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Prymitive Asembly::glut
#ifdef __APPLE__
#include<GLUT/glut.h>
#include<openGL/openGL.h>
#else
#include<GL/glut.h>
#endif
#include <stdlib.h>
#include <string.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include<GL/glut.h>
//two player
#define LIST_OBJECT 128
//global
GLfloat d = 0.1;
int refreshMillis = 30;
//end global
struct kulka
{
GLfloat x;
GLfloat y ;
} kulka={0.0, -0.5} , wall= {1.0 , 1.0} , speed= {0.03, 0.04}, quad;
struct point
{
GLfloat x;
GLfloat y;
}point;
namespace glut {
void CreateList(void)
{
int c=128;
do{
glNewList(LIST_OBJECT *c, GL_COMPILE);
{
c--;
glColor3f(1.0,1.0,.0);
glutSolidSphere(0.07,4,4);
asm ("call glFlush \n"); //ASEMBLY GLUT
glEndList();
}
}while (c>0);
}
void enemy()
{
unsigned int i=129;
point.x=-0.9;
point.y=0.0;
glBegin(GL_LINE);
glVertex2f(-quad.x, quad.y);
glVertex2f(quad.x, quad.y);
glVertex2f(quad.x, 0.0);
glVertex2f(-quad.x, 0.0);
glEnd();
do
{
i--;
if ( (point.x>wall.x-0.12)&& (wall.y>=point.y))
{
point.y=point.y+0.12;
point.x=-wall.x+0.07;
}
asm ("call glPushMatrix \n");
glTranslatef(point.x ,point.y, 0.0);
glCallList(LIST_OBJECT *i);
point.x=point.x+0.12;
asm("call glPopMatrix \n"); //ASEMBLY GLUT
if (((point.y-0.12)<kulka.y+0.02) && (kulka.x<0.02 +(point.x-0.12) )&& ((point.x-0.12)<0.01+kulka.x) &&((kulka.y-0.12)<0.01+point.y) )
{
glDeleteLists(LIST_OBJECT *i , 1 );
}
}
while (i>0);
asm ("call glFlush \n");
}
};
namespace glut {
GLfloat x2 , y2=-0.7;
GLfloat x3 , y3=0.6;
void drawBall2(GLfloat x2, GLfloat y2)
{
glColor3f(1.0,0.0,.0);
asm ("call glPushMatrix \n");
//ASEMBLY GLUT
glTranslatef(x2, y2,0.0);
glutSolidSphere(d,20,20);
asm("call glPopMatrix \n");
//ASEMBLY GLUT
}
void menu(GLfloat x3, GLfloat y3)
{
glColor3f(1.0,0.0,.0);
asm ("call glPushMatrix \n");
glTranslatef(x3, y3,0.0);
glutSolidSphere(d,20,20);
asm("call glPopMatrix \n");
}
void keyboard (unsigned char key, int x, int y )
{
switch (key) {
case 'd':
x2=x2+0.1;
asm ("call glutPostRedisplay \n");
break;
case 'a':
x2=x2-0.1;
asm ("call glutPostRedisplay \n");
break;
case 'w':
y2=y2+0.1;
asm ("call glutPostRedisplay \n");
break;
case 's':
y2=y2-0.1;
asm ("call glutPostRedisplay \n");
break;
case 'l':
x3=x3+0.1;
asm ("call glutPostRedisplay \n");
break;
case 'j':
x3=x3-0.1;
asm ("call glutPostRedisplay \n");
break;
case 'i':
y3=y3+0.1;
asm ("call glutPostRedisplay \n");
break;
case 'k':
y3=y3-0.1;
asm ("call glutPostRedisplay \n");
break;
}
}
};
//p.
namespace glut { //class
void drawBall1()
{
glColor3f(0.0,1.0,.0);
asm ("call glPushMatrix \n");
glTranslatef(kulka.x,kulka.y,0.0);
glutSolidSphere(d,20,20);
asm("call glPopMatrix \n");
}
void update()
{
kulka.x+=speed.x;
kulka.y+=speed.y;
quad.x+=speed.x;
quad.y+=speed.y;
if (kulka.x>wall.x)
{
speed.x=-speed.x;
}
if ( kulka.y>wall.y)
{
speed.y=-speed.y;
}
if(kulka.x<-wall.x)
{
speed.x=-speed.x;
}
if(( kulka.y<d + glut::y2) && (kulka.x <d +glut::x2 )&& (glut::x2-kulka.x<d) )
{
speed.y=-speed.y;
}
if(( kulka.y<d + glut::y3) && (kulka.x <d +glut::x3 )&& (glut::x3-kulka.x<d) &&(glut::y3-kulka.y<d) )
{
speed.y=-speed.y;
}
}
};
void display()
{
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glShadeModel(GL_SMOOTH);
glColor3f(1,0,0);
glut::menu(glut::x3, glut::y3);
glut::drawBall2(glut::x2, glut::y2);
glut:: drawBall1();
glut::update();
glut::enemy();
glutSwapBuffers();
}
void initRendering()
{
glEnable(GL_DEPTH_TEST);
}
void reshape(int w,int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void Timer(int value) //kopjuj wklej p.
{
glutPostRedisplay(); // Post a paint request to activate display()
glutTimerFunc(refreshMillis, Timer, 0); // subsequent timer call at milliseconds
}
int main(int argc,char **argv) //kopjuj wklej p.
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowSize(400,400);
glutCreateWindow("gra Q");
initRendering();
glut::CreateList();
glutReshapeFunc(reshape);
glutKeyboardFunc(glut::keyboard);
glutTimerFunc(0, Timer, 0);
glutDisplayFunc(display);
asm ("call glutMainLoop \n");
return 0;
}
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