📄 tutorial_21.htm
字号:
return Status;
}
</pre>
</font><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_21_files/tl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_21_files/tc.png" height="28" width="100%"></td><td><img src="Tutorial_21_files/tr.png" height="28" width="28"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td background="Tutorial_21_files/l.png"><img src="Tutorial_21_files/l.png"></td>
<td valign="top" width="100%">下面的代码建立了显示列表。对于字体的显示,我已经写过教程。在这里我把字体图象分成16×16个单元共256个字符。如果你有什么不明白,请参阅前面的教程</td>
<td background="Tutorial_21_files/r.png"><img src="Tutorial_21_files/r.png"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_21_files/bl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_21_files/bc.png" height="28" width="100%"></td><td><img src="Tutorial_21_files/br.png" height="28" width="28"></td></tr></tbody></table><font color="#aaffaa" size="3">
</font><pre><font color="#aaffaa" size="3">GLvoid BuildFont(GLvoid)
{
base=glGenLists(256);
glBindTexture(GL_TEXTURE_2D, texture[0]);
for (loop1=0; loop1<256; loop1++)
{
float cx=float(loop1%16)/16.0f;
float cy=float(loop1/16)/16.0f;
glNewList(base+loop1,GL_COMPILE);
glBegin(GL_QUADS);
glTexCoord2f(cx,1.0f-cy-0.0625f);
glVertex2d(0,16);
glTexCoord2f(cx+0.0625f,1.0f-cy-0.0625f);
glVertex2i(16,16);
glTexCoord2f(cx+0.0625f,1.0f-cy);
glVertex2i(16,0);
glTexCoord2f(cx,1.0f-cy);
glVertex2i(0,0);
glEnd();
glTranslated(15,0,0);
glEndList();
}
}
</font></pre>
<table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_21_files/tl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_21_files/tc.png" height="28" width="100%"></td><td><img src="Tutorial_21_files/tr.png" height="28" width="28"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td background="Tutorial_21_files/l.png"><img src="Tutorial_21_files/l.png"></td>
<td valign="top" width="100%">当我们不再需要显示列表的时候,销毁它是一个好主意。在这里我仍然把代码加上了,虽然没有什么新东西。</td>
<td background="Tutorial_21_files/r.png"><img src="Tutorial_21_files/r.png"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_21_files/bl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_21_files/bc.png" height="28" width="100%"></td><td><img src="Tutorial_21_files/br.png" height="28" width="28"></td></tr></tbody></table><font color="#aaffaa" size="3">
<pre>GLvoid KillFont(GLvoid)
{
glDeleteLists(base,256);
}
</pre>
</font><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_21_files/tl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_21_files/tc.png" height="28" width="100%"></td><td><img src="Tutorial_21_files/tr.png" height="28" width="28"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td background="Tutorial_21_files/l.png"><img src="Tutorial_21_files/l.png"></td>
<td valign="top" width="100%">函数没有做太多改变。唯一的改动是它可以打印变量了。我把代码列出这样你可以容易看到改动的地方。<br>
请注意,在这里我激活了纹理并且重置了视图矩阵。如果set被置1的话,字体将被放大。我这样做是希望可以在屏幕上显示大一点的字符。在一切结束后,我会禁用纹理。</td>
<td background="Tutorial_21_files/r.png"><img src="Tutorial_21_files/r.png"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_21_files/bl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_21_files/bc.png" height="28" width="100%"></td><td><img src="Tutorial_21_files/br.png" height="28" width="28"></td></tr></tbody></table><font color="#aaffaa" size="3">
</font><pre><font color="#aaffaa" size="3">GLvoid glPrint(GLint x, GLint y, int set, const char *fmt, ...)
