ñòîëêíîâåíèÿ ñî ñòåíàìè
}
// ïðîâåðêà íà ñòîëêíîâåíèÿ ñ îáúåêòàìè îêðóæåíèÿ.
// ïðîâåðêà îñóùåñòâëÿåòñÿ ïî äâóì òî÷êàì ñíàðÿäà. îòñ÷¸ò îò ëåâîãî âåðõíåãî óãëà
// â ñëó÷àå åñëè ïîïàëè è ñòðåëÿë èãðîê, òî âîñïðîèçâîäèì ïîäõîäÿùèé çâóê â çàâèñèìîñòè îò òèïà ñòåíû
void Collision()
{
for (int i = coordY / 30; i < (coordY + 5) / 30; i++)
for (int j = coordX / 30; j < (coordX + 5) / 30; j++)
{
if ((map.getBlock(i, j) == map.BRICK) || (map.getBlock(i, j) == map.WALL))
{
life = false;
if (map.getBlock(i, j) == map.BRICK)
{
map.setBlock(i, j);
}
}
}
}
string getShotOwner()
{
return shotowner;
}
float getRectLeft()
{
return coordX;
}
float getRectTop()
{
return coordY;
}
~Shell()
{
}
};
// ñïèñîê äëÿ õðàíåíèÿ ñíàðÿäîâ, à òàêæå èòåðàòîð äëÿ ðàáîòû ñ íèì
list<Shell*> shells;
list<Shell*>::iterator itShell;
class Enemy : public Entity // êëàññ âðàãà
{
private:
float shootTimer; // òàéìåð äëÿ ñòðåëüáû
float moveTimer; // ìèíèìàëüíîå âðåìÿ äëÿ âûçîâà ðàíäîìíîãî èçìåíåíèÿ íàïðàâëåíèÿ äâèæåíèÿ
int randAxis;
float coordY = 300;
float coordX = 100;
int cooldown; // âðåìÿ ïåðåçàðÿäêè
public:
Enemy()
{
}
Enemy(string Test)
{
moveTimer = 0;
shootTimer = 0;
axis = 2; // íà÷àëüíîå íàïðàâëåíèå äëÿ ñòðåëüáû
dx = 1; // íà÷àëüíîå äâèæåíèå
dy = 0;
life = true;
float coordY = 100;
float coordX = 100;
health = 100;
cooldown = 200;
}
// ãëàâíûé ìåòîä îáíîâëåíèÿ âðàãîâ
void update()
{
// óâåëè÷èâàåì âðåìÿ ñ ïîñëåäíåé ðàíäîìíîé ñìåíû íàïðàâëåíèÿ.
// â ñëó÷àå ïðåâûøåíèÿ âðåìåíè â 20000, îáíóëÿåì òàéìåð è ãåíåðèðóåì íîâîå íàïðàâëåíèå(ìîæåò ñîâïàñòü ñî ñòàðûì)
moveTimer++;
if (moveTimer > 180)
{
moveTimer = 0;
randAxis = rand() % 4;
if (randAxis == 0)
{
dx = 1; dy = 0;
axis = 2;
}
if (randAxis == 1)
{
dx = -1; dy = 0;
axis = 1;
}
if (randAxis == 2)
{
dy = 1; dx = 0;
axis = 4;
}
if (randAxis == 3)
{
dy = -1; dx = 0;
axis = 3;
}
}
coordX += dx; // èçìåíÿåì êîîðäèíàòû ïî Õ
Collision(0); // ïðîâåðÿåì íà ñòîëêíîâåíèÿ ñ îáúåêòàìè ïî Õ
coordY += dy; // èçìåíÿåì êîîðäèíàòû ïî Ó
Collision(1); // ïðîâåðÿåì íà ñòîëêíîâåíèÿ ñ îáúåêòàìè ïî Ó
if (health <= 0)
life = false;
shootTimer++;
if (shootTimer >= cooldown)
{
shootTimer = 0;
shells.push_back(new Shell(axis, coordX, coordY, " "));
}
}
// ïðîâåðêà íà ñòîëêíîâåíèå ñ îáúåêòàìè èãðîâîãî îêðóæåíèÿ.
