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#ifndef BULLETPATTERN_H
#define BULLETPATTERN_H
#include <wriggle/vector.h>
#include <wriggle/struct.h>
#include <wriggle/gl.h>
class BulletPattern {
public:
float color_r, color_g, color_b;
virtual void update() = 0;
virtual void draw() = 0;
};
template<class Data>
class BulletPatternImpl : public BulletPattern {
protected:
struct Bullet {
Vector2 pos;
Vector2 dir;
Data data;
};
Bullet* bullets;
unsigned int num_bullets;
unsigned int steps;
public:
void draw() {
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(4, GL_FLOAT, sizeof(*bullets), bullets);
glDrawArrays(GL_POINTS, 0, num_bullets);
glDisableClientState(GL_VERTEX_ARRAY);
}
};
class BulletPattern1 : public BulletPatternImpl<float> {
public:
BulletPattern1(const Vector2& initpos);
void update();
};
class BulletPattern2 : public BulletPatternImpl<Struct<float, float> > {
public:
BulletPattern2(const Vector2& initpos);
void update();
};
class BulletPattern3 : public BulletPatternImpl<Struct<> > {
public:
BulletPattern3(const Vector2& initpos);
void update();
};
class BulletPattern4 : public BulletPatternImpl<Struct<float, float> > {
public:
BulletPattern4(const Vector2& initpos);
void update();
};
#endif
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