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OpenGL Help with problem on keyboard input

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can someone plz help me with my code.....im still a noob to opengl so dont call me an idiot plz.... ok i am trying to make a little game where an enemy shoots at you and you dodge the bullets until the end of a level.... except when i try to make the player move the enemy moves too!! and that wouldnt work... so can someone plz help solve this problem??? and i dont know how to make the enemy shoot at the player here is code...
#include <windows.h>
#include <math.h>
#include <stdio.h>
#include <gl.h>
#include <glu.h>    //OpenGL Extension Header File
#include <glaux.h>  //OpenGL Image and Texture Code

HGLRC hRC = NULL;   //Rendering Context
HDC hDC = NULL;     //Device Context Connects to the Graphic Interface
HWND hWnd = NULL;   //Handles Everything
HINSTANCE hInstance; //Actually Creates Everything Visibally

bool keys[256];         //Used to Handle KeyBoard Activity
bool active = true;     //is the gl active?
bool fullscreen = true; //is the screen full?

bool masking=true;
bool scene;
bool mp;
bool sp;

GLuint texture[9];
GLuint loop;

int level = 1;
int dlevel = level;

GLfloat roll;

struct		object								// Create A Structure For Our Player
{
    float	fx, fy,fz,spin;
    float	x, y,z;
    char name;
    int life;
    int lives;
    bool bs;
    bool right;
    bool left;
};

struct	object	player;
struct	object	enemy[8];
struct	object	bullet;
struct  object  boss;

LRESULT CALLBACK WndProc(HWND , UINT , WPARAM , LPARAM);

AUX_RGBImageRec *LoadBMP(char *Filename)
{
    FILE *File=NULL;
    if (!Filename)
    {
        return NULL;
    }
    File=fopen(Filename,"r");
    if (File)
    {
        fclose(File);
        return auxDIBImageLoad(Filename);
    }
    return NULL;
}

int LoadGLTextures()
{
    int Status=false;
    AUX_RGBImageRec *TextureImage[9];
    memset(TextureImage,0,sizeof(void *)*9);

    if ((TextureImage[0] = LoadBMP("Data/mask2.bmp")) &&
            (TextureImage[1] = LoadBMP("Data/mask1.bmp")) &&
            (TextureImage[2] = LoadBMP("Data/image1.bmp")) &&
            (TextureImage[3] = LoadBMP("Data/Back.bmp")) &&
            (TextureImage[4] = LoadBMP("Data/image2.bmp")) &&
            (TextureImage[5] = LoadBMP("Data/enemy.bmp")) &&
            (TextureImage[6] = LoadBMP("Data/eForce.bmp")) &&
            (TextureImage[7] = LoadBMP("Data/eBullet.bmp")) &&
            (TextureImage[8] = LoadBMP("Data/mask3.bmp")))
    {
        Status = true;
        glGenTextures(9,&texture[0]);

        for (loop=0;loop<9;loop++)
        {
            glBindTexture(GL_TEXTURE_2D,texture[loop]);
            glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
            glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
            glTexImage2D(GL_TEXTURE_2D,0,3,TextureImage[loop]->sizeX,TextureImage[loop]->sizeY,0,GL_RGB,GL_UNSIGNED_BYTE,TextureImage[loop]->data);
        }
    }
    for (loop=0;loop<9;loop++)
    {
        if (TextureImage[loop])
        {
            if (TextureImage[loop]->data)
            {
                free(TextureImage[loop]->data);
            }
            free(TextureImage[loop]);
        }
    }
    return Status;
}
/****************************
    RESIZING THE SCENE
****************************/

GLvoid ReSizeGLScene(GLsizei width, GLsizei height)
{
    if (height == 0) //height can never be 0
    {
        height = 1;
    }

    glViewport(0,0,width,height); //make window the size of width and height

    glMatrixMode(GL_PROJECTION); //select the projection matrix
    glLoadIdentity(); //reset the view

    //Set Perspective View
    gluPerspective(45.0f,(GLfloat) width / (GLfloat) height,0.1f,100.0f);
    /// 45.0f is starting Angle ; width,height converted to GLfloat ; d = 0.1f<x<100.0f

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
}

/****************************************
    INIT GL VARIABLE AND ENVIROMENT
****************************************/

int InitGL(GLvoid)
{
    if (!LoadGLTextures())
    {
        return false;
    }

    glClearColor(0.0f,0.0f,0.0f,1.0f);
    glClearDepth(1.0f);
    glEnable(GL_DEPTH_TEST);
    glShadeModel(GL_SMOOTH);
    glEnable(GL_TEXTURE_2D);

    player.x = -0.2f;
    player.y = -0.2f;
    player.z = 0.1f;

    player.fx = 0.1f;
    player.fy = 0.1f;
    player.fz = 0.1f;

    player.bs = false;

    for(int loop=0;loop<(level*dlevel);loop++)
    {
        enemy[loop].x = 0.5f;
        enemy[loop].y = 0.0f;
        enemy[loop].z = 0.1f;

        enemy[loop].fx = 0.0f;
        enemy[loop].fy = 0.0f;
        enemy[loop].fy = 0.0f;

        bullet.x = enemy[loop].x -= 0.2f;
        bullet.y = enemy[loop].y;
    }

    return true;
}

void DrawPlayer()
{
    glBlendFunc(GL_DST_COLOR,GL_ONE_MINUS_DST_COLOR);
    glTranslatef(player.x,player.y,player.z);
    glScalef(player.fx,player.fy,player.fz);

    if(player.left){
    glBindTexture(GL_TEXTURE_2D,texture[0]);}
    else{glBindTexture(GL_TEXTURE_2D,texture[8]);}
    glBegin(GL_QUADS);
    glTexCoord2f(0.0f,0.0f);
    glVertex3f(-1.0f,-1.0f,0.0f);
    glTexCoord2f(+1.0f,0.0f);
    glVertex3f( 1.0f,-1.0f,0.0f);
    glTexCoord2f(1.0f,1.0f);
    glVertex3f( 1.0f, 1.0f,0.0f);
    glTexCoord2f(+0.0f,1.0f);
    glVertex3f(-1.0f, 1.0f,0.0f);
    glEnd();

    glPushMatrix();

