📄 teleport.cpp
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/*************************************************************************
"I Have No Tomatoes"
Copyright (c) 2004, Mika Halttunen
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute
it freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must
not claim that you wrote the original software. If you use this
software in a product, an acknowledgment in the product documentation
would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must
not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
Mika Halttunen <lsoft@mbnet.fi>
*************************************************************************/
#include <stdio.h>
#include "SDL.h"
#include "SDL_opengl.h"
#include "SDL_image.h"
#include "texture.h"
#include "player.h"
#include "particle.h"
#include "tilemap.h"
#include "mymath.h"
#include "teleport.h"
#include "soundmusic.h"
#include "game.h"
// Teleport textures
GLuint teleport_tex;
GLuint part_teleport;
// Teleport animation stuff
float teleport_frame[2] = { 0, 2 };
// Animate the teleports
void animate_teleports() {
// Check if the players enter these teleports
// For player #1
if(p1.x == teleport_x[0] && p1.y == teleport_y[0] && !p1.in_teleport) {
// Jump ahead from teleport #1
p1.jump(teleport_x[1], teleport_y[1], 5.0f, 0.01f);
p1.in_teleport = 1;
play_sound(SND_LEVEL_TELEPORT, false);
}
else if(p1.x == teleport_x[1] && p1.y == teleport_y[1] && !p1.in_teleport) {
// Jump ahead from teleport #2
p1.jump(teleport_x[0], teleport_y[0], 5.0f, 0.01f);
p1.in_teleport = 2;
play_sound(SND_LEVEL_TELEPORT, false);
}
// For player #2
if(two_players && p2.x == teleport_x[0] && p2.y == teleport_y[0] && !p2.in_teleport) {
// Jump ahead from teleport #1
p2.jump(teleport_x[1], teleport_y[1], 5.0f, 0.01f);
p2.in_teleport = 1;
play_sound(SND_LEVEL_TELEPORT, false);
}
else if(two_players && p2.x == teleport_x[1] && p2.y == teleport_y[1] && !p2.in_teleport) {
// Jump ahead from teleport #2
p2.jump(teleport_x[0], teleport_y[0], 5.0f, 0.01f);
p2.in_teleport = 2;
play_sound(SND_LEVEL_TELEPORT, false);
}
// Animate
teleport_frame[0] += 0.1f;
if((int)teleport_frame[0] > 3)
teleport_frame[0] = 0.0f;
teleport_frame[1] += 0.1f;
if((int)teleport_frame[1] > 3)
teleport_frame[1] = 0.0f;
// Add some particle effects
if(teleport_x[0] != -1) {
VECT pos(teleport_x[0] + 0.56f, 0.5f, teleport_y[0] + 0.53f);
VECT dir;
pos += VECT(RANDF(-0.35f,0.35f),0,RANDF(-0.35f,0.35f));
dir.x = dir.z = 0.0f;
dir.y = RANDF(0.04f, 0.07f);
float c1[4] = { 0.3, 0.7f, 1, 1 };
float c2[4] = { 0, 0, 1, 0 };
add_particle(pos, dir, RAND(10,60), 0.08f, 0.4f, c1, c2, part_teleport);
}
if(teleport_x[1] != -1) {
VECT pos(teleport_x[1] + 0.56f, 0.5f, teleport_y[1] + 0.53f);
VECT dir;
pos += VECT(RANDF(-0.35f,0.35f),0,RANDF(-0.35f,0.35f));
dir.x = dir.z = 0.0f;
dir.y = RANDF(0.04f, 0.07f);
float c1[4] = { 0.3, 0.7f, 1, 1 };
float c2[4] = { 0, 0, 1, 0 };
add_particle(pos, dir, RAND(10,60), 0.08f, 0.4f, c1, c2, part_teleport);
}
}
// Load the teleports
void load_teleports() {
teleport_tex = load_png("teleport1.png", true, false, false);
part_teleport = load_jpg("teleport2.jpg", false, false, true);
}
// Draw the teleports
void draw_teleports() {
glColor3f(1,1,1);
glDepthMask(GL_FALSE);
BIND_TEXTURE(teleport_tex);
// Draw the teleport #1
if(teleport_x[0] != -1) {
// Translate to the position
glPushMatrix();
glTranslatef(teleport_x[0] + 0.56f, 0.25f, teleport_y[0] + 0.53f);
// Negate the camera rotation
glMultMatrixf(cam_neg_matrix);
// glRotatef(45.0f, 0,1,0);
// glRotatef(-30.0f, 1,0,0);
// Draw the sprite
int frame = (int)teleport_frame[0];
const float siz = 0.5f;
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.25f * frame + 0.25f, 1); glVertex3f( siz, siz, siz);
glTexCoord2f(0.25f * frame, 1); glVertex3f(-siz, siz, siz);
glTexCoord2f(0.25f * frame + 0.25f, 0); glVertex3f( siz, -siz, -siz);
glTexCoord2f(0.25f * frame, 0); glVertex3f(-siz, -siz, -siz);
glEnd();
glPopMatrix();
}
// Draw the teleport #2
if(teleport_x[1] != -1) {
// Translate to the position
glPushMatrix();
glTranslatef(teleport_x[1] + 0.56f, 0.25f, teleport_y[1] + 0.53f);
// Negate the camera rotation
glMultMatrixf(cam_neg_matrix);
// glRotatef(45.0f, 0,1,0);
// glRotatef(-30.0f, 1,0,0);
// Draw the sprite
int frame = (int)teleport_frame[1];
const float siz = 0.5f;
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.25f * frame + 0.25f, 1); glVertex3f( siz, siz, siz);
glTexCoord2f(0.25f * frame, 1); glVertex3f(-siz, siz, siz);
glTexCoord2f(0.25f * frame + 0.25f, 0); glVertex3f( siz, -siz, -siz);
glTexCoord2f(0.25f * frame, 0); glVertex3f(-siz, -siz, -siz);
glEnd();
glPopMatrix();
}
glDepthMask(GL_TRUE);
}
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