本文整理汇总了C++中Level::drawEverything方法的典型用法代码示例。如果您正苦于以下问题:C++ Level::drawEverything方法的具体用法?C++ Level::drawEverything怎么用?C++ Level::drawEverything使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Level
的用法示例。
在下文中一共展示了Level::drawEverything方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: createWizardEntity
//.........这里部分代码省略.........
1.0, 0.0, 3.0,
1.0, 0.0, -3.0,
-1.0, 0.0, -3.0};
PlaneEntity* tmpFloor2 = createPlaneEntity("", stepTex, HORIZONTAL, floorVert2, 0, 2.0f, -7.0f);
GLfloat floorVert3[12] = {
-1.0, 2.0, 0.0,
1.0, 2.0, 0.0,
1.0, -2.0, 0.0,
-1.0, -2.0, 0.0};
PlaneEntity* tmpFloor3 = createPlaneEntity("", stepTex, VERTICAL_X, floorVert3, 0, 0.0f, -4.0f);
BlockEntity* tmpBlock = createBlockEntity("", stepTex, 0.0f, 0.25f, 7.0f, 4.0f, 0.5f, 5.0f);
//entities->add(tmpModel);
entities->add(tmpWall1);
entities->add(tmpWall2);
entities->add(tmpFloor);
entities->add(tmpFloor2);
entities->add(tmpFloor3);
entities->add(tmpBlock);*/
// ========== END TEST ========== //
while( running ) {
if( SDL_PollEvent(&event) ) {
if(event.key.keysym.sym == SDLK_ESCAPE || event.type == SDL_QUIT) {
running = false;
} else if(event.type == SDL_KEYDOWN) {
if(event.key.keysym.sym == SDLK_SPACE) player->jump();
else if(event.key.keysym.sym == SDLK_x) player->turn180();
keys[event.key.keysym.scancode] = true;
} else if(event.type == SDL_KEYUP) {
keys[event.key.keysym.scancode] = false;
}
}
movePlayer(keys, player);
// ========== START TEST ========== //
player->incrementYOf(VELOCITY, -0.2f); // gravity hack
/*
// Must be in level superclass: ******
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glLoadIdentity();
glColor3f(1, 1, 1);
GLfloat matrix[16];
glGetFloatv(GL_MODELVIEW_MATRIX, matrix);
#ifndef COLLIDED_CONSOLE_HERE
if(player->hasCollided(tmpModel)) {
if(!collision[0]) {
cout << "Collision: Model" << endl;
collision[0] = true;
}
} else if(collision[0] == true) collision[0] = false;
if(player->hasCollided(tmpWall1)) {
if(!collision[1]) {
cout << "Collision: Wall1" << endl;
collision[1] = true;
}
} else if(collision[1] == true) collision[1] = false;
if(player->hasCollided(tmpWall2)) {
if(!collision[2]) {
cout << "Collision: Wall2" << endl;
collision[2] = true;
}
} else if(collision[2] == true) collision[2] = false;
if(player->hasCollided(tmpFloor)) {
if(!collision[3]) {
cout << "Collision: Floor" << endl;
collision[3] = true;
}
} else if(collision[3] == true) collision[3] = false;
#endif
*/
//player->drawSelf(matrix, entities); // Used to adjust camera based on player position
//glLoadMatrixf(matrix);
//entities->drawSelf();
// ******************************* //
// ========== END TEST ========== //
level->drawEverything();
SDL_GL_SwapWindow(mainWindow);
printFPS(frames, initialTime);
}
// ========== START TEST ========== //
// Remember to delete all models (should be entity linked list) when done!
delete tmpModel;
delete tmpWall1;
delete tmpWall2;
delete tmpFloor;
delete player;
// ========== END TEST ========== //
}