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2 | |
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3 | /* |
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4 | orxonox - the future of 3D-vertical-scrollers |
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5 | |
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6 | Copyright (C) 2004 orx |
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7 | |
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8 | This program is free software; you can redistribute it and/or modify |
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9 | it under the terms of the GNU General Public License as published by |
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10 | the Free Software Foundation; either version 2, or (at your option) |
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11 | any later version. |
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12 | |
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13 | ### File Specific: |
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14 | main-programmer: Patrick Boenzli |
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15 | co-programmer: |
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16 | */ |
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17 | |
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18 | |
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19 | #include "player.h" |
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20 | #include <iostream> |
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21 | #include <stdlib.h> |
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22 | |
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23 | |
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24 | using namespace std; |
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25 | |
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26 | |
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27 | Player::Player () { |
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28 | // cout << "Player::Player" << endl; |
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29 | xCor = yCor = zCor = 0; |
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30 | shootLaser = new ShootLaser; |
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31 | shootRocket = new ShootRocket; |
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32 | } |
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33 | |
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34 | Player::~Player () |
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35 | { |
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36 | //delete shootLaser; |
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37 | } |
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38 | |
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39 | |
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40 | void Player::setPosition( float x, float y, float z) |
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41 | { |
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42 | xCor = x; yCor = y; zCor = z; |
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43 | } |
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44 | |
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45 | |
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46 | void Player::getPosition(float* x, float* y, float* z) |
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47 | { |
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48 | *x = xCor; *y = yCor; *z = zCor; |
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49 | } |
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50 | |
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51 | |
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52 | void Player::setCollisionRadius(float radius) |
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53 | { |
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54 | collisionRadius = radius; |
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55 | } |
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56 | |
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57 | |
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58 | void Player::goX(float x) |
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59 | { |
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60 | //cout << "Player::goX" << endl; |
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61 | xCor += x; |
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62 | } |
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63 | |
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64 | |
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65 | void Player::goY(float y) |
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66 | { |
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67 | yCor += y; |
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68 | } |
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69 | |
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70 | void Player::goZ(float z) |
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71 | { |
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72 | zCor += z; |
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73 | } |
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74 | |
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75 | void Player::shoot(int n) |
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76 | { |
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77 | shootLaser->addShoot(xCor,yCor+1.0,5); |
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78 | //shootLaser->addShootExt(xCor,yCor,zCor,.1,.4,.0); |
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79 | //shootLaser->addShootdExt(xCor,yCor,zCor,-.1,.4,.0); |
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80 | shootRocket->addBackParable(xCor,yCor,zCor); |
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81 | |
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82 | |
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83 | |
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84 | } |
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85 | |
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86 | //void Player::addIO(InputOutput *io) {} |
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87 | |
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88 | |
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89 | void Player::drawPlayer(float a, float b) |
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90 | { |
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91 | |
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92 | /*glPushMatrix(); |
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93 | glTranslatef(xCor, yCor, 3.0); |
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94 | glScalef(1.0, 3.0, 1.0); |
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95 | glutWireCube(1.0); |
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96 | glPopMatrix();*/ |
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97 | glPushMatrix(); |
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98 | //glEnable(GL_DEPTH_TEST); |
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99 | glTranslatef(xCor,yCor,5.0); |
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100 | glRotatef(3*a,1.0,0.0,0.0); |
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101 | glRotatef(3*b,0.0,1.0,0.0); |
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102 | //glTranslatef(xCor,yCor,3.0); |
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103 | glBegin(GL_QUADS); |
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104 | glColor3f(1.0,0.0,0.0); |
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105 | glNormal3f(-1.0,0.0,0.0); |
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106 | glVertex3f(-1.0,-1.0,-1.0); |
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107 | glVertex3f(-1.0,-1.0,1.0); |
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108 | glVertex3f(-.6,1.0,0.4); |
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109 | glVertex3f(-.6,1.0,-0.4); |
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110 | |
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111 | glNormal3f(0.0,-1.0,0.0); |
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112 | glColor3f(0.0,1.0,0.0); |
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113 | glVertex3f(-.6,1.0,.4); |
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114 | glVertex3f(-.6,1.0,-.4); |
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115 | glVertex3f(.6,1.0,-.4); |
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116 | glVertex3f(.6,1.0,.4); |
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117 | |
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118 | glNormal3f(-1.0,0.0,0.0); |
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119 | glColor3f(0.0,0.0,1.0); |
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120 | glVertex3f(.6,1.0,.4); |
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121 | glVertex3f(.6,1.0,-.4); |
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122 | glVertex3f(1.0,-1.0,-1.0); |
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123 | glVertex3f(1.0,-1.0,1.0); |
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124 | |
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125 | |
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126 | |
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127 | glEnd(); |
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128 | glPopMatrix(); |
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129 | |
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130 | |
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131 | |
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132 | |
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133 | |
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134 | /* draw all the shoots additionaly */ |
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135 | shootLaser->drawShoot(); |
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136 | shootRocket->drawShoot(); |
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137 | //cout << "Player::drawPlayer" << endl; |
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138 | } |
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