119 lines
2.3 KiB
C++
119 lines
2.3 KiB
C++
#include "Interface.h"
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#include <GL/freeglut.h>
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#include "CrystalPoint.h"
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#include <string>
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#include "Player.h"
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#include "Util.h"
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Interface::Interface()
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{
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crystalWidth = 20;
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crystalHeight = 50;
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crystalOffset = 5;
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maxCrystals = 0;
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}
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Interface::Interface(int maxCrystal)
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{
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crystalWidth = 20;
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crystalHeight = 50;
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crystalOffset = 5;
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maxCrystals = maxCrystal;
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}
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Interface::~Interface()
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{
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}
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void Interface::draw()
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{
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Player* player = Player::getInstance();
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//Switch view to Ortho
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0, 1000, 1000, 0, -10, 10);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glDisable(GL_LIGHTING);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_TEXTURE_2D);
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//Draw interface
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//Health bar
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glBegin(GL_QUADS);
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glColor4f(0,0,0, 1.0);
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glVertex2f(250, 980);
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glVertex2f(250, 965);
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glVertex2f(750, 965);
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glVertex2f(750, 980);
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glEnd();
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glBegin(GL_QUADS);
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glColor4f(1.0f, 0.1f, 0.1f, 1.0);
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glVertex2f(250, 980);
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glVertex2f(250, 965);
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glColor4f(1.0f, 0.5f, 0.5f, 1.0);
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glVertex2f(250 + (player->health / 100 * 500), 965);
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glVertex2f(250 + (player->health / 100 * 500), 980);
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glEnd();
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//XP bar
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glBegin(GL_QUADS);
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glColor4f(0, 0, 0, 1.0);
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glVertex2f(250, 950);
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glVertex2f(250, 935);
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glVertex2f(750, 935);
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glVertex2f(750, 950);
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glEnd();
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glBegin(GL_QUADS);
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glColor4f(1.0f, 1.0f, 0.1f, 1.0);
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glVertex2f(250, 950);
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glVertex2f(250, 935);
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glColor4f(1.0f, 1.0f, 0.5f, 1.0);
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glVertex2f(250 + (player->xp / 100 * 500), 935);
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glVertex2f(250 + (player->xp / 100 * 500), 950);
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glEnd();
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//Text: level
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glColor4f(1.0f, 1.0f, 0.1f, 1.0);
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Util::glutBitmapString("Level: " + std::to_string(player->level), 490, 900);
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for (int i = 0; i < maxCrystals; i++)
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{
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glBegin(GL_QUADS);
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if(i < player->crystals)
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glColor4f(0, 1.0f, 1.0f, 1.0f);
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else
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glColor4f(0, 0.4f, 0.4f, 1.0f);
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glVertex2f(975 - crystalWidth / 2 , crystalOffset*i + crystalHeight*i);
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glVertex2f(975 - crystalWidth , crystalHeight / 2 + crystalOffset*i + crystalHeight*i);
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if (i < player->crystals)
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glColor4f(0, 0.7f, 0.7f, 1.0f);
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else
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glColor4f(0, 0.2f, 0.2f, 1.0f);
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glVertex2f(975 - crystalWidth / 2 , crystalHeight + crystalOffset*i + crystalHeight*i);
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glVertex2f(975 , crystalHeight / 2 + crystalOffset*i + crystalHeight*i);
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glEnd();
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}
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glEnable(GL_LIGHTING);
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glEnable(GL_DEPTH_TEST);
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}
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void Interface::update(float deltaTime)
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{
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} |