KlassischeKeplerKriege/game/game_window.hpp
2016-09-27 21:04:53 +02:00

102 lines
2.8 KiB
C++

#pragma once
#include "opengl.hpp"
#include "renderer.hpp"
#include "game.hpp"
#include "state/trace.hpp"
#include "state/object.hpp"
#include "state/missile.hpp"
#include "state/player.hpp"
#include "state/planet.hpp"
#include "state/ship.hpp"
class GameWindow : public endofthejedi::GLWindow {
private:
protected:
void init() override {
glClearColor(0.5f, 0.6f, 0.7f, 1.0f);
resize();
glEnable(GL_DEPTH_TEST);
}
void render(double time) override {
// static bool once = false;
// if (!once) {
// once = true;
// for (int i=0; i<1000; i++) {
// m_game.cycle(time);
// }
//}
if (!m_game.cycle(static_cast<float>(time / 1000000000.0))) {
std::cout << "stopping the game..." << std::endl;
stop();
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
for (const game::Planet *planet : m_game.state()->planets) {
drawPlanet(planet->position, planet->radius);
}
for (const game::Trace *trace : m_game.state()->traces) {
drawTrace(trace);
}
for (const game::Ship *ship : m_game.state()->ships) {
drawShip(ship->position);
}
for (const game::Player *player : m_game.state()->players) {
for (const game::Missile *missile : player->missiles) {
drawMissile(missile->position);
}
}
}
void resize() override { glViewport(0, 0, getwidth(), getheight()); }
void drawShip(const glm::vec2 &pos) {
// std::cout<<"draw ship @ " << pos.x << ", " << pos.y << std::endl;
glm::vec3 color = glm::vec3(0.2, 1.0, 0.3);
float radius = m_game.state()->shipRadius();
m_renderer.drawCircle(pos.x, pos.y, radius, color.x, color.y, color.z,
12);
}
void drawPlanet(const glm::vec2 &pos, float radius) {
glm::vec3 color = glm::vec3(0.7, 0.1, 0.2);
// std::cout<<"draw planet @ " << pos.x << ", " << pos.y << std::endl;
m_renderer.drawCircle(pos.x, pos.y, radius, color.x, color.y, color.z,
32);
}
void drawMissile(const glm::vec2 &pos)
{
glm::vec3 color = glm::vec3(1.0, 1.0, 0.3);
m_renderer.drawCircle(pos.x, pos.y, 0.01, color.x, color.y, color.z, 6);
}
void drawTrace(const game::Trace *trace)
{
for (const game::Trace::TracePoint &p : trace->points) {
glm::vec3 color = glm::vec3(0.1, 0.3, 1.0) / (1.0f + 500.0f*p.speed);
m_renderer.drawCircle(p.position.x, p.position.y, 0.005, color.x, color.y, color.z, 3);
}
}
public:
GameWindow(unsigned int width, unsigned int height)
: endofthejedi::GLWindow(width, height) {}
private:
Game m_game;
endofthejedi::Renderer m_renderer;
};