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objects.cpp.orig
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objects.cpp.orig
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#include "objects.h"
#include "game.h"
//plain function implementation
<<<<<<< HEAD
game * object::activGame;
void addon::collision (object *with, char fromWhere) {
if (fromWhere == fromDown)
{
yvel = 0;
ypos = (b.ymax - b.ymin)/2.0 + with->b.ymax;
}
if (with->getObjectInfo() == _player_)
gotCollected = true;
}
bool addon::timerCallback (double dt)
{
ypos += yvel* dt;
yvel -= gravity*dt;
updateBoundingBox();
return !gotCollected;
}
void addon::updateBoundingBox ()
{
b.xmin = xpos - size / 2;
b.xmax = xpos + size / 2;
b.ymin = ypos - size / 2;
b.ymax = ypos + size / 2;
}
void addon::plot() {
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, animation);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glDisable(GL_NORMALIZE);
glColor3f(1, 1, 1);
glNormal3f(0, 1, 0);
glBegin(GL_QUADS);
//glColor3f(0.0f, 1.0f,0.0f);
glTexCoord2f(1,0);
glVertex2f(xpos -size, ypos - size);
glTexCoord2f(0,0);
glVertex2f(xpos + size, ypos - size);
glTexCoord2f(0,1);
glVertex2f(xpos + size, ypos + size);
glTexCoord2f(1,1);
glVertex2f(xpos - size, ypos + size);
glEnd();
glEnable(GL_NORMALIZE);
glDisable(GL_TEXTURE_2D);
}
coloredExplosion::coloredExplosion(double x, double y, double s, int c) : object (x,y), size(s), color (c) {
updateBoundingBox();
hitpoints = 2;
}
bool coloredExplosion::timerCallback (double dt)
{
hitpoints--;
return object::timerCallback (dt);
}
block::~block() {
object::activGame->score++;
object::activGame->spawnObject (new coloredExplosion ( xpos, ypos, size + 0.001, color));
}
=======
>>>>>>> dd5b0dced155b6fe35f5684cb6197bb133812138
char otherSide (char side)
{
if (side == fromLeft)
return fromRight;
if (side == fromRight)
return fromLeft;
if (side == fromUp)
return fromDown;
return fromUp;
}
addon::addon (double x, double y, double l, int t) : fallingObject (x,y), size ( l),gotCollected (false), addonType (t) {
updateBoundingBox();
hitpoints=3;
Image* image = loadBMP("animations/jumpingShoes.bmp");
animation = loadTexture(image);
delete image;
}
//object-class implementation
void object::stopMeFalling(double height)
{
//yy ypos = ypos - b.ymin + height;
ypos = (b.ymax - b.ymin)/2.0 + height;
}
object::object (double x, double y) : xpos (x), ypos(y), xvel(0), yvel(0) {
hitpoints = 1;
}
objectInfo object::getObjectInfo() {
return _undefined_;
}
void object::updateBoundingBox() {
cout << "updateBoundingBox of object called" << endl;
}
GLuint object::loadTexture(Image *image) {
GLuint textureId;
glGenTextures(1, &textureId);
glBindTexture(GL_TEXTURE_2D, textureId);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RGB,
image->width, image->height,
0,
GL_RGB,
GL_UNSIGNED_BYTE,
image->pixels
);
return textureId;
}
char object::collidesWith (object &o)
{
double distLeft = b.xmin - o.b.xmax;
double distRight = o.b.xmin - b.xmax;
double distUp = o.b.ymin - b.ymax;
double distDown = b.ymin - o.b.ymax;
bool collision = (distLeft < 0) && (distRight < 0) && ( distUp < 0) && ( distDown < 0);
if (collision)
{
if ((distLeft > distRight) && (distLeft > distUp) && (distLeft > distDown))
return fromLeft;
else if ((distRight > distLeft) && (distRight > distUp) && (distRight > distDown))
return fromRight;
else if ((distUp > distRight) && (distUp > distLeft) && (distUp > distDown))