// â ñëó÷àå ñòîëêíîâåíèÿ âûòàëêèâàåì èãðîêà è óâåëè÷èâàåì øàíñû íà âûçîâ ðàíäîìíîé ñìåíû íàïðàâëåíèå äâèæåíèÿ
void Collision(int axis)
{
for (int i = coordY / 30; i < (coordY + 25) / 30; i++)
for (int j = coordX / 30; j < (coordX + 25) / 30; j++)
{
if ((map.getBlock(i, j) == map.BRICK) || (map.getBlock(i, j) == map.WALL))
{
moveTimer++;
if (axis == 0)
{
if (dx > 0) coordX = j * 30 - 25;
if (dx < 0) coordX = j * 30 + 30;
}
if (axis == 1)
{
if (dy > 0) coordY = i * 30 - 25;
if (dy < 0) coordY = i * 30 + 30;
}
}
}
}
float getRectLeft()
{
return coordX;
}
float getRectTop()
{
return coordY;
}
int getHealth()
{
return health;
}
~Enemy()
{
}
};
// ñïèñîê äëÿ õðàíåíèÿ âðàãîâ, à òàêæå èòåðàòîðû äëÿ ðàáîòû ñ íèì
list<Enemy*> enemies;
list<Enemy*>::iterator itEnemy;
// ñïèñîê äëÿ õðàíåíèÿ èãðîêîâ, à òàêæå èòåðàòîðû äëÿ ðàáîòû ñ íèì
list<Player*> players;
list<Player*>::iterator itPlayer;
class Spawner // îòâå÷àåò çà ðàíäîìèçàöèþ ñïàóíà âðàãîâ
{
private:
int access; // äîñòóï ê ñïàóíó
float spawnTimer; // òàéìåð
public:
Spawner()
{
access = 1;
spawnTimer = 0;
}
void addNewEnemy()
{
access = rand() % 3;
switch (access)
{
case 0: access = 1; break;
case 1: access = 1; break;
case 2: access = 0; break;
}
}
void setSpawnTimer()
{
// åñëè ïðîøëî äîñòàòî÷íî âðåìåíè ñ ìîìåíòà ïðîøëîãî âûçîâà ñïàóíà
spawnTimer++;
if (spawnTimer > 300)
{
spawnTimer = 0;
addNewEnemy();
}
}
int getAccess()
{
return access;
}
void resetAccess()
{
access = 0;
}
~Spawner()
{
}
};
class DetectHIT // êëàññ ïðîâåðêè ïîïàäàíèÿ ñíàðÿäà â èãðîêîâ/âðàãîâ
{
public:
DetectHIT()
{
}
bool intersects(float x1, float y1, float x2, float y2)
{
return
x1 < x2 + 25 &&
x1 + 5 > x2 &&
y1 < y2 + 25 &&
y1 + 5 > y2;
}
void detectHit()
{
// ïðîõîäèì ïî ñïèñêó ñíàðÿäîâ
for (itShell = shells.begin(); itShell != shells.end(); itShell++)
{
// åñëè ñòðåëÿë èãðîê
if ((*itShell)->getShotOwner() != " ")
{
// ïðîõîäèì ïî ñïèñêó âðàãîâ
for (itEnemy = enemies.begin(); itEnemy != enemies.end(); itEnemy++)
{
if (intersects((*itShell)->getRectLeft(), (*itShell)->getRectTop(), (*itEnemy)->getRectLeft(), (*itEnemy)->getRectTop()))
{
// îòíèìàåì çäîðîâüå è óíè÷òîæàåì ñíàðÿä
(*itEnemy)->setHealth(50);
(*itShell)->setLife();
if ((*itEnemy)->getHealth() <= 0)
{
for (itPlayer = players.begin(); itPlayer != players.end(); itPlayer++)
{
(*itPlayer)->setScore(1);
}
}
break;
}
}
}
if ((*itShell)->getShotOwner() == " ")
{
// ïðîõîäèì ïî èãðîêàì
for (itPlayer = players.begin(); itPlayer != players.end(); itPlayer++)
{
if (intersects((*itShell)->getRectLeft(), (*itShell)->getRectTop(), (*itPlayer)->getRectLeft(), (*itPlayer)->getRectTop()))
{
(*itPlayer)->setHealth(30);
(*itShell)->setLife();
break;
}
}
}
}
}
~DetectHIT()
{
}
};
Spawner spawn;
DetectHIT detecthit;
Painter p;
void Keyboard(unsigned char key, int x, int y)
{
itPlayer = players.begin();
switch (key)
{
case 32:
if (shootTimerFirst >= (*itPlayer)->getCooldown())
{
shootTimerFirst = 0;
shells.push_back(new Shell((*itPlayer)->getAxis(), (*itPlayer)->getRectLeft(), (*itPlayer)->getRectTop(), "firstplayer"));
break;
}
}
}
void Keyboard2(int key, int x, int y)
{
itPlayer = players.begin();
switch (key)
{
case GLUT_KEY_UP:
{
(*itPlayer)->setDx(0);
(*itPlayer)->setDy(-1);
(*itPlayer)->setCurrentAxis(3);
break;
}
case GLUT_KEY_DOWN:
{
