2010-04-05 23:38:59 +02:00
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#include "View.h"
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#include "CameraBase.h"
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#include "MenuOverlay.h"
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#include "SimpleConsoleOverlay.h"
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#include "Engine.h"
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#include "Physics.h"
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#include "Model.h"
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#include "EventsBase.h"
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#include "ShipEntity.h"
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#include "AsteroidEntity.h"
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#include "AsteroidsEvents.h"
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#include "RocketEntity.h"
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#include <GL/gl.h>
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// #define DRAW_BOUNDARIES
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#ifdef DRAW_BOUNDARIES
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#include "coll2d.h"
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#include "DrawingsGL.h"
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#endif
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using namespace std;
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namespace asteroids {
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int View::OnInit (int argc, char* argv[]) {
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ViewBase::OnInit (argc, argv);
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// We want menu
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2010-04-14 22:01:45 +02:00
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mMenuOverlay = boost::shared_ptr<MenuOverlay> (new MenuOverlay);
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2010-04-05 23:38:59 +02:00
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mMenuOverlay->SetModel ((Model*) mModel);
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mMenuOverlay->Init();
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AddOverlay (mMenuOverlay);
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// We want the console
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2010-04-14 22:01:45 +02:00
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mConsoleOverlay = boost::shared_ptr<Engine::SimpleConsoleOverlay> (new Engine::SimpleConsoleOverlay);
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2010-04-05 23:38:59 +02:00
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// We also want to display the log bar
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2010-04-14 22:01:45 +02:00
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mConsoleOverlay->SetDrawLogBar (true);
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AddOverlay (mConsoleOverlay);
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2010-04-05 23:38:59 +02:00
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// This is a simple star field that makes the game so spacy
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int i;
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for (i = 0; i < 200; i++) {
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BackgroundStar star;
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star.position[0] = rand() / float(RAND_MAX);
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star.position[1] = rand() / float(RAND_MAX);
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star.position[2] = rand() / float(RAND_MAX);
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mBackgroundStars.push_back (star);
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}
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mAsteroidSprite.LoadFromPNG ("./data/textures/asteroid.png");
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mShipSprite.LoadFromPNG ("./data/textures/ship.png");
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mShipThrustSprite.LoadFromPNG ("./data/textures/ship_thrust.png");
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mShipThrustSprite.SetAnimation (4, 8);
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mShipPartsSprite.LoadFromPNG ("./data/textures/ship_parts.png");
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mShipPartsSprite.SetSubSpriteCount (10);
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mAccelerateEventHandler = new AccelerateEventHandler (this);
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Engine::RegisterListener (mAccelerateEventHandler, EventAccelerateStart);
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Engine::RegisterListener (mAccelerateEventHandler, EventAccelerateStop);
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mShipExplodeEventHandler = new ShipExplodeEventHandler (this);
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Engine::RegisterListener (mShipExplodeEventHandler, EventShipExplode);
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return 0;
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}
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void View::OnDestroy() {
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delete mAccelerateEventHandler;
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2010-04-14 22:01:45 +02:00
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delete mShipExplodeEventHandler;
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mBackgroundStars.clear();
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mShipPartsEntityIds.clear();
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mMenuOverlay.reset();
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Engine::ViewBase::OnDestroy();
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2010-04-05 23:38:59 +02:00
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}
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/*
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* Event Handlers
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*/
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bool View::AccelerateEventHandler::HandleEvent (const Engine::EventBasePtr &event) const {
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if (event->mEventType == EventAccelerateStart)
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mView->mShipThrustSprite.ResetAnimation();
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2010-04-06 00:12:26 +02:00
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Engine::LogDebug ("Received Acceleration Event: %d", event->mEventType);
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2010-04-05 23:38:59 +02:00
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return true;
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}
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bool View::ShipExplodeEventHandler::HandleEvent (const Engine::EventBasePtr &event) const {
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if (event->mEventType == EventShipExplode) {
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Engine::EntityBase *ship_entity = Engine::GetEntity (event->mEventUnsignedInt);
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vector3d position = ship_entity->mPhysicState->mPosition;
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vector3d orientation = ship_entity->mPhysicState->mOrientation;
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vector3d velocity = ship_entity->mPhysicState->mVelocity;
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unsigned int i;
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mView->mShipPartsEntityIds.clear();
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for (i = 0; i < mView->mShipPartsSprite.GetSubSpriteCount(); i++) {
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Engine::EntityBase* part_sprite_particle = Engine::CreateEntity (GameEntityTypeShipPart);
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part_sprite_particle->mPhysicState->mPosition = position;
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part_sprite_particle->mPhysicState->mOrientation = orientation;
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part_sprite_particle->mPhysicState->mVelocity = velocity;
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part_sprite_particle->mPhysicState->mVelocity = vector3d (velocity[0] * (rand()/float(RAND_MAX)) * 1.7, 0., velocity[2] * (rand()/float(RAND_MAX)) * 1.5);
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part_sprite_particle->mPhysicState->mAngleVelocity = (rand()/float(RAND_MAX) - 0.5 ) * 100.;
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mView->mShipPartsEntityIds.push_back(part_sprite_particle->mId);
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}
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}
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2010-04-06 00:12:26 +02:00
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Engine::LogDebug ("Received Ship Explode Event: %d", event->mEventType);
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2010-04-05 23:38:59 +02:00
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return true;
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}
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/*
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* Module specific functions
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*/
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void View::UpdateCamera () {
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mCamera->SetEye (
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0.,
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9.5,
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0.
