#include "Interface.h" #include #include "Racer.h" #include #include "Player.h" #include "Util.h" Interface::Interface() { } Interface::Interface(int stars) { this->stars = stars; } Interface::~Interface() { } void Interface::draw() { Player* player = Player::getInstance(); //Switch view to Ortho glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, 1000, 1000, 0, -10, 10); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); glDisable(GL_TEXTURE_2D); //Draw interface //Stars bar glBegin(GL_QUADS); glColor4f(0, 0, 0, 1.0); glVertex2f(250, 980); glVertex2f(250, 965); glVertex2f(750, 965); glVertex2f(750, 980); glEnd(); glBegin(GL_QUADS); if(player->speed == 20) glColor4f(1.0f, 0.1f, 0.1f, 1.0); else glColor4f(1.0f, 1.0f, 0.1f, 1.0); glVertex2f(250, 980); glVertex2f(250, 965); glColor4f(1.0f, 1.0f, 0.5f, 1.0); glVertex2f(250 + ((player->stars / (float)stars) * 500), 965); glVertex2f(250 + ((player->stars / (float)stars) * 500), 980); glEnd(); //Text: level glColor4f(1.0f, 1.0f, 0.1f, 1.0); Util::glutBitmapString("Stars: " + std::to_string(player->stars) + " / " + std::to_string(stars), 480, 940); //Text: weapons //Util::glutBitmapString(player->leftWeapon->name, 850, 900); //Util::glutBitmapString(player->rightWeapon->name, 10, 900); glEnable(GL_LIGHTING); glEnable(GL_DEPTH_TEST); } void Interface::update(float deltaTime) { }