}

void DrawLevel1()
{
    glTranslatef(0.0f,1.6f,-3.0f);

    glDisable(GL_DEPTH);

    //Background
    glBindTexture(GL_TEXTURE_2D,texture[2]);
    glBegin(GL_QUADS);
    glTexCoord2f(-roll+0.0f,0.0f);
    glVertex3f(-1.1f,-1.1f,0.0f);
    glTexCoord2f(-roll+3.0f,0.0f);
    glVertex3f( 1.1f,-1.1f,0.0f);
    glTexCoord2f(-roll+3.0f,3.0f);
    glVertex3f( 1.1f, 1.1f,0.0f);
    glTexCoord2f(-roll+0.0f,3.0f);
    glVertex3f(-1.1f, 1.1f,0.0f);
    glEnd();

    glTranslatef(0.0f,-0.4f,0.0f);
    glBindTexture(GL_TEXTURE_2D,texture[4]);
    glBegin(GL_QUADS);
    glTexCoord2f(-roll+0.0f,0.0f);
    glVertex3f(-1.1f,-1.1f,0.0f);
    glTexCoord2f(-roll+3.0f,0.0f);
    glVertex3f( 1.1f,-1.1f,0.0f);
    glTexCoord2f(-roll+3.0f,3.0f);
    glVertex3f( 1.1f, 1.1f,0.0f);
    glTexCoord2f(-roll+0.0f,3.0f);
    glVertex3f(-1.1f, 1.1f,0.0f);
    glEnd();

    glTranslatef(0.0f,-0.5f,0.0f);
    glBindTexture(GL_TEXTURE_2D,texture[3]);
    glBegin(GL_QUADS);
    glTexCoord2f(-roll+0.0f,0.0f);
    glVertex3f(-1.1f,-1.1f,0.0f);
    glTexCoord2f(-roll+3.0f,0.0f);
    glVertex3f( 1.1f,-1.1f,0.0f);
    glTexCoord2f(-roll+3.0f,3.0f);
    glVertex3f( 1.1f, 1.1f,0.0f);
    glTexCoord2f(-roll+0.0f,3.0f);
    glVertex3f(-1.1f, 1.1f,0.0f);
    glEnd();

    glTranslatef(0.0f,-0.4f,0.0f);
    glBindTexture(GL_TEXTURE_2D,texture[1]);
    glBegin(GL_QUADS);
    glTexCoord2f(-roll+0.0f,0.0f);
    glVertex3f(-1.1f,-1.1f,0.0f);
    glTexCoord2f(-roll+3.0f,0.0f);
    glVertex3f( 1.1f,-1.1f,0.0f);
    glTexCoord2f(-roll+3.0f,3.0f);
    glVertex3f( 1.1f, 1.1f,0.0f);
    glTexCoord2f(-roll+0.0f,3.0f);
    glVertex3f(-1.1f, 1.1f,0.0f);
    glEnd();

    glEnable(GL_DEPTH);
}

void EnemyShoot()
{
    for(int w=0;w<(dlevel*level);w++)
    {
        glTranslatef(bullet.x,enemy[w].y,0.0f);
        glScalef(0.1f,0.1f,0.1f);
        glBegin(GL_QUADS);
            glTexCoord2f(0.0f,0.0f); glVertex3f(-1.0f,-1.0f,0.0f);
            glTexCoord2f(1.0f,0.0f); glVertex3f( 1.0f,-1.0f,0.0f);
            glTexCoord2f(1.0f,1.0f); glVertex3f( 1.0f, 1.0f,0.0f);
            glTexCoord2f(0.0f,1.0f); glVertex3f(-1.0f, 1.0f,0.0f);
        glEnd();
        glScalef(1.0f,1.0f,1.0f);

        bullet.x -= 0.5f;
    }
}
/**************************
    DRAWING CODE IN GL
***************************/

int DrawGLScene(GLvoid)
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //clear screen color
    glLoadIdentity();

    DrawLevel1();
    DrawPlayer();

    glEnable(GL_BLEND);
    for (int loop=0; loop<(dlevel*level); loop++)				// Loop To Draw Enemies
	{
        glTranslatef(enemy[loop].x,enemy[loop].y,enemy[loop].z);

		glColor3f(1.0f,1.0f,1.0f);					// Make Enemy Body Pink
		glBindTexture(GL_TEXTURE_2D,texture[5]);
		glBegin(GL_QUADS);
            glTexCoord2f(0.0f,0.0f); glVertex3f(-1.1f,-1.1f,0.0f);
            glTexCoord2f(1.0f,0.0f); glVertex3f( 1.1f,-1.1f,0.0f);
            glTexCoord2f(1.0f,1.0f); glVertex3f( 1.1f, 1.1f,0.0f);
            glTexCoord2f(0.0f,1.0f); glVertex3f(-1.1f, 1.1f,0.0f);
		glEnd();							// Done Drawing Enemy Blade

