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Player.cpp
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/* invaderR, space invaders clone
* Copyright (C) 2006 Richard Adem richy486@gmail.com
*
* invaderR is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* invaderR is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include ".\player.h"
// Set the image of the player.
CPlayer::CPlayer(void)
{
for(int i = 0; i < 15; i++)
{
img[i] = false;
}
img[0] = true;
img[1] = true;
img[6] = true;
img[7] = true;
img[8] = true;
img[11] = true;
img[12] = true;
img[13] = true;
img[14] = true;
}
CPlayer::~CPlayer(void)
{
}
CPlayer* CPlayer::getInstance()
{
static CPlayer instance;
return &instance;
}
// Put the player in the start position.
void CPlayer::start()
{
p_pos.x = 230;
p_pos.y = 10;
}
// Test if the player was hit by an invader's bomb.
bool CPlayer::testHit(Point p)
{
if(p.x >= p_pos.x-1 && p.x <= p_pos.x+(IPS*5)-1 &&
p.y >= p_pos.y && p.y <= p_pos.y+(IPS*5))
return true;
else
return false;
}
// Draw the player at its position.
void CPlayer::draw()
{
glColor3f(1.0, 1.0, 1.0);
for(int i = 0; i < 15; i++)
{
if(img[i] == true)
{
glBegin(GL_POLYGON);
glVertex2i(p_pos.x+((i/5)*IPS), (p_pos.y)+((i%5)*IPS));
glVertex2i(p_pos.x+((i/5)*IPS)+IPS, (p_pos.y)+((i%5)*IPS));
glVertex2i(p_pos.x+((i/5)*IPS)+IPS, (p_pos.y)+((i%5)*IPS)+IPS);
glVertex2i(p_pos.x+((i/5)*IPS), (p_pos.y)+((i%5)*IPS)+IPS);
glVertex2i(p_pos.x+((i/5)*IPS), (p_pos.y)+((i%5)*IPS));
glEnd();
if(i < 5)
{
glBegin(GL_POLYGON);
glVertex2i(p_pos.x+((i/5)*IPS)+(4*IPS), (p_pos.y)+((i%5)*IPS));
glVertex2i(p_pos.x+((i/5)*IPS)+IPS+(4*IPS), (p_pos.y)+((i%5)*IPS));
glVertex2i(p_pos.x+((i/5)*IPS)+IPS+(4*IPS), (p_pos.y)+((i%5)*IPS)+IPS);
glVertex2i(p_pos.x+((i/5)*IPS)+(4*IPS), (p_pos.y)+((i%5)*IPS)+IPS);
glVertex2i(p_pos.x+((i/5)*IPS)+(4*IPS), (p_pos.y)+((i%5)*IPS));
glEnd();
}
if(i >= 5 && i < 10)
{
glBegin(GL_POLYGON);
glVertex2i(p_pos.x+((i/5)*IPS)+(2*IPS), (p_pos.y)+((i%5)*IPS));
glVertex2i(p_pos.x+((i/5)*IPS)+IPS+(2*IPS), (p_pos.y)+((i%5)*IPS));
glVertex2i(p_pos.x+((i/5)*IPS)+IPS+(2*IPS), (p_pos.y)+((i%5)*IPS)+IPS);
glVertex2i(p_pos.x+((i/5)*IPS)+(2*IPS), (p_pos.y)+((i%5)*IPS)+IPS);
glVertex2i(p_pos.x+((i/5)*IPS)+(2*IPS), (p_pos.y)+((i%5)*IPS));
glEnd();
}
}
}
}