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/* Ice.hpp
Copyright (c) 2010 - 2011 by Felix Lauer and Simon Schneegans
This program 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 3 of the License, or (at your option)
any later version.
This program 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, see <http://www.gnu.org/licenses/>. */
# ifndef ICE_HPP_INCLUDED
# define ICE_HPP_INCLUDED
# include "DecoObjects/DecoObject.hpp"
# include "DecoObjects/decoObjects.hpp"
# include "SpaceObjects/Ball.hpp"
# include "SpaceObjects/Ship.hpp"
# include "Particles/AmmoRocket.hpp"
/// An ice block drawn over frozen SpaceObjects.
template <typename Object>
class Ice: public DecoObject {
public:
Ice(Object* object): object_(object) {}
void draw() const {
if (object_->visible_ && object_->frozen_ > 0.f) {
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture::getTexture(texture::Ice));
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glPushMatrix();
glLoadIdentity();
glTranslatef(object_->location_.x_, object_->location_.y_, 0.f);
glRotatef(object_->rotation_, 0.f, 0.f, 1.f);
if (object_->frozen_ > 0) {
int posX;
int posY;
if (object_->frozen_ >= 30) {
posX = 0;
posY = 0;
}
else if (object_->frozen_ >= 20) {
posX = 1;
posY = 0;
}
else if (object_->frozen_ >= 10) {
posX = 0;
posY = 1;
}
else if (object_->frozen_ > 0) {
posX = 1;
posY = 1;
}
else {
decoObjects::removeIce(this);
return;
}
glColor3f(1.f, 1.f, 1.f);
glBegin(GL_QUADS);
glTexCoord2f( posX*0.5f, posY*0.5f); glVertex2f(-object_->radius_*1.5f,-object_->radius_*1.5f);
glTexCoord2f( posX*0.5f, (posY+1)*0.5f); glVertex2f(-object_->radius_*1.5f, object_->radius_*1.5f);
glTexCoord2f((posX+1)*0.5f,(posY+1)*0.5f); glVertex2f( object_->radius_*1.5f, object_->radius_*1.5f);
glTexCoord2f((posX+1)*0.5f, posY*0.5f); glVertex2f( object_->radius_*1.5f,-object_->radius_*1.5f);
glEnd();
}
glPopMatrix();
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
}
else {
decoObjects::removeIce(this);
}
}
private:
Object* object_;
};
# endif // ICE_HPP_INCLUDED
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