		if(player.x >= 0.0f || player.y > 0.0f)
        {
             if((enemy[loop].x<player.x) && (enemy[loop].y == player.y))
                {
                    enemy[loop].x+= 1.0f;
                    EnemyShoot();
                }
                if((enemy[loop].x>player.x) && (enemy[loop].y == player.y))
                {
                    enemy[loop].x-= 1.0f;
                    EnemyShoot();
                }
                if((enemy[loop].y<player.y) && (enemy[loop].x == player.x))
                {
                    enemy[loop].y+= 1.0f;
                    EnemyShoot();
                }
                if((enemy[loop].y>player.y) && (enemy[loop].x == player.x))
                {
                    enemy[loop].y-= 1.0f;
                    EnemyShoot();
                }
                if((enemy[loop].x == player.x) && (enemy[loop].y == player.y))
                {
                    player.lives--;
                }
        }

        if(player.x<= -0.8f)
        {
            player.x+=0.1f;
        }
        if(player.x>= 0.8f)
        {
            player.x-=0.1f;
        }
        if(player.y<= -0.5f)
        {
            player.y+=0.1f;
        }
        if(player.y>= 0.08f)
        {
            player.y-=0.1f;
        }

	}

	glPopMatrix();

    glDisable(GL_BLEND);

    roll+=0.01f;
    if (roll>1.0f)
    {
        roll-=1.0f;
    }

    return true;
}

/*******************************
    PROPERLY CLOSE THE WINDOW
*******************************/

void KeyBoard()
{
    if (keys[VK_DOWN]){player.y-= 0.1f;}
    if (keys[VK_UP]){player.y+= 0.1f;}
    if (keys[VK_LEFT]){player.x-= 0.1f; player.left = true; player.right = false;}
    if (keys[VK_RIGHT]){player.x+= 0.1f; player.left = false; player.right = true;}
    for(int loop=0;loop<(dlevel*level);loop++){
    if (keys['W'])enemy[loop].y+=0.1f;
    if (keys['S'])enemy[loop].y-=0.1f;
    if (keys['A'])enemy[loop].x-=0.1f;
    if (keys['D'])enemy[loop].x+=0.1f;}
}

GLvoid KillGLWindow(GLvoid)
{
    if (fullscreen) //is the screen in fullscreen mode?
    {
        ChangeDisplaySettings(NULL,0); //go back to desktop if this not used then comp become corrupt and have to restart
        ShowCursor(true);
    }

    if (hRC) //is rendering context on?
    {
        if (!wglMakeCurrent(NULL,NULL)) //are we able to release it from device context(graphic interface)?
        {
            MessageBox(NULL,"Couldnt Release DC and RC!!","ERROR",MB_OK | MB_ICONEXCLAMATION);
        }

        if (!wglDeleteContext(hRC)) //can we release RC?
        {
            MessageBox(NULL,"Couldnt Release RC","ERROR",MB_OK | MB_ICONEXCLAMATION);
        }
        hRC = NULL;
    }

    if (hDC && !ReleaseDC(hWnd,hDC)) //can we release DC?
    {
        MessageBox(NULL,"Device Context Dont Work!!","ERROR",MB_OK | MB_ICONSTOP);
        hDC = NULL;
    }

    if (hWnd && !DestroyWindow(hWnd)) //can we destroy window?
    {
        MessageBox(NULL,"Couldnt Kill Window!!","ERROR", MB_OK | MB_ICONEXCLAMATION);
        hWnd = NULL;
    }

    if (!UnregisterClass("OpenGL",hInstance))
    {
        MessageBox(NULL,"Couldnt Unregister Class","ERROR",MB_OK | MB_ICONSTOP);
        hInstance = NULL;
    }
}

/****************************************
            CREATE THE WINDOW
***************************************/

bool CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
    GLuint		PixelFormat;			// Holds The Results After Searching For A Match
    WNDCLASS	wc;						// Windows Class Structure
    DWORD		dwExstyle;				// Window Extended style
    DWORD		dwstyle;				// Window style
    RECT		WindowRect;				// Grabs Rectangle Upper Left / Lower Right Values
    WindowRect.left=(long)0;			// Set Left Value To 0
    WindowRect.right=(long)width;		// Set Right Value To Requested Width
    WindowRect.top=(long)0;				// Set Top Value To 0
    WindowRect.bottom=(long)height;		// Set Bottom Value To Requested Height

    fullscreen=fullscreenflag;			// Set The Global Fullscreen Flag

    hInstance			= GetModuleHandle(NULL);				// Grab An Instance For Our Window
    wc.style			= CS_HREDRAW | CS_VREDRAW | CS_OWNDC;	// Redraw On Size, And Own DC For Window.
    wc.lpfnWndProc		= (WNDPROC) WndProc;					// WndProc Handles Messages
    wc.cbClsExtra		= 0;									// No Extra Window Data
    wc.cbWndExtra		= 0;									// No Extra Window Data
    wc.hInstance		= hInstance;							// Set The Instance
    wc.hIcon			= LoadIcon(NULL, IDI_WINLOGO);			// Load The Default Icon
    wc.hCursor			= LoadCursor(NULL, IDC_ARROW);			// Load The Arrow Pointer
    wc.hbrBackground	= NULL;									// No Background Required For GL
    wc.lpszMenuName		= NULL;									// We Don't Want A Menu
    wc.lpszClassName	= "OpenGL";								// Set The Class Name

    if (!RegisterClass(&wc))									// Attempt To Register The Window Class
    {
        MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
        return FALSE;											// Return FALSE
    }

    if (fullscreen)												// Attempt Fullscreen Mode?
    {
        DEVMODE dmScreenSettings;								// Device Mode
        memset(&dmScreenSettings,0,sizeof(dmScreenSettings));	// Makes Sure Memory's Cleared
        dmScreenSettings.dmSize=sizeof(dmScreenSettings);		// Size Of The Devmode Structure
        dmScreenSettings.dmPelsWidth	= width;				// Selected Screen Width
        dmScreenSettings.dmPelsHeight	= height;				// Selected Screen Height
        dmScreenSettings.dmBitsPerPel	= bits;					// Selected Bits Per Pixel
        dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;