{
char text[256];
va_list ap;
if (fmt == NULL)
return;
va_start(ap, fmt);
vsprintf(text, fmt, ap);
va_end(ap);
if (set>1)
{
set=1;
}
glEnable(GL_TEXTURE_2D);
glLoadIdentity();
glTranslated(x,y,0);
glListBase(base-32+(128*set));
if (set==0)
{
glScalef(1.5f,2.0f,1.0f);
}
glCallLists(strlen(text),GL_UNSIGNED_BYTE, text);
glDisable(GL_TEXTURE_2D);
}
</font></pre>
<table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_21_files/tl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_21_files/tc.png" height="28" width="100%"></td><td><img src="Tutorial_21_files/tr.png" height="28" width="28"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td background="Tutorial_21_files/l.png"><img src="Tutorial_21_files/l.png"></td>
<td valign="top" width="100%">下面的代码基本没有变化,只是把透视投影变为了正投影</td>
<td background="Tutorial_21_files/r.png"><img src="Tutorial_21_files/r.png"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_21_files/bl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_21_files/bc.png" height="28" width="100%"></td><td><img src="Tutorial_21_files/br.png" height="28" width="28"></td></tr></tbody></table><font color="#aaffaa" size="3">
<pre>GLvoid ReSizeGLScene(GLsizei width, GLsizei height)
{
if (height==0)
{
height=1;
}
glViewport(0,0,width,height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0f,width,height,0.0f,-1.0f,1.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
</pre>
</font><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_21_files/tl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_21_files/tc.png" height="28" width="100%"></td><td><img src="Tutorial_21_files/tr.png" height="28" width="28"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td background="Tutorial_21_files/l.png"><img src="Tutorial_21_files/l.png"></td>
<td valign="top" width="100%">初始化的代码和前面的代码相比没有什么改变</td>
<td background="Tutorial_21_files/r.png"><img src="Tutorial_21_files/r.png"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_21_files/bl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_21_files/bc.png" height="28" width="100%"></td><td><img src="Tutorial_21_files/br.png" height="28" width="28"></td></tr></tbody></table><font color="#aaffaa" size="3"><pre>int InitGL(GLvoid)
{
if (!LoadGLTextures())
{
return FALSE;
}
BuildFont();
glShadeModel(GL_SMOOTH);
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
glClearDepth(1.0f);
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
return TRUE;
}
</pre></font><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_21_files/tl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_21_files/tc.png" height="28" width="100%"></td><td><img src="Tutorial_21_files/tr.png" height="28" width="28"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td background="Tutorial_21_files/l.png"><img src="Tutorial_21_files/l.png"></td>
<td valign="top" width="100%">下面是我们的绘制代码。
<p>首先我们清空缓存,接着绑定字体的纹理,绘制游戏的提示字符串</p></td><td background="Tutorial_21_files/r.png"><img src="Tutorial_21_files/r.png"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_21_files/bl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_21_files/bc.png" height="28" width="100%"></td><td><img src="Tutorial_21_files/br.png" height="28" width="28"></td></tr></tbody></table><font color="#aaffaa" size="3">
<pre>int DrawGLScene(GLvoid)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, texture[0]); <font color="#ffffaa">// 选择字符纹理</font>
glColor3f(1.0f,0.5f,1.0f);
glPrint(207,24,0,"GRID CRAZY"); <font color="#ffffaa">// 绘制游戏名称"GRID CRAZY"</font>
glColor3f(1.0f,1.0f,0.0f);
glPrint(20,20,1,"Level:%2i",level2); <font color="#ffffaa">// 绘制当前的级别</font>
glPrint(20,40,1,"Stage:%2i",stage); <font color="#ffffaa">// 绘制当前级别的关卡</font>
</pre>
</font><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_21_files/tl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_21_files/tc.png" height="28" width="100%"></td><td><img src="Tutorial_21_files/tr.png" height="28" width="28"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td background="Tutorial_21_files/l.png"><img src="Tutorial_21_files/l.png"></td>
<td valign="top" width="100%">现在我们检测游戏是否结束,如果游戏结束绘制"Gmae over"并提示玩家按空格键重新开始</td>
<td background="Tutorial_21_files/r.png"><img src="Tutorial_21_files/r.png"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_21_files/bl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_21_files/bc.png" height="28" width="100%"></td><td><img src="Tutorial_21_files/br.png" height="28" width="28"></td></tr></tbody></table>
<font color="#aaffaa" size="3">
<pre> if (gameover) <font color="#ffffaa">// 游戏是否结束?</font>
{
glColor3ub(rand()%255,rand()%255,rand()%255); <font color="#ffffaa">// 随机选择一种颜色</font>
glPrint(472,20,1,"GAME OVER"); <font color="#ffffaa">// 绘制 GAME OVER 字符串到屏幕</font>
glPrint(456,40,1,"PRESS SPACE"); <font color="#ffffaa">// 提示玩家按空格键重新开始</font>
}
</pre>
</font>
<table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_21_files/tl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_21_files/tc.png" height="28" width="100%"></td><td><img src="Tutorial_21_files/tr.png" height="28" width="28"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td background="Tutorial_21_files/l.png"><img src="Tutorial_21_files/l.png"></td>
<td valign="top" width="100%">在屏幕的右上角绘制玩家的剩余生命</td>
<td background="Tutorial_21_files/r.png"><img src="Tutorial_21_files/r.png"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_21_files/bl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_21_files/bc.png" height="28" width="100%"></td><td><img src="Tutorial_21_files/br.png" height="28" width="28"></td></tr></tbody></table><font color="#aaffaa" size="3">
<pre> for (loop1=0; loop1<lives-1; loop1++) <font color="#ffffaa">//循环绘制玩家的剩余生命</font>
{
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -