#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
if (MessageBox(NULL,"Do you want fullscreen?", "Computer Virus",MB_YESNO|MB_ICONQUESTION)==IDNO)
{
fullscreen=FALSE; // Windowed Mode
}
// Create Our OpenGL Window
if (!CreateGLWindow("Watevers OpenGL",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}
while (!done) // Loop That Runs While done=FALSE
{
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting?
{
if (msg.message==WM_QUIT) // Have We Received A Quit Message?
{
done=TRUE; // If So done=TRUE
}
else // If Not, Deal With Window Messages
{
TranslateMessage(&msg); // Translate The Message
DispatchMessage(&msg); // Dispatch The Message
}
}
else // If There Are No Messages
{
// Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()
if ((active && !DrawGLScene()) || keys[VK_ESCAPE]) // Active? Was There A Quit Received?
{
done=TRUE; // ESC or DrawGLScene Signalled A Quit
}
else // Not Time To Quit, Update Screen
{
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
KeyBoard();
if (keys[VK_F1])
// Is F1 Being Pressed?
{
keys[VK_F1]=FALSE; // If So Make Key FALSE
KillGLWindow(); // Kill Our Current Window
fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode
// Recreate Our OpenGL Window
if (!CreateGLWindow("Watevers OpenGL",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}
}
}
}
}
// Shutdown
KillGLWindow(); // Kill The Window
return (msg.wParam); // Exit The Program
}
Help with problem on keyboard input
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...
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.
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.
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.....
i tried to edit the player position to make it visible but it didnt work...what now?
ima noob sorry.....
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.
[Edited by - Molle85 on April 2, 2008 4:44:13 PM]
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]
ok i get it....
i still cant see the player or the enemy....because of the glLoadIdentity i added to DrawLevel1 and DrawPlayer.........
i still cant see the player or the enemy....because of the glLoadIdentity i added to DrawLevel1 and DrawPlayer.........
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
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......
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......
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
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>
<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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