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📄 main.cpp

📁 Zodspark is a Car racing simulation game built on VC++ using opengl library
💻 CPP
📖 第 1 页 / 共 5 页
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		glTexCoord2f(0.0f, 0.0f);	glVertex3f(-100.0, 0.0f, -100.0-7*i*100);
		glTexCoord2f(1.0f, 0.0f);	glVertex3f(-100.0, 0.0f,  -200.0-7*i*100);
		glTexCoord2f(1.0f, 1.0f);	glVertex3f( 100.0, 0.0f,  -200.0-7*i*100);
		glTexCoord2f(0.0f, 1.0f);	glVertex3f( 100.0, 0.0f, -100.0-7*i*100);
	glEnd();

	glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f);	glVertex3f(-100.0, 0.0f, -200.0-7*i*100);
		glTexCoord2f(1.0f, 0.0f);	glVertex3f(-100.0, 0.0f, -300.0-7*i*100);
		glTexCoord2f(1.0f, 1.0f);	glVertex3f( 100.0, 0.0f, -300.0-7*i*100);
		glTexCoord2f(0.0f, 1.0f);	glVertex3f( 100.0, 0.0f, -200.0-7*i*100);
	glEnd();

	glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f);	glVertex3f(-100.0, 0.0f, -300.0-7*i*100);
		glTexCoord2f(1.0f, 0.0f);	glVertex3f(-100.0, 0.0f, -400.0-7*i*100);
		glTexCoord2f(1.0f, 1.0f);	glVertex3f( 100.0, 0.0f, -400.0-7*i*100);
		glTexCoord2f(0.0f, 1.0f);	glVertex3f( 100.0, 0.0f, -300.0-7*i*100);
	glEnd();

	glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f);	glVertex3f(-100.0, 0.0f, -400.0-7*i*100);
		glTexCoord2f(1.0f, 0.0f);	glVertex3f(-100.0, 0.0f, -500.0-7*i*100);
		glTexCoord2f(1.0f, 1.0f);	glVertex3f( 100.0, 0.0f, -500.0-7*i*100);
		glTexCoord2f(0.0f, 1.0f);	glVertex3f( 100.0, 0.0f, -400.0-7*i*100);
	glEnd();
	
	glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f);	glVertex3f(-100.0, 0.0f, -500.0-7*i*100);
		glTexCoord2f(1.0f, 0.0f);	glVertex3f(-100.0, 0.0f, -600.0-7*i*100);
		glTexCoord2f(1.0f, 1.0f);	glVertex3f( 100.0, 0.0f, -600.0-7*i*100);
		glTexCoord2f(0.0f, 1.0f);	glVertex3f( 100.0, 0.0f, -500.0-7*i*100);
	glEnd();


//Road OF MAP PART 2

		//MAKING THE SIDE WALLS
glBindTexture(GL_TEXTURE_2D, texture[7]);
		glColor3f(1.0,1.0,1.0);
	glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f);	glVertex3f(-100.0,0.0,100.0-7*i*100);
		glTexCoord2f(1.0f, 0.0f);	glVertex3f(-100.0,0.0,-100.0-7*i*100);
		glTexCoord2f(1.0f, 1.0f);	glVertex3f(-100.0,40.0,-100.0-7*i*100);
		glTexCoord2f(0.0f, 1.0f);	glVertex3f(-100.0,40.0,100.0-7*i*100);
		glEnd();

	glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f);	glVertex3f(100.0,0.0,100.0-7*i*100);
		glTexCoord2f(1.0f, 0.0f);	glVertex3f(100.0,0.0,-100.0-7*i*100);
		glTexCoord2f(1.0f, 1.0f);	glVertex3f(100.0,40.0,-100.0-7*i*100);
		glTexCoord2f(0.0f, 1.0f);	glVertex3f(100.0,40.0,100.0-7*i*100);
		glEnd();

	glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f);	glVertex3f(-100.0,0.0,-100.0-7*i*100);
		glTexCoord2f(1.0f, 0.0f);	glVertex3f(-100.0,0.0,-200.0-7*i*100);
		glTexCoord2f(1.0f, 1.0f);	glVertex3f(-100.0,40.0,-200.0-7*i*100);
		glTexCoord2f(0.0f, 1.0f);	glVertex3f(-100.0,40.0,-100.0-7*i*100);
		glEnd();

	glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f);	glVertex3f(100.0,0.0,-100.0-7*i*100);
		glTexCoord2f(1.0f, 0.0f);	glVertex3f(100.0,0.0,-200.0-7*i*100);
		glTexCoord2f(1.0f, 1.0f);	glVertex3f(100.0,40.0,-200.0-7*i*100);
		glTexCoord2f(0.0f, 1.0f);	glVertex3f(100.0,40.0,-100.0-7*i*100);
		glEnd();