return fromUp;
else
return fromDown;
}
return 0;
}
object::~object() {};
void object::plot() { cout << "plot of object called" << endl; }
bool object::timerCallback (double dt) {
if (hitpoints <= 0)
return 0;
else
return 1;
return true;
}
void object::collision (object *with, char fromWhere) { }
<<<<<<< HEAD
=======
//object-class implementation
void object::stopMeFalling(double height)
{
//yy ypos = ypos - b.ymin + height;
ypos = (b.ymax - b.ymin)/2.0 + height;
}
object::object (double x, double y) : xpos (x), ypos(y) {}
objectInfo object::getObjectInfo() {
return _undefined_;
}
void object::updateBoundingBox() {
cout << "updateBoundingBox of object called" << endl;
}
GLuint object::loadTexture(Image *image) {
GLuint textureId;
glGenTextures(1, &textureId);
glBindTexture(GL_TEXTURE_2D, textureId);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RGB,
image->width, image->height,
0,
GL_RGB,
GL_UNSIGNED_BYTE,
image->pixels
);
return textureId;
}
char object::collidesWith (object &o) // return 0 for no, 1 for horizontal, 2 for vertical collision
{
double distLeft = b.xmin - o.b.xmax;
double distRight = o.b.xmin - b.xmax;
double distUp = o.b.ymin - b.ymax;
double distDown = b.ymin - o.b.ymax;
bool collision = (distLeft < 0) && (distRight < 0) && ( distUp < 0) && ( distDown < 0);
if (collision)
{
if ((distLeft > distRight) && (distLeft > distUp) && (distLeft > distDown))
return fromLeft;
else if ((distRight > distLeft) && (distRight > distUp) && (distRight > distDown))
return fromRight;
else if ((distUp > distRight) && (distUp > distLeft) && (distUp > distDown))
return fromUp;
else
return fromDown;
}
return 0;
}
void object::plot() { cout << "plot of object called" << endl; }
bool object::timerCallback (double dt) {return true;}
void object::collision (object *with, char fromWhere) { }
double object::gameTime = 0;
>>>>>>> dd5b0dced155b6fe35f5684cb6197bb133812138
//fallingObject implementations
fallingObject::fallingObject (double x, double y) : object (x,y), gravity(0.1) {}
void fallingObject::stopMeFalling (double height)
{
<<<<<<< HEAD
=======
cout << "autsch" << endl;
>>>>>>> dd5b0dced155b6fe35f5684cb6197bb133812138
yvel = 0;
object::stopMeFalling (height);
}
void fallingObject::collision (object *with, char fromWhere)
{
if (fromWhere == fromDown)
{
yvel = 0;
ypos = (b.ymax - b.ymin)/2.0 + with->b.ymax;
}
}
objectInfo fallingObject::getObjectInfo() { return _undefined_;}
bool fallingObject::timerCallback(double dt)
{
ypos += yvel* dt;
yvel -= gravity*dt;
updateBoundingBox();
<<<<<<< HEAD
return object::timerCallback (dt);
=======
if (hitpoints == 0)
return 0;
else
return 1;
return true;
>>>>>>> dd5b0dced155b6fe35f5684cb6197bb133812138
}
//vwall-implementation
//
void vwall::plot() {
glBegin(GL_LINES);
glColor3f(0.0f, 1.0f,0.0f);
glVertex2f(xpos, ypos - length / 2);
glVertex2f(xpos, ypos + length / 2);
glEnd();
}
void vwall::updateBoundingBox ()
{
b.xmin = b.xmax = xpos;
b.ymin = ypos - length / 2;
b.ymax = ypos + length / 2;
}
<<<<<<< HEAD
vwall::vwall (double x, double y, double l) : object (x,y), length ( l) { updateBoundingBox(); }
=======
vwall::vwall (double x, double y, double l) : object (x,y), length ( l) { updateBoundingBox(); };
>>>>>>> dd5b0dced155b6fe35f5684cb6197bb133812138
//hwall-implementation
//
void hwall::plot() {
glBegin(GL_LINES);
glColor3f(0.0f, 1.0f,0.0f);
glVertex2f(xpos - length / 2, ypos);