        // Try To Set Selected Mode And Get Results.  NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
        if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
        {
            // If The Mode Fails, Offer Two Options.  Quit Or Use Windowed Mode.
            if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
            {
                fullscreen=FALSE;		// Windowed Mode Selected.  Fullscreen = FALSE
            }
            else
            {
                // Pop Up A Message Box Letting User Know The Program Is Closing.
                MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
                return FALSE;									// Return FALSE
            }
        }
    }

    if (fullscreen)												// Are We Still In Fullscreen Mode?
    {
        dwExstyle=WS_EX_APPWINDOW;								// Window Extended style
        dwstyle=WS_POPUP;										// Windows style
        ShowCursor(FALSE);										// Hide Mouse Pointer
    }
    else
    {
        dwExstyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;			// Window Extended style
        dwstyle=WS_OVERLAPPEDWINDOW;							// Windows style
    }

    AdjustWindowRectEx(&WindowRect, dwstyle, FALSE, dwExstyle);		// Adjust Window To True Requested Size

    // Create The Window
    if (!(hWnd=CreateWindowEx(	dwExstyle,							// Extended style For The Window
                               "OpenGL",							// Class Name
                               title,								// Window Title
                               dwstyle |							// Defined Window style
                               WS_CLIPSIBLINGS |					// Required Window style
                               WS_CLIPCHILDREN,					// Required Window style
                               0, 0,								// Window Position
                               WindowRect.right-WindowRect.left,	// Calculate Window Width
                               WindowRect.bottom-WindowRect.top,	// Calculate Window Height
                               NULL,								// No Parent Window
                               NULL,								// No Menu
                               hInstance,							// Instance
                               NULL)))								// Dont Pass Anything To WM_CREATE
    {
        KillGLWindow();								// Reset The Display
        MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
        return FALSE;								// Return FALSE
    }

    static	PIXELFORMATDESCRIPTOR pfd=				// pfd Tells Windows How We Want Things To Be
    {
        sizeof(PIXELFORMATDESCRIPTOR),				// Size Of This Pixel Format Descriptor
        1,											// Version Number
        PFD_DRAW_TO_WINDOW |						// Format Must Support Window
        PFD_SUPPORT_OPENGL |						// Format Must Support OpenGL
        PFD_DOUBLEBUFFER,							// Must Support Double Buffering
        PFD_TYPE_RGBA,								// Request An RGBA Format
        bits,										// Select Our Color Depth
        0, 0, 0, 0, 0, 0,							// Color Bits Ignored
        0,											// No Alpha Buffer
        0,											// Shift Bit Ignored
        0,											// No Accumulation Buffer
        0, 0, 0, 0,									// Accumulation Bits Ignored
        16,											// 16Bit Z-Buffer (Depth Buffer)
        0,											// No Stencil Buffer
        0,											// No Auxiliary Buffer
        PFD_MAIN_PLANE,								// Main Drawing Layer
        0,											// Reserved
        0, 0, 0										// Layer Masks Ignored
    };

    if (!(hDC=GetDC(hWnd)))							// Did We Get A Device Context?
    {
        KillGLWindow();								// Reset The Display
        MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
        return FALSE;								// Return FALSE
    }

    if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))	// Did Windows Find A Matching Pixel Format?
    {
        KillGLWindow();								// Reset The Display
        MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
        return FALSE;								// Return FALSE
    }

    if (!SetPixelFormat(hDC,PixelFormat,&pfd))		// Are We Able To Set The Pixel Format?
    {
        KillGLWindow();								// Reset The Display
        MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
        return FALSE;								// Return FALSE
    }

    if (!(hRC=wglCreateContext(hDC)))				// Are We Able To Get A Rendering Context?
    {
        KillGLWindow();								// Reset The Display
        MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
        return FALSE;								// Return FALSE
    }

    if (!wglMakeCurrent(hDC,hRC))					// Try To Activate The Rendering Context
    {
        KillGLWindow();								// Reset The Display
        MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
        return FALSE;								// Return FALSE
    }