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);
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mCamera->SetPointOfIntrest (
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0.,
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0.,
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0.
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);
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mCamera->SetUp (
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0.,
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0.,
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-1.
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);
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mCamera->Update ();
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}
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void View::DrawStars() {
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unsigned int i;
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float world_width, world_height;
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world_width = static_cast<Model*>(mModel)->GetWorldWidth();
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world_height = static_cast<Model*>(mModel)->GetWorldHeight();
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vector3d velocity (1., 0., 0.);
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glPushMatrix();
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glTranslatef(-world_width * 0.5, 0, -world_height * 0.5);
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glColor3f (1., 1., 1.);
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glPointSize(2.);
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glBegin(GL_POINTS);
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float z_value;
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for (i = 0; i < mBackgroundStars.size(); i++) {
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// glPointSize (2. + 300. *mBackgroundStars.at(i).position[1]);
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z_value = mBackgroundStars.at(i).position[1] + 0.1;
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glColor3f (z_value, z_value, z_value);
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glVertex3f (mBackgroundStars.at(i).position[0] * world_width,
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-1.,
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mBackgroundStars.at(i).position[2] * world_height);
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mBackgroundStars.at(i).position -= vector3d(Engine::GetFrameDuration() * 0.7 * mBackgroundStars.at(i).position[1] / world_width, 0., 0.);
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if (mBackgroundStars.at(i).position[0] < 0.)
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mBackgroundStars.at(i).position[0] += 1.;
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if (mBackgroundStars.at(i).position[0] >= 1.)
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mBackgroundStars.at(i).position[0] -= 1.;
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}
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glEnd();
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glPopMatrix();
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}
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void View::DrawWorld() {
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std::map<unsigned int, Engine::EntityBase*>::iterator entity_iterator;
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Model *game_model = static_cast<Model*> (mModel);
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DrawStars ();
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if ( game_model->GetGameState() != GameStateRunning) {
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return;
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}
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ViewBase::DrawWorld();
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for (entity_iterator = game_model->mEntities.begin ();
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entity_iterator != game_model->mEntities.end();
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entity_iterator++) {
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Engine::EntityBase* entity = entity_iterator->second;
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// Perform multiple drawing if the entity is at the border
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Physics* game_physics = (Physics*) game_model->mPhysics;
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float world_width = game_physics->GetWorldWidth();
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float world_height = game_physics->GetWorldHeight();
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// Drawing at the original position:
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glPushMatrix ();
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glTranslatef (entity->mPhysicState->mPosition[0],
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entity->mPhysicState->mPosition[1],
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entity->mPhysicState->mPosition[2]);
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glRotatef(entity->mPhysicState->mOrientation[0], 0., 0., 1.);
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glRotatef(entity->mPhysicState->mOrientation[1], 0., 1., 0.);
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glRotatef(entity->mPhysicState->mOrientation[2], 1., 0., 0.);
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glColor3f (1., 1., 1.);
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DrawEntity (entity);
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glPopMatrix ();
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// If we move out the right side
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if (entity->mPhysicState->mPosition[0] + entity->mPhysicState->mRadius * 2
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>= world_width * 0.5) {
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glPushMatrix ();
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glTranslatef (entity->mPhysicState->mPosition[0] - world_width,
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entity->mPhysicState->mPosition[1],
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entity->mPhysicState->mPosition[2]);
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glRotatef(entity->mPhysicState->mOrientation[0], 0., 0., 1.);
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glRotatef(entity->mPhysicState->mOrientation[1], 0., 1., 0.);
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glRotatef(entity->mPhysicState->mOrientation[2], 1., 0., 0.);
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glColor3f (1., 1., 1.);
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DrawEntity (entity);
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glPopMatrix ();
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}
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// if we move out the left side
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if (entity->mPhysicState->mPosition[0] - entity->mPhysicState->mRadius * 2
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< - world_width * 0.5) {
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glPushMatrix ();
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glTranslatef (entity->mPhysicState->mPosition[0] + world_width,