(*itPlayer)->setDx(0);
(*itPlayer)->setDy(1);
(*itPlayer)->setCurrentAxis(4);
break;
}
case GLUT_KEY_LEFT:
{
(*itPlayer)->setDx(-1);
(*itPlayer)->setDy(0);
(*itPlayer)->setCurrentAxis(1);
break;
}
case GLUT_KEY_RIGHT:
{
(*itPlayer)->setDx(1);
(*itPlayer)->setDy(0);
(*itPlayer)->setCurrentAxis(2);
break;
}
}
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT);
map.renderMap(p);
for (itPlayer = players.begin(); itPlayer != players.end(); itPlayer++)
{
switch ((*itPlayer)->getAxis())
{
case 1: p.square((*itPlayer)->getRectLeft(), (*itPlayer)->getRectTop(), ((*itPlayer)->getRectLeft() + 25), ((*itPlayer)->getRectTop() + 25), player0, 30); break;
case 2: p.square((*itPlayer)->getRectLeft(), (*itPlayer)->getRectTop(), ((*itPlayer)->getRectLeft() + 25), ((*itPlayer)->getRectTop() + 25), player1, 30); break;
case 3: p.square((*itPlayer)->getRectLeft(), (*itPlayer)->getRectTop(), ((*itPlayer)->getRectLeft() + 25), ((*itPlayer)->getRectTop() + 25), player2, 30); break;
case 4: p.square((*itPlayer)->getRectLeft(), (*itPlayer)->getRectTop(), ((*itPlayer)->getRectLeft() + 25), ((*itPlayer)->getRectTop() + 25), player3, 30); break;
}
}
for (itEnemy = enemies.begin(); itEnemy != enemies.end(); itEnemy++)
{
switch ((*itEnemy)->getAxis())
{
case 1: p.square((*itEnemy)->getRectLeft(), (*itEnemy)->getRectTop(), ((*itEnemy)->getRectLeft() + 25), ((*itEnemy)->getRectTop() + 25), enemy0, 30); break;
case 2: p.square((*itEnemy)->getRectLeft(), (*itEnemy)->getRectTop(), ((*itEnemy)->getRectLeft() + 25), ((*itEnemy)->getRectTop() + 25), enemy1, 30); break;
case 3: p.square((*itEnemy)->getRectLeft(), (*itEnemy)->getRectTop(), ((*itEnemy)->getRectLeft() + 25), ((*itEnemy)->getRectTop() + 25), enemy2, 30); break;
case 4: p.square((*itEnemy)->getRectLeft(), (*itEnemy)->getRectTop(), ((*itEnemy)->getRectLeft() + 25), ((*itEnemy)->getRectTop() + 25), enemy3, 30); break;
}
}
for (itShell = shells.begin(); itShell != shells.end(); itShell++)
{
p.square((*itShell)->getRectLeft(), (*itShell)->getRectTop(), ((*itShell)->getRectLeft() + 5), ((*itShell)->getRectTop() + 5), shell0, 5);
}
glutSwapBuffers();
}
void timerUpdateLogic(int = 0)
{
spawn.setSpawnTimer();
if (spawn.getAccess() == 1)
{
spawn.resetAccess();
enemies.push_back(new Enemy("Test"));
}
// âûçîâ ãëàâíîãî ìåòîäà îáíîâëåíèÿ
// â ñëó÷àå óíè÷òîæåíèÿ èãðîêà ïðîâåðÿåì èìÿ, çàãëóøàåì çâóê äâèæåíèÿ, èçìåíÿåì ôëàã è çàïèñûâàåì êîë-âî íàáðàííûõ î÷êîâ
// òàêæå óäàëÿåì èãðîêà ñî ñïèñêà
for (itPlayer = players.begin(); itPlayer != players.end();)
{
(*itPlayer)->update();
if ((*itPlayer)->getLife() == false)
{
firstIsKilled = true;
firstScore = (*itPlayer)->getScore();
itPlayer = players.erase(itPlayer);
}
else
itPlayer++;
}
// âûçîâ ãëàâíîãî ìåòîäà îáíîâëåíèÿ âðàãîâ.
// â ñëó÷àå óíè÷òîæåíèÿ óäàëÿåì åãî èç ñïèñêà
for (itEnemy = enemies.begin(); itEnemy != enemies.end();)
{
(*itEnemy)->update();
if ((*itEnemy)->getLife() == false)
itEnemy = enemies.erase(itEnemy);
else
itEnemy++;
}
// âûçîâ ãëàâíîãî ìåòîäà îáíîâëåíèÿ ñíàðÿäîâ.
// â ñëó÷àå óíè÷òîæåíèÿ óäàëÿåì åãî èç ñïèñêà
for (itShell = shells.begin(); itShell != shells.end();)
{
(*itShell)->update();
if ((*itShell)->getLife() == false)
itShell = shells.erase(itShell);
else
itShell++;
}
// ïðîâåðÿåì ïîïàäàíèå ñíàðÿäà â èãðîêîâ/âðàãîâ