    ShowWindow(hWnd,SW_SHOW);						// Show The Window
    SetForegroundWindow(hWnd);						// Slightly Higher Priority
    SetFocus(hWnd);									// Sets Keyboard Focus To The Window
    ReSizeGLScene(width, height);					// Set Up Our Perspective GL Screen

    if (!InitGL())									// Initialize Our Newly Created GL Window
    {
        KillGLWindow();								// Reset The Display
        MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
        return FALSE;								// Return FALSE
    }

    return TRUE;									// Success
}

LRESULT CALLBACK WndProc(	HWND	hWnd,			// Handle For This Window
                          UINT	uMsg,			// Message For This Window
                          WPARAM	wParam,			// Additional Message Information
                          LPARAM	lParam)			// Additional Message Information
{
    switch (uMsg)									// Check For Windows Messages
    {
    case WM_ACTIVATE:							// Watch For Window Activate Message
    {
        if (!HIWORD(wParam))					// Check Minimization State
        {
            active=TRUE;						// Program Is Active
        }
        else
        {
            active=FALSE;						// Program Is No Longer Active
        }

        return 0;								// Return To The Message Loop
    }

    case WM_SYSCOMMAND:							// Intercept System Commands
    {
        switch (wParam)							// Check System Calls
        {
        case SC_SCREENSAVE:					// Screensaver Trying To Start?
        case SC_MONITORPOWER:				// Monitor Trying To Enter Powersave?
            return 0;							// Prevent From Happening
        }
        break;									// Exit
    }

    case WM_CLOSE:								// Did We Receive A Close Message?
    {
        PostQuitMessage(0);						// Send A Quit Message
        return 0;								// Jump Back
    }

    case WM_KEYDOWN:							// Is A Key Being Held Down?
    {
        keys[wParam] = TRUE;					// If So, Mark It As TRUE
        return 0;								// Jump Back
    }

    case WM_KEYUP:								// Has A Key Been Released?
    {
        keys[wParam] = FALSE;					// If So, Mark It As FALSE
        return 0;								// Jump Back
    }

    case WM_SIZE:								// Resize The OpenGL Window
    {
        ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord=Width, HiWord=Height
        return 0;								// Jump Back
    }
    }

    // Pass All Unhandled Messages To DefWindowProc
    return DefWindowProc(hWnd,uMsg,wParam,lParam);
}

int WINAPI WinMain(	HINSTANCE	hInstance,			// Instance
                    HINSTANCE	hPrevInstance,		// Previous Instance
                    LPSTR		lpCmdLine,			// Command Line Parameters
                    int			nCmdShow)			// Window Show State
{
    MSG		msg;									// Windows Message Structure
    BOOL	done=FALSE;								// Bool Variable To Exit Loop

    // Ask The User Which Screen Mode They Prefer
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    {
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As far as I can see your enemy movement problem isn't input, but display.

Try using either glPushMatrix/glPopMatrix or adding glLoadIdentity(); at the beginning of DrawLevel1(), DrawPlayer(), EnemyShoot() and the beginning of your enemy draw loop, just before the glTranslatef. Otherwise the translations will accumulate.

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ok now i cant see the player or the enemy???
i tried to edit the player position to make it visible but it didnt work...what now?

ima noob sorry.....

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in function "int DrawGLScene(GLvoid)" you move the enemies towards the player's position with a constant every frame.
Make an UpdateAI function instead to manage your enemies, and don't forget to multiply the movement speed with previous frame elapsed time to make them move FPS independent.

And a tip is to separate the movement and firing mechanism of the AI to make it easier to manage.

Quote:

if((enemy[loop].x<player.x) && (enemy[loop].y == player.y))
{
enemy[loop].x+= 1.0f;
EnemyShoot();
}
if((enemy[loop].x>player.x) && (enemy[loop].y == player.y))
{
enemy[loop].x-= 1.0f;
EnemyShoot();
}
if((enemy[loop].y<player.y) && (enemy[loop].x == player.x))
{
enemy[loop].y+= 1.0f;
EnemyShoot();
}
if((enemy[loop].y>player.y) && (enemy[loop].x == player.x))
{
enemy[loop].y-= 1.0f;
EnemyShoot();
}
if((enemy[loop].x == player.x) && (enemy[loop].y == player.y))
{
player.lives--;
}


[Edited by - Molle85 on April 2, 2008 4:44:13 PM]

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ok i get it....
i still cant see the player or the enemy....because of the glLoadIdentity i added to DrawLevel1 and DrawPlayer.........

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I don't use OpenGL myself so i can't help you there, but if your draw calls worked before then revert the code as you had it before

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ok but now the enemy moves with the players movement again....
and if i put glLoadIdentity() at the beginning of DrawPlayer() the player and the enemy doesnt draw or if i put glLoadIdentity() at the end then the enemy doesnt show up......

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add glLoadIdentity() before the translation in the loop that draws the enemies

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Quote:
Original post by kolrabi
As far as I can see your enemy movement problem isn't input, but display.

Try using either glPushMatrix/glPopMatrix or adding glLoadIdentity(); at the beginning of DrawLevel1(), DrawPlayer(), EnemyShoot() and the beginning of your enemy draw loop, just before the glTranslatef. Otherwise the translations will accumulate.


He has the right idea...

glPushMatrix();
DrawPlayer();
glPopMatrix();


glPushMatrix();
DrawLevel1();
glPopMatrix();

a.s.o. for every draw call

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so DrawLevel1 should look this....