glVertex2f(xpos + length / 2, ypos);
glEnd();
}
void hwall::updateBoundingBox ()
{
b.ymin = b.ymax = ypos;
b.xmin = xpos - length / 2;
b.xmax = xpos + length / 2;
}
<<<<<<< HEAD
hwall::hwall (double x, double y, double l) : object (x,y), length ( l) { updateBoundingBox(); }
//Implementation of block-methods
block::block (double x, double y, double l, int color_idx) : fallingObject (x,y), size ( l) {
updateBoundingBox();
red = colors[color_idx][0];
green = colors[color_idx][1];
blue = colors[color_idx][2];
color = color_idx;
hitpoints=3;
}
void coloredExplosion::plot() {
glColor3f(0,1.0,0.5);
glBegin(GL_QUADS);
glVertex2f(xpos - size / 2, ypos- size / 2);
glVertex2f(xpos + size / 2, ypos- size / 2);
glVertex2f(xpos + size / 2, ypos+ size / 2);
glVertex2f(xpos - size / 2, ypos+ size / 2);
glEnd();
}
=======
hwall::hwall (double x, double y, double l) : object (x,y), length ( l) { updateBoundingBox(); };
//Implementation of block-methods
block::block (double x, double y, double l) : fallingObject (x,y), size ( l) {
updateBoundingBox();
int color_idx = rand() % 5;
red = colors[color_idx][0];
green = colors[color_idx][1];
blue = colors[color_idx][2];
hitpoints=3;
};
block::~block() {game::score++;};
>>>>>>> dd5b0dced155b6fe35f5684cb6197bb133812138
void block::plot() {
glColor3f(red,green,blue);
glBegin(GL_QUADS);
glVertex2f(xpos - size / 2, ypos- size / 2);
glVertex2f(xpos + size / 2, ypos- size / 2);
glVertex2f(xpos + size / 2, ypos+ size / 2);
glVertex2f(xpos - size / 2, ypos+ size / 2);
glEnd();
}
void block::updateBoundingBox () {
b.xmin = xpos - size / 2;
b.xmax = xpos + size / 2;
b.ymin = ypos - size / 2;
b.ymax = ypos + size / 2;
}
<<<<<<< HEAD
void coloredExplosion::updateBoundingBox () {
b.xmin = xpos - size / 2;
b.xmax = xpos + size / 2;
b.ymin = ypos - size / 2;
b.ymax = ypos + size / 2;
}
void block::collision (object *with, char fromWhere) {
if (with->getObjectInfo() == _bullet_ ){
hitpoints = hitpoints -1;
}
if (with->getObjectInfo () == _explosion_)
{
if ( ((coloredExplosion *)with) -> color == color)
{
hitpoints = hitpoints - 10;
}
}
else
{
fallingObject::collision(with,fromWhere);
}
}
=======
void block::collision (object *with, char fromWhere) {
if (with->getObjectInfo() == _bullet_) {
// _ if (fromWhere== fromLeft || fromWhere == fromRight)
// {
hitpoints = hitpoints -1;
// }
}
fallingObject::collision(with,fromWhere);
}
>>>>>>> dd5b0dced155b6fe35f5684cb6197bb133812138
bool block::timerCallback(double dt)
{
return fallingObject::timerCallback(dt);
}
//bullet-class implementation
bullet::bullet (double s, double x, double y) : speed(s), object(x,y), hitSomething(false) {}
void bullet::plot ()
{
double size = 0.3;
glNormal3f(0, 1, 0);
glBegin(GL_QUADS);
glColor3f(1, 1, 1);
glTexCoord2f(1,0);
glVertex2f(xpos -size*4, ypos - size);
glTexCoord2f(0,0);
glVertex2f(xpos + size*4, ypos - size);
glTexCoord2f(0,1);
glVertex2f(xpos + size*4, ypos + size);
glTexCoord2f(1,1);
glVertex2f(xpos - size*4, ypos + size);
glEnd();
}
objectInfo bullet::getObjectInfo() {
return _bullet_;
}
void bullet::updateBoundingBox ()
{
b.xmin = xpos - 1.2;
b.xmax = xpos + 1.2;
b.ymin = ypos - 0.3;
b.ymax = ypos - 0.3;
}
void bullet::collision (object *with, char fromWhere) {
if (with->getObjectInfo() != _player_ && with->getObjectInfo() != _bullet_)
hitSomething = true;
}
bool bullet::timerCallback (double dt)
{
xpos += dt * speed;
updateBoundingBox();
return !hitSomething;
}