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📄 tutorial_21.htm

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		glLoadIdentity();						
		glTranslatef(490+(loop1*40.0f),40.0f,0.0f);			<font color="#ffffaa">// 移动到屏幕右上角</font>
		glRotatef(-player.spin,0.0f,0.0f,1.0f);				<font color="#ffffaa">// 旋转绘制的生命图标</font>
		glColor3f(0.0f,1.0f,0.0f);					<font color="#ffffaa">// 绘制玩家生命</font>
		glBegin(GL_LINES);						<font color="#ffffaa">// 绘制玩家图标</font>
			glVertex2d(-5,-5);					
			glVertex2d( 5, 5);					
			glVertex2d( 5,-5);					
			glVertex2d(-5, 5);					
		glEnd();							
		glRotatef(-player.spin*0.5f,0.0f,0.0f,1.0f);			
		glColor3f(0.0f,0.75f,0.0f);					
		glBegin(GL_LINES);						
			glVertex2d(-7, 0);					
			glVertex2d( 7, 0);					
			glVertex2d( 0,-7);					
			glVertex2d( 0, 7);					
		glEnd();							
	}
</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%">下面我们来绘制网格,我们设置变量filled为TRUE,这告诉程序填充网格。
      <p>接着我们把线的宽度设置为2,并把线的颜色设置为蓝色,接着我们检测线断是否被走过,如果走过我们设置颜色为白色。</p>
      <p></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>	filled=TRUE;								<font color="#ffffaa">// 在测试前,把填充变量设置为TRUE</font>
	glLineWidth(2.0f);							<font color="#ffffaa">// 设置线宽为2.0f</font>
	glDisable(GL_LINE_SMOOTH);						<font color="#ffffaa">// 禁用反走样</font>
	glLoadIdentity();							
	for (loop1=0; loop1&lt;11; loop1++)					<font color="#ffffaa">// 循环11根线</font>
	{
		for (loop2=0; loop2&lt;11; loop2++)				<font color="#ffffaa">// 循环每根线的线段</font>
		{
			glColor3f(0.0f,0.5f,1.0f);				<font color="#ffffaa">// 设置线为蓝色</font>
			if (hline[loop1][loop2])				<font color="#ffffaa">// 是否走过?</font>
			{
				glColor3f(1.0f,1.0f,1.0f);			<font color="#ffffaa">// 是,设线为白色</font>
			}
			if (loop1&lt;10)						<font color="#ffffaa">// 绘制水平线</font>
			{
				if (!hline[loop1][loop2])			<font color="#ffffaa">// 如果当前线段没有走过,则不填充</font>
				{
					filled=FALSE;				
				}
				glBegin(GL_LINES);				<font color="#ffffaa">// 绘制当前的线段</font>
					glVertex2d(20+(loop1*60),70+(loop2*40));	
					glVertex2d(80+(loop1*60),70+(loop2*40));	
				glEnd();					
			}
</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%"> 下面的代码绘制垂直的线段</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">			glColor3f(0.0f,0.5f,1.0f);				<font color="#ffffaa">// <font color="#aaffaa" size="3"><font color="#ffffaa">设置线为蓝色</font></font></font>
			if (vline[loop1][loop2])				<font color="#ffffaa">// </font><font color="#aaffaa" size="3"><font color="#ffffaa">是否走过</font></font>
			{
				glColor3f(1.0f,1.0f,1.0f);			<font color="#ffffaa">// </font><font color="#aaffaa" size="3"><font color="#ffffaa">是,设线为白色</font></font>
			}
			if (loop2&lt;10)						<font color="#ffffaa">// 绘制垂直线</font>
			{
				if (!vline[loop1][loop2])			<font color="#ffffaa">// </font><font color="#aaffaa" size="3"><font color="#ffffaa">如果当前线段没有走过,则不填充</font></font>
				{
					filled=FALSE;				
				}
				glBegin(GL_LINES);				<font color="#ffffaa">// </font><font color="#aaffaa" size="3"><font color="#ffffaa">绘制当前的线段</font></font>
					glVertex2d(20+(loop1*60),70+(loop2*40));	
					glVertex2d(20+(loop1*60),110+(loop2*40));	
				glEnd();					
			}
</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%">接下来我们检测长方形的四个边是否都被走过,如果被走过我们就绘制一个带纹理的四边形。 <p>我们用下图来解释这个检测过程</p>
      <br> <br> <center>
        <img src="Tutorial_21_files/lesson21-1.jpg"> 
      </center>
      <br>
      如果对于垂直线vline的相邻两个边都被走过,并且水平线hline的相邻两个边也被走过,那么我们就可以绘制这个四边形了。我们可以使用循环检测每一个四边形,代码如下:</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">			glEnable(GL_TEXTURE_2D);				<font color="#ffffaa">// 使用纹理映射</font>
			glColor3f(1.0f,1.0f,1.0f);				<font color="#ffffaa">// 设置为白色</font>
			glBindTexture(GL_TEXTURE_2D, texture[1]);		<font color="#ffffaa">// 绑定纹理</font>
			if ((loop1&lt;10) &amp;&amp; (loop2&lt;10))				<font color="#ffffaa">// 绘制走过的四边形</font>
			{
				<font color="#ffffaa">// 这个四边形是否被走过?</font>
				if (hline[loop1][loop2] &amp;&amp; hline[loop1][loop2+1] &amp;&amp; vline[loop1][loop2] &amp;&amp; vline[loop1+1][loop2])
				{
					glBegin(GL_QUADS);			<font color="#ffffaa">// 是,则绘制它</font>
						glTexCoord2f(float(loop1/10.0f)+0.1f,1.0f-(float(loop2/10.0f)));
						glVertex2d(20+(loop1*60)+59,(70+loop2*40+1));	
						glTexCoord2f(float(loop1/10.0f),1.0f-(float(loop2/10.0f)));
						glVertex2d(20+(loop1*60)+1,(70+loop2*40+1));	
						glTexCoord2f(float(loop1/10.0f),1.0f-(float(loop2/10.0f)+0.1f));
						glVertex2d(20+(loop1*60)+1,(70+loop2*40)+39);	
						glTexCoord2f(float(loop1/10.0f)+0.1f,1.0f-(float(loop2/10.0f)+0.1f));
						glVertex2d(20+(loop1*60)+59,(70+loop2*40)+39);	
					glEnd();				
				}
			}
			glDisable(GL_TEXTURE_2D);				
		}
	}
	glLineWidth(1.0f);							
</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%">下面的代码用来设置是否启用直线反走样</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 (anti)								<font color="#ffffaa">// 是否启用反走样?</font>
	{
		glEnable(GL_LINE_SMOOTH);					
	}
</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%">为了使游戏变得简单些,我添加了一个时间停止器,当你吃掉它时,可以让追击的你的敌人停下来。
      <p>下面的代码用来绘制一个时间停止器。</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>	if (hourglass.fx==1)							
	{
		glLoadIdentity();						
		glTranslatef(20.0f+(hourglass.x*60),70.0f+(hourglass.y*40),0.0f);	
		glRotatef(hourglass.spin,0.0f,0.0f,1.0f);			
		glColor3ub(rand()%255,rand()%255,rand()%255);			</pre>
</font><font color="#aaffaa" size="3">
<pre>		glBegin(GL_LINES);
			glVertex2d(-5,-5);					
			glVertex2d( 5, 5);					
			glVertex2d( 5,-5);					
			glVertex2d(-5, 5);					
			glVertex2d(-5, 5);					
			glVertex2d( 5, 5);					
			glVertex2d(-5,-5);					
			glVertex2d( 5,-5);					
		glEnd();							
	}
</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%">接下来绘制我们玩家</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">	glLoadIdentity();
	glTranslatef(player.fx+20.0f,player.fy+70.0f,0.0f);			<font color="#ffffaa">// 设置玩家的位置</font>
	glRotatef(player.spin,0.0f,0.0f,1.0f);					<font color="#ffffaa">// 旋转动画</font>
	glColor3f(0.0f,1.0f,0.0f);						
	glBegin(GL_LINES);							
		glVertex2d(-5,-5);						

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