<code>
void DrawLevel1()
{
glPushMatrix();
glLoadIdentity();
glTranslatef(0.0f,1.6f,-3.0f);

glDisable(GL_DEPTH);

//Background
glBindTexture(GL_TEXTURE_2D,texture[2]);
glBegin(GL_QUADS);
glTexCoord2f(-roll+0.0f,0.0f);
glVertex3f(-1.1f,-1.1f,0.0f);
glTexCoord2f(-roll+3.0f,0.0f);
glVertex3f( 1.1f,-1.1f,0.0f);
glTexCoord2f(-roll+3.0f,3.0f);
glVertex3f( 1.1f, 1.1f,0.0f);
glTexCoord2f(-roll+0.0f,3.0f);
glVertex3f(-1.1f, 1.1f,0.0f);
glEnd();

glTranslatef(0.0f,-0.4f,0.0f);
glBindTexture(GL_TEXTURE_2D,texture[4]);
glBegin(GL_QUADS);
glTexCoord2f(-roll+0.0f,0.0f);
glVertex3f(-1.1f,-1.1f,0.0f);
glTexCoord2f(-roll+3.0f,0.0f);
glVertex3f( 1.1f,-1.1f,0.0f);
glTexCoord2f(-roll+3.0f,3.0f);
glVertex3f( 1.1f, 1.1f,0.0f);
glTexCoord2f(-roll+0.0f,3.0f);
glVertex3f(-1.1f, 1.1f,0.0f);
glEnd();

glTranslatef(0.0f,-0.5f,0.0f);
glBindTexture(GL_TEXTURE_2D,texture[3]);
glBegin(GL_QUADS);
glTexCoord2f(-roll+0.0f,0.0f);
glVertex3f(-1.1f,-1.1f,0.0f);
glTexCoord2f(-roll+3.0f,0.0f);
glVertex3f( 1.1f,-1.1f,0.0f);
glTexCoord2f(-roll+3.0f,3.0f);
glVertex3f( 1.1f, 1.1f,0.0f);
glTexCoord2f(-roll+0.0f,3.0f);
glVertex3f(-1.1f, 1.1f,0.0f);
glEnd();

glTranslatef(0.0f,-0.4f,0.0f);
glBindTexture(GL_TEXTURE_2D,texture[1]);
glBegin(GL_QUADS);
glTexCoord2f(-roll+0.0f,0.0f);
glVertex3f(-1.1f,-1.1f,0.0f);
glTexCoord2f(-roll+3.0f,0.0f);
glVertex3f( 1.1f,-1.1f,0.0f);
glTexCoord2f(-roll+3.0f,3.0f);
glVertex3f( 1.1f, 1.1f,0.0f);
glTexCoord2f(-roll+0.0f,3.0f);
glVertex3f(-1.1f, 1.1f,0.0f);
glEnd();

glEnable(GL_DEPTH);
glPopMatrix();
}
</code>

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no...i still cant see the enemy or the player....

[Edited by - Watever on April 2, 2008 8:39:26 PM]

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ok ok i fixed it!!!! it turns out that since i put glDisable(GL_DEPTH) for drawLevel1 i had to make the depth negative for the player and the enemy to make it visible!!!

all i need now is to know how to update AI

[Edited by - Watever on April 2, 2008 9:38:25 PM]

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You maybe should think about think about changing the objects position floats to a vector3 instead, it's easier and you get alot of the math function build in

Quote:

void UpdateAI()
for every AI
if curAI distance from player < 20
shoot at player
elseif curAI distance from player < 100
move curAI towards player

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ok ok if vector3 how is vector3 good for math and for what math functions is it good for???

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or what if i use glOrtho and switch all the positions to int..would that work too? for int is very easy...

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glOrtho is a Orthographic projection matrix, this is not what you are looking !

Vector:
http://en.wikipedia.org/wiki/Vector_%28spatial%29

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WAY TO COMPLICATED im only 13....im not in triginometry or algebra2!!!! or whatever that is!!! anything else?

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a vector3 is x,y,z in a single object, it's mostly represented as a direction, but doesn't have to be.

if you have your players' position vector and the enemy position vector you can subtract them from each other and get the length of that vector.

vector3 player_pos;
vector3 enemy_pos;
vector3 vec = player_pos - enemy_pos;

float distance_from_each_other = vector3length( vec );


this is the same as:


float p_x, p_y, p_z;
float e_x, e_y, e_z;
float new_x = p_x - e_x;
float new_y = p_y - e_y;
float new_z = p_z - e_z;

// Pythagoras' theorem
float distance = sqrt( new_x*new_x + new_y*new_y + new_z*new_z );

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well that seems like less code.......
ok ok....i get it...i will post if i get any problems

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never mind i fixed everything....thanks for all your help everything should go smoothly from now on....all i have to do is just make more enemies and levels...

[Edited by - Watever on April 3, 2008 10:05:05 PM]

