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#include "stage.h"
#include "config.h"
#include <wriggle/texturestbi.h>
#include <wriggle/gl.h>
#include <cmath>
Stage::Stage() {
background = new Background();
player = new Player();
texture = new TextureSTBI("textures/shot1.png");
shader = new GLShaderProgram();
enemy_list.push_back(new Enemy1(Vector2(0.25, 0.75), patterns));
enemy_list.push_back(new Enemy1(Vector2(0.75, 0.75), patterns));
enemy_list.push_back(new Enemy2(Vector2(0.50, 0.80), patterns));
//patterns.push_back(new BulletPattern3(Vector2(0.5, 0.5)));
//patterns.push_back(new BulletPattern1(Vector2(0.5, 0.8)));
//patterns.push_back(new BulletPattern2(Vector2(0.2, 0.5)));
//patterns.push_back(new BulletPattern2(Vector2(0.5, 0.5)));
//patterns.push_back(new BulletPattern2(Vector2(0.8, 0.5)));
//patterns.push_back(new BulletPattern4(Vector2(0.5, 0.8)));
GLFragmentShader shader1("shaders/bullet_fragment.glsl");
GLVertexShader shader2("shaders/bullet_vertex.glsl");
shader->attach(shader1);
shader->attach(shader2);
shader->link();
}
void Stage::update() {
player->update();
for(std::vector<Enemy*>::iterator it = enemy_list.begin(); it < enemy_list.end(); it++) {
(*it)->update();
}
for(std::vector<BulletPattern*>::iterator it = patterns.begin(); it < patterns.end(); it++) {
(*it)->update();
}
}
void Stage::draw() {
background->draw();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-0.5, 1.5, -Config::viewport_aspect * 0.5, Config::viewport_aspect * 1.5, 0, 10);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
player->draw();
for(std::vector<Enemy*>::iterator it = enemy_list.begin(); it < enemy_list.end(); it++) {
Enemy* enemy = (*it);
enemy->draw();
}
shader->use();
glPointSize(32.0);
glEnable(GL_TEXTURE_2D);
texture->bind();
for(std::vector<BulletPattern*>::iterator it = patterns.begin(); it < patterns.end(); it++) {
BulletPattern *bp = (*it);
glColor3f(bp->color_r, bp->color_g, bp->color_b);
bp->draw();
}
glUseProgram(0);
}
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