		//glColor3f(1,1,1);
	glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f);	glVertex3f(-100.0,0.0,-200.0-7*i*100);
		glTexCoord2f(1.0f, 0.0f);	glVertex3f(-100.0,0.0,-300.0-7*i*100);
		glTexCoord2f(1.0f, 1.0f);	glVertex3f(-100.0,40.0,-300.0-7*i*100);
		glTexCoord2f(0.0f, 1.0f);	glVertex3f(-100.0,40.0,-200.0-7*i*100);
		glEnd();

	glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f);	glVertex3f(100.0,0.0,-200.0-7*i*100);
		glTexCoord2f(1.0f, 0.0f);	glVertex3f(100.0,0.0,-300.0-7*i*100);
		glTexCoord2f(1.0f, 1.0f);	glVertex3f(100.0,40.0,-300.0-7*i*100);
		glTexCoord2f(0.0f, 1.0f);	glVertex3f(100.0,40.0,-200.0-7*i*100);
		glEnd();

	glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f);	glVertex3f(-100.0,0.0,-300.0-7*i*100);
		glTexCoord2f(1.0f, 0.0f);	glVertex3f(-100.0,0.0,-400.0-7*i*100);
		glTexCoord2f(1.0f, 1.0f);	glVertex3f(-100.0,40.0,-400.0-7*i*100);
		glTexCoord2f(0.0f, 1.0f);	glVertex3f(-100.0,40.0,-300.0-7*i*100);
		glEnd();

	glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f);	glVertex3f(100.0,0.0,-300.0-7*i*100);
		glTexCoord2f(1.0f, 0.0f);	glVertex3f(100.0,0.0,-400.0-7*i*100);
		glTexCoord2f(1.0f, 1.0f);	glVertex3f(100.0,40.0,-400.0-7*i*100);
		glTexCoord2f(0.0f, 1.0f);	glVertex3f(100.0,40.0,-300.0-7*i*100);
		glEnd();


		//glColor3f(1,1,1);
	glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f);	glVertex3f(-100.0,0.0,-400.0-7*i*100);
		glTexCoord2f(1.0f, 0.0f);	glVertex3f(-100.0,0.0,-500.0-7*i*100);
		glTexCoord2f(1.0f, 1.0f);	glVertex3f(-100.0,40.0,-500.0-7*i*100);
		glTexCoord2f(0.0f, 1.0f);	glVertex3f(-100.0,40.0,-400.0-7*i*100);
		glEnd();

	glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f);	glVertex3f(100.0,0.0,-400.0-7*i*100);
		glTexCoord2f(1.0f, 0.0f);	glVertex3f(100.0,0.0,-500.0-7*i*100);
		glTexCoord2f(1.0f, 1.0f);	glVertex3f(100.0,40.0,-500.0-7*i*100);
		glTexCoord2f(0.0f, 0.0f);	glVertex3f(100.0,40.0,-400.0-7*i*100);
		glEnd();

	glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f);	glVertex3f(-100.0,0.0,-500.0-7*i*100);
		glTexCoord2f(1.0f, 0.0f);	glVertex3f(-100.0,0.0,-600.0-7*i*100);
		glTexCoord2f(1.0f, 1.0f);	glVertex3f(-100.0,40.0,-600.0-7*i*100);
		glTexCoord2f(0.0f, 1.0f);	glVertex3f(-100.0,40.0,-500.0-7*i*100);
		glEnd();

	glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f);	glVertex3f(100.0,0.0,-500.0-7*i*100);
		glTexCoord2f(1.0f, 0.0f);	glVertex3f(100.0,0.0,-600.0-7*i*100);
		glTexCoord2f(1.0f, 1.0f);	glVertex3f(100.0,40.0,-600.0-7*i*100);
		glTexCoord2f(0.0f, 1.0f);	glVertex3f(100.0,40.0,-500.0-7*i*100);
		glEnd();



	}

//Map Part 2

	//Road Part 2

	glBindTexture(GL_TEXTURE_2D, texture[0]);

	glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f);	glVertex3f(-100.0, 0.0f, -600.0-7*19*100);
		glTexCoord2f(1.0f, 0.0f);	glVertex3f(-100.0, 0.0f, -1100.0-7*19*100);
		glTexCoord2f(1.0f, 1.0f);	glVertex3f( 100.0, 0.0f, -1100.0-7*19*100);
		glTexCoord2f(0.0f, 1.0f);	glVertex3f( 100.0, 0.0f, -600.0-7*19*100);
	glEnd();

	
	//Wall Part 2
glBindTexture(GL_TEXTURE_2D, texture[7]);

	glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f);	glVertex3f(100.0, 0.0f, -600.0-7*19*100);
		glTexCoord2f(1.0f, 0.0f);	glVertex3f(100.0, 60.0f, -600.0-7*19*100);
		glTexCoord2f(1.0f, 1.0f);	glVertex3f(100.0, 60.0f, -1100.0-7*19*100);
		glTexCoord2f(0.0f, 1.0f);	glVertex3f(100.0, 0.0f, -1100.0-7*19*100);
	glEnd();

// making turn sign	
glBindTexture(GL_TEXTURE_2D, texture[21]);

if(tex1 >=1 && tex1<=4)
{
	glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f);	glVertex3f(-100.0, 0.0f, -1100.0-7*19*100);
		glTexCoord2f(1.0f, 0.0f);	glVertex3f(-100.0, 70.0f, -1100.0-7*19*100);
		glTexCoord2f(1.0f, 1.0f);	glVertex3f( 100.0, 70.0f, -1100.0-7*19*100);
		glTexCoord2f(0.0f, 1.0f);	glVertex3f( 100.0, 0.0f, -1100.0-7*19*100);
	glEnd();
	//tex1++;
}
glBindTexture(GL_TEXTURE_2D, texture[22]);

if(tex1>=5 && tex1<=8)
{
	glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f);	glVertex3f(-100.0, 0.0f, -1100.0-7*19*100);
		glTexCoord2f(1.0f, 0.0f);	glVertex3f(-100.0, 70.0f, -1100.0-7*19*100);
		glTexCoord2f(1.0f, 1.0f);	glVertex3f( 100.0, 70.0f, -1100.0-7*19*100);
		glTexCoord2f(0.0f, 1.0f);	glVertex3f( 100.0, 0.0f, -1100.0-7*19*100);
	glEnd();
//	tex1++;
}

glBindTexture(GL_TEXTURE_2D, texture[23]);

if(tex1>=9 && tex1 <=12)
{
	glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f);	glVertex3f(-100.0, 0.0f, -1100.0-7*19*100);
		glTexCoord2f(1.0f, 0.0f);	glVertex3f(-100.0, 70.0f, -1100.0-7*19*100);
		glTexCoord2f(1.0f, 1.0f);	glVertex3f( 100.0, 70.0f, -1100.0-7*19*100);
		glTexCoord2f(0.0f, 1.0f);	glVertex3f( 100.0, 0.0f, -1100.0-7*19*100);
	glEnd();
//	tex1++;
}
glBindTexture(GL_TEXTURE_2D, texture[24]);

if(tex1>=13 && tex1 <=16)
{
	glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f);	glVertex3f(-100.0, 0.0f, -1100.0-7*19*100);
		glTexCoord2f(1.0f, 0.0f);	glVertex3f(-100.0, 70.0f, -1100.0-7*19*100);
		glTexCoord2f(1.0f, 1.0f);	glVertex3f( 100.0, 70.0f, -1100.0-7*19*100);
		glTexCoord2f(0.0f, 1.0f);	glVertex3f( 100.0, 0.0f, -1100.0-7*19*100);
	glEnd();
//	tex1++;
}
glBindTexture(GL_TEXTURE_2D, texture[25]);

if(tex1>=17 && tex1<=20)
{
	glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f);	glVertex3f(-100.0, 0.0f, -1100.0-7*19*100);
		glTexCoord2f(1.0f, 0.0f);	glVertex3f(-100.0, 70.0f, -1100.0-7*19*100);
		glTexCoord2f(1.0f, 1.0f);	glVertex3f( 100.0, 70.0f, -1100.0-7*19*100);
		glTexCoord2f(0.0f, 1.0f);	glVertex3f( 100.0, 0.0f, -1100.0-7*19*100);
	glEnd();
//	tex1 = 1;
}

tex1++;
if(tex1 == 20)
tex1 =1;
//Map Part 3

//Road Part 3

	glBindTexture(GL_TEXTURE_2D, texture[0]);

	glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f);	glVertex3f(-100.0, 0.0f, -600.0-7*19*100);
		glTexCoord2f(1.0f, 0.0f);	glVertex3f(-100.0, 0.0f, -1100.0-7*19*100);
		glTexCoord2f(1.0f, 1.0f);	glVertex3f( -400.0, 0.0f, -1100.0-7*19*100);
		glTexCoord2f(0.0f, 1.0f);	glVertex3f( -400.0, 0.0f, -600.0-7*19*100);
	glEnd();

	//Wall Part 3
glBindTexture(GL_TEXTURE_2D, texture[7]);

	glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f);	glVertex3f(-100.0, 0.0f, -600.0-7*19*100);
		glTexCoord2f(1.0f, 0.0f);	glVertex3f(-200.0, 0.0f, -600.0-7*19*100);
		glTexCoord2f(1.0f, 1.0f);	glVertex3f(-200.0, 60.0f, -600.0-7*19*100);
		glTexCoord2f(0.0f, 1.0f);	glVertex3f(-100.0, 60.0f, -600.0-7*19*100);
	glEnd();



glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f);	glVertex3f(-100.0, 0.0f, -1100.0-7*19*100);
		glTexCoord2f(1.0f, 0.0f);	glVertex3f(-200.0, 0.0f, -1100.0-7*19*100);
		glTexCoord2f(1.0f, 1.0f);	glVertex3f(-200.0, 60.0f, -1100.0-7*19*100);
		glTexCoord2f(0.0f, 1.0f);	glVertex3f(-100.0, 60.0f, -1100.0-7*19*100);
	glEnd();
	glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f);	glVertex3f(-200.0, 0.0f, -600.0-7*19*100);
		glTexCoord2f(1.0f, 0.0f);	glVertex3f(-400.0, 0.0f, -600.0-7*19*100);
		glTexCoord2f(1.0f, 1.0f);	glVertex3f(-400.0, 60.0f, -600.0-7*19*100);
		glTexCoord2f(0.0f, 1.0f);	glVertex3f(-200.0, 60.0f, -600.0-7*19*100);
	glEnd();

glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f);	glVertex3f(-200.0, 0.0f, -1100.0-7*19*100);
		glTexCoord2f(1.0f, 0.0f);	glVertex3f(-400.0, 0.0f, -1100.0-7*19*100);
		glTexCoord2f(1.0f, 1.0f);	glVertex3f(-400.0, 60.0f, -1100.0-7*19*100);
		glTexCoord2f(0.0f, 1.0f);	glVertex3f(-200.0, 60.0f, -1100.0-7*19*100);
	glEnd();

//Map Part 4

//Road Part 4

	glBindTexture(GL_TEXTURE_2D, texture[0]);

	glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f);	glVertex3f(-400.0, 0.0f, -600.0-7*19*100);
		glTexCoord2f(1.0f, 0.0f);	glVertex3f(-400.0, 0.0f, -1100.0-7*19*100);
		glTexCoord2f(1.0f, 1.0f);	glVertex3f( -900.0, 0.0f, -1100.0-7*19*100);
		glTexCoord2f(0.0f, 1.0f);	glVertex3f( -900.0, 0.0f, -600.0-7*19*100);
	glEnd();

//Wall Part 3 
glBindTexture(GL_TEXTURE_2D, texture[7]);

	glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f);	glVertex3f(-400.0, 0.0f, -600.0-7*19*100);
		glTexCoord2f(1.0f, 0.0f);	glVertex3f(-600.0, 0.0f, -600.0-7*19*100);
		glTexCoord2f(1.0f, 1.0f);	glVertex3f(-600.0, 40.0f, -600.0-7*19*100);
		glTexCoord2f(0.0f, 1.0f);	glVertex3f(-400.0, 40.0f, -600.0-7*19*100);
	glEnd();

glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f);	glVertex3f(-900.0, 0.0f, -600.0-7*19*100);
		glTexCoord2f(1.0f, 0.0f);	glVertex3f(-900.0, 0.0f, -800.0-7*19*100);
		glTexCoord2f(1.0f, 1.0f);	glVertex3f(-900.0, 40.0f, -800.0-7*19*100);
		glTexCoord2f(0.0f, 1.0f);	glVertex3f(-900.0, 40.0f, -600.0-7*19*100);
	glEnd();

	glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f);	glVertex3f(-600.0, 0.0f, -600.0-7*19*100);
		glTexCoord2f(1.0f, 0.0f);	glVertex3f(-700.0, 0.0f, -600.0-7*19*100);
		glTexCoord2f(1.0f, 1.0f);	glVertex3f(-700.0, 40.0f, -600.0-7*19*100);
		glTexCoord2f(0.0f, 1.0f);	glVertex3f(-600.0, 40.0f, -600.0-7*19*100);
	glEnd();

glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f);	glVertex3f(-900.0, 0.0f, -800.0-7*19*100);
		glTexCoord2f(1.0f, 0.0f);	glVertex3f(-900.0, 0.0f, -1000.0-7*19*100);
		glTexCoord2f(1.0f, 1.0f);	glVertex3f(-900.0, 40.0f, -1000.0-7*19*100);
		glTexCoord2f(0.0f, 1.0f);	glVertex3f(-900.0, 40.0f, -800.0-7*19*100);
	glEnd();
	glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f);	glVertex3f(-700.0, 0.0f, -600.0-7*19*100);
		glTexCoord2f(1.0f, 0.0f);	glVertex3f(-900.0, 0.0f, -600.0-7*19*100);
		glTexCoord2f(1.0f, 1.0f);	glVertex3f(-900.0, 40.0f, -600.0-7*19*100);
		glTexCoord2f(0.0f, 1.0f);	glVertex3f(-700.0, 40.0f, -600.0-7*19*100);
	glEnd();

glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f);	glVertex3f(-900.0, 0.0f, -1000.0-7*19*100);
		glTexCoord2f(1.0f, 0.0f);	glVertex3f(-900.0, 0.0f, -1100.0-7*19*100);
		glTexCoord2f(1.0f, 1.0f);	glVertex3f(-900.0, 40.0f, -1100.0-7*19*100);
		glTexCoord2f(0.0f, 1.0f);	glVertex3f(-900.0, 40.0f, -00.0-7*19*100);
	glEnd();


//Map Part 5

//Road Part 5

	glBindTexture(GL_TEXTURE_2D, texture[0]);

	glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f);	glVertex3f(-400.0, 0.0f, -1100.0-7*19*100);
		glTexCoord2f(1.0f, 0.0f);	glVertex3f(-1000.0, 0.0f, -2500.0-7*19*100);
		glTexCoord2f(1.0f, 1.0f);	glVertex3f( -1500.0, 0.0f, -2500.0-7*19*100);
		glTexCoord2f(0.0f, 1.0f);	glVertex3f(-900.0, 0.0f, -1100.0-7*19*100 );
	glEnd();
//Wall part 5

glBindTexture(GL_TEXTURE_2D, texture[7]);

	glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f);	glVertex3f(-400.0, 0.0f, -1100.0-7*19*100);
		glTexCoord2f(1.0f, 0.0f);	glVertex3f(-1000.0, 0.0f, -2500.0-7*19*100);
		glTexCoord2f(1.0f, 1.0f);	glVertex3f(-1000.0, 40.0f, -2500.0-7*19*100);
		glTexCoord2f(0.0f, 1.0f);	glVertex3f(-400.0, 40.0f, -1100.0-7*19*100);
	glEnd();

glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f);	glVertex3f(-900.0, 0.0f, -1100.0-7*19*100);
		glTexCoord2f(1.0f, 0.0f);	glVertex3f(-1500.0, 0.0f, -2500.0-7*19*100);
		glTexCoord2f(1.0f, 1.0f);	glVertex3f(-1500.0, 40.0f, -2500.0-7*19*100);
		glTexCoord2f(0.0f, 1.0f);	glVertex3f(-900.0, 40.0f, -1100.0-7*19*100);
	glEnd();


//Map Part 6 & 7

//Road Part 6 & 7

	glBindTexture(GL_TEXTURE_2D, texture[0]);

	glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f);	glVertex3f(-1000.0, 0.0

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