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      ShaderCreationAttribs Attrs; Attrs.Desc.Name = "MyPixelShader"; Attrs.FilePath = "MyShaderFile.fx"; Attrs.SearchDirectories = "shaders;shaders\\inc;"; Attrs.EntryPoint = "MyPixelShader"; Attrs.Desc.ShaderType = SHADER_TYPE_PIXEL; Attrs.SourceLanguage = SHADER_SOURCE_LANGUAGE_HLSL; BasicShaderSourceStreamFactory BasicSSSFactory(Attrs.SearchDirectories); Attrs.pShaderSourceStreamFactory = &BasicSSSFactory; ShaderVariableDesc ShaderVars[] = {     {"g_StaticTexture", SHADER_VARIABLE_TYPE_STATIC},     {"g_MutableTexture", SHADER_VARIABLE_TYPE_MUTABLE},     {"g_DynamicTexture", SHADER_VARIABLE_TYPE_DYNAMIC} }; Attrs.Desc.VariableDesc = ShaderVars; Attrs.Desc.NumVariables = _countof(ShaderVars); Attrs.Desc.DefaultVariableType = SHADER_VARIABLE_TYPE_STATIC; StaticSamplerDesc StaticSampler; StaticSampler.Desc.MinFilter = FILTER_TYPE_LINEAR; StaticSampler.Desc.MagFilter = FILTER_TYPE_LINEAR; StaticSampler.Desc.MipFilter = FILTER_TYPE_LINEAR; StaticSampler.TextureName = "g_MutableTexture"; Attrs.Desc.NumStaticSamplers = 1; Attrs.Desc.StaticSamplers = &StaticSampler; ShaderMacroHelper Macros; Macros.AddShaderMacro("USE_SHADOWS", 1); Macros.AddShaderMacro("NUM_SHADOW_SAMPLES", 4); Macros.Finalize(); Attrs.Macros = Macros; RefCntAutoPtr<IShader> pShader; m_pDevice->CreateShader( Attrs, &pShader );
      Creating the Pipeline State Object
      After all required shaders are created, the rest of the fields of the PipelineStateDesc structure provide depth-stencil, rasterizer, and blend state descriptions, the number and format of render targets, input layout format, etc. For instance, rasterizer state can be described as follows:
      PipelineStateDesc PSODesc; RasterizerStateDesc &RasterizerDesc = PSODesc.GraphicsPipeline.RasterizerDesc; RasterizerDesc.FillMode = FILL_MODE_SOLID; RasterizerDesc.CullMode = CULL_MODE_NONE; RasterizerDesc.FrontCounterClockwise = True; RasterizerDesc.ScissorEnable = True; RasterizerDesc.AntialiasedLineEnable = False; Depth-stencil and blend states are defined in a similar fashion.
      Another important thing that pipeline state object encompasses is the input layout description that defines how inputs to the vertex shader, which is the very first shader stage, should be read from the memory. Input layout may define several vertex streams that contain values of different formats and sizes:
      // Define input layout InputLayoutDesc &Layout = PSODesc.GraphicsPipeline.InputLayout; LayoutElement TextLayoutElems[] = {     LayoutElement( 0, 0, 3, VT_FLOAT32, False ),     LayoutElement( 1, 0, 4, VT_UINT8, True ),     LayoutElement( 2, 0, 2, VT_FLOAT32, False ), }; Layout.LayoutElements = TextLayoutElems; Layout.NumElements = _countof( TextLayoutElems ); Finally, pipeline state defines primitive topology type. When all required members are initialized, a pipeline state object can be created by IRenderDevice::CreatePipelineState() method:
      // Define shader and primitive topology PSODesc.GraphicsPipeline.PrimitiveTopologyType = PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; PSODesc.GraphicsPipeline.pVS = pVertexShader; PSODesc.GraphicsPipeline.pPS = pPixelShader; PSODesc.Name = "My pipeline state"; m_pDev->CreatePipelineState(PSODesc, &m_pPSO); When PSO object is bound to the pipeline, the engine invokes all API-specific commands to set all states specified by the object. In case of Direct3D12 this maps directly to setting the D3D12 PSO object. In case of Direct3D11, this involves setting individual state objects (such as rasterizer and blend states), shaders, input layout etc. In case of OpenGL, this requires a number of fine-grain state tweaking calls. Diligent Engine keeps track of currently bound states and only calls functions to update these states that have actually changed.
      Binding Shader Resources
      Direct3D11 and OpenGL utilize fine-grain resource binding models, where an application binds individual buffers and textures to certain shader or program resource binding slots. Direct3D12 uses a very different approach, where resource descriptors are grouped into tables, and an application can bind all resources in the table at once by setting the table in the command list. Resource binding model in Diligent Engine is designed to leverage this new method. It introduces a new object called shader resource binding that encapsulates all resource bindings required for all shaders in a certain pipeline state. It also introduces the classification of shader variables based on the frequency of expected change that helps the engine group them into tables under the hood:
      Static variables (SHADER_VARIABLE_TYPE_STATIC) are variables that are expected to be set only once. They may not be changed once a resource is bound to the variable. Such variables are intended to hold global constants such as camera attributes or global light attributes constant buffers. Mutable variables (SHADER_VARIABLE_TYPE_MUTABLE) define resources that are expected to change on a per-material frequency. Examples may include diffuse textures, normal maps etc. Dynamic variables (SHADER_VARIABLE_TYPE_DYNAMIC) are expected to change frequently and randomly. Shader variable type must be specified during shader creation by populating an array of ShaderVariableDesc structures and initializing ShaderCreationAttribs::Desc::VariableDesc and ShaderCreationAttribs::Desc::NumVariables members (see example of shader creation above).
      Static variables cannot be changed once a resource is bound to the variable. They are bound directly to the shader object. For instance, a shadow map texture is not expected to change after it is created, so it can be bound directly to the shader:
      PixelShader->GetShaderVariable( "g_tex2DShadowMap" )->Set( pShadowMapSRV ); Mutable and dynamic variables are bound via a new Shader Resource Binding object (SRB) that is created by the pipeline state (IPipelineState::CreateShaderResourceBinding()):
      m_pPSO->CreateShaderResourceBinding(&m_pSRB); Note that an SRB is only compatible with the pipeline state it was created from. SRB object inherits all static bindings from shaders in the pipeline, but is not allowed to change them.
      Mutable resources can only be set once for every instance of a shader resource binding. Such resources are intended to define specific material properties. For instance, a diffuse texture for a specific material is not expected to change once the material is defined and can be set right after the SRB object has been created:
      m_pSRB->GetVariable(SHADER_TYPE_PIXEL, "tex2DDiffuse")->Set(pDiffuseTexSRV); In some cases it is necessary to bind a new resource to a variable every time a draw command is invoked. Such variables should be labeled as dynamic, which will allow setting them multiple times through the same SRB object:
      m_pSRB->GetVariable(SHADER_TYPE_VERTEX, "cbRandomAttribs")->Set(pRandomAttrsCB); Under the hood, the engine pre-allocates descriptor tables for static and mutable resources when an SRB objcet is created. Space for dynamic resources is dynamically allocated at run time. Static and mutable resources are thus more efficient and should be used whenever possible.
      As you can see, Diligent Engine does not expose low-level details of how resources are bound to shader variables. One reason for this is that these details are very different for various APIs. The other reason is that using low-level binding methods is extremely error-prone: it is very easy to forget to bind some resource, or bind incorrect resource such as bind a buffer to the variable that is in fact a texture, especially during shader development when everything changes fast. Diligent Engine instead relies on shader reflection system to automatically query the list of all shader variables. Grouping variables based on three types mentioned above allows the engine to create optimized layout and take heavy lifting of matching resources to API-specific resource location, register or descriptor in the table.
      This post gives more details about the resource binding model in Diligent Engine.
      Setting the Pipeline State and Committing Shader Resources
      Before any draw or compute command can be invoked, the pipeline state needs to be bound to the context:
      m_pContext->SetPipelineState(m_pPSO); Under the hood, the engine sets the internal PSO object in the command list or calls all the required native API functions to properly configure all pipeline stages.
      The next step is to bind all required shader resources to the GPU pipeline, which is accomplished by IDeviceContext::CommitShaderResources() method:
      m_pContext->CommitShaderResources(m_pSRB, COMMIT_SHADER_RESOURCES_FLAG_TRANSITION_RESOURCES); The method takes a pointer to the shader resource binding object and makes all resources the object holds available for the shaders. In the case of D3D12, this only requires setting appropriate descriptor tables in the command list. For older APIs, this typically requires setting all resources individually.
      Next-generation APIs require the application to track the state of every resource and explicitly inform the system about all state transitions. For instance, if a texture was used as render target before, while the next draw command is going to use it as shader resource, a transition barrier needs to be executed. Diligent Engine does the heavy lifting of state tracking.  When CommitShaderResources() method is called with COMMIT_SHADER_RESOURCES_FLAG_TRANSITION_RESOURCES flag, the engine commits and transitions resources to correct states at the same time. Note that transitioning resources does introduce some overhead. The engine tracks state of every resource and it will not issue the barrier if the state is already correct. But checking resource state is an overhead that can sometimes be avoided. The engine provides IDeviceContext::TransitionShaderResources() method that only transitions resources:
      m_pContext->TransitionShaderResources(m_pPSO, m_pSRB); In some scenarios it is more efficient to transition resources once and then only commit them.
      Invoking Draw Command
      The final step is to set states that are not part of the PSO, such as render targets, vertex and index buffers. Diligent Engine uses Direct3D11-syle API that is translated to other native API calls under the hood:
      ITextureView *pRTVs[] = {m_pRTV}; m_pContext->SetRenderTargets(_countof( pRTVs ), pRTVs, m_pDSV); // Clear render target and depth buffer const float zero[4] = {0, 0, 0, 0}; m_pContext->ClearRenderTarget(nullptr, zero); m_pContext->ClearDepthStencil(nullptr, CLEAR_DEPTH_FLAG, 1.f); // Set vertex and index buffers IBuffer *buffer[] = {m_pVertexBuffer}; Uint32 offsets[] = {0}; Uint32 strides[] = {sizeof(MyVertex)}; m_pContext->SetVertexBuffers(0, 1, buffer, strides, offsets, SET_VERTEX_BUFFERS_FLAG_RESET); m_pContext->SetIndexBuffer(m_pIndexBuffer, 0); Different native APIs use various set of function to execute draw commands depending on command details (if the command is indexed, instanced or both, what offsets in the source buffers are used etc.). For instance, there are 5 draw commands in Direct3D11 and more than 9 commands in OpenGL with something like glDrawElementsInstancedBaseVertexBaseInstance not uncommon. Diligent Engine hides all details with single IDeviceContext::Draw() method that takes takes DrawAttribs structure as an argument. The structure members define all attributes required to perform the command (primitive topology, number of vertices or indices, if draw call is indexed or not, if draw call is instanced or not, if draw call is indirect or not, etc.). For example:
      DrawAttribs attrs; attrs.IsIndexed = true; attrs.IndexType = VT_UINT16; attrs.NumIndices = 36; attrs.Topology = PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; pContext->Draw(attrs); For compute commands, there is IDeviceContext::DispatchCompute() method that takes DispatchComputeAttribs structure that defines compute grid dimension.
      Source Code
      Full engine source code is available on GitHub and is free to use. The repository contains tutorials, sample applications, asteroids performance benchmark and an example Unity project that uses Diligent Engine in native plugin.
      Atmospheric scattering sample demonstrates how Diligent Engine can be used to implement various rendering tasks: loading textures from files, using complex shaders, rendering to multiple render targets, using compute shaders and unordered access views, etc.

      Asteroids performance benchmark is based on this demo developed by Intel. It renders 50,000 unique textured asteroids and allows comparing performance of Direct3D11 and Direct3D12 implementations. Every asteroid is a combination of one of 1000 unique meshes and one of 10 unique textures.

      Finally, there is an example project that shows how Diligent Engine can be integrated with Unity.

      Future Work
      The engine is under active development. It currently supports Windows desktop, Universal Windows, Linux, Android, MacOS, and iOS platforms. Direct3D11, Direct3D12, OpenGL/GLES backends are now feature complete. Vulkan backend is coming next, and Metal backend is in the plan.
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