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entity->mPhysicState->mPosition[1],
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entity->mPhysicState->mPosition[2]);
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glRotatef(entity->mPhysicState->mOrientation[0], 0., 0., 1.);
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glRotatef(entity->mPhysicState->mOrientation[1], 0., 1., 0.);
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glRotatef(entity->mPhysicState->mOrientation[2], 1., 0., 0.);
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glColor3f (1., 1., 1.);
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DrawEntity (entity);
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glPopMatrix ();
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}
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// If we move out the bottom side
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if (entity->mPhysicState->mPosition[2] + entity->mPhysicState->mRadius * 2
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>= world_height * 0.5) {
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glPushMatrix ();
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glTranslatef (entity->mPhysicState->mPosition[0],
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entity->mPhysicState->mPosition[1],
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entity->mPhysicState->mPosition[2] - world_height);
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glRotatef(entity->mPhysicState->mOrientation[0], 0., 0., 1.);
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glRotatef(entity->mPhysicState->mOrientation[1], 0., 1., 0.);
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glRotatef(entity->mPhysicState->mOrientation[2], 1., 0., 0.);
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glColor3f (1., 1., 1.);
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DrawEntity (entity);
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glPopMatrix ();
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}
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// if we move out the left side
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if (entity->mPhysicState->mPosition[2] - entity->mPhysicState->mRadius * 2
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< - world_height* 0.5) {
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glPushMatrix ();
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glTranslatef (entity->mPhysicState->mPosition[0],
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entity->mPhysicState->mPosition[1],
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entity->mPhysicState->mPosition[2] + world_height);
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glRotatef(entity->mPhysicState->mOrientation[0], 0., 0., 1.);
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glRotatef(entity->mPhysicState->mOrientation[1], 0., 1., 0.);
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glRotatef(entity->mPhysicState->mOrientation[2], 1., 0., 0.);
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glColor3f (1., 1., 1.);
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DrawEntity (entity);
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glPopMatrix ();
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}
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}
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}
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void View::DrawEntity (Engine::EntityBase *entity) {
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if (entity->mType == GameEntityTypeAsteroid)
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DrawAsteroid ((AsteroidEntity*) entity);
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else if (entity->mType == GameEntityTypeShip)
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DrawShip ((ShipEntity*) entity);
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else if (entity->mType == GameEntityTypeRocket)
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DrawRocket ((RocketEntity*) entity);
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else if (entity->mType == GameEntityTypeShipPart)
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DrawShipPart (entity);
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else {
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Engine::LogError ("Cannot draw entity: unknown type '%d'", entity->mType);
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}
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}
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/// \todo: Update of the animation ??
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void View::DrawShip (ShipEntity *ship) {
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if (!ship->mAlive)
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return;
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mShipSprite.SetScale (2. * ship->mPhysicState->mRadius / mShipSprite.GetHeight());
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mShipThrustSprite.SetScale (2. * ship->mPhysicState->mRadius / mShipSprite.GetHeight());
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if (ship->mState == ShipEntity::Accelerating) {
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mShipThrustSprite.UpdateAnimation (Engine::GetFrameDuration());
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mShipThrustSprite.DrawAt(-0.5, 0., 0.);
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}
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mShipSprite.DrawAt(0., 0., 0.);
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#ifdef DRAW_BOUNDARIES
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glColor3f (1., 1., 1.);
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DrawCircle (ship->mPhysicState->mRadius, 20);
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#endif
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}
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void View::DrawAsteroid (AsteroidEntity *asteroid) {
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mAsteroidSprite.SetScale (2. * asteroid->mPhysicState->mRadius / mAsteroidSprite.GetWidth());
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mAsteroidSprite.DrawAt(0., 0., 0.);
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#ifdef DRAW_BOUNDARIES
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glColor3f (1., 1., 1.);
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DrawCircle (asteroid->mPhysicState->mRadius, 20);
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#endif
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}
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void View::DrawRocket (RocketEntity *rocket) {
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glColor3f (1., 1., 1.);
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glBegin (GL_QUADS);
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glVertex3f (-0.25, 0., 0.05);
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glVertex3f (0.05, 0., 0.05);
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glVertex3f (0.05, 0., -0.05);
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glVertex3f (-0.25, 0., -0.05);
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glEnd ();
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}
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void View::DrawShipPart (Engine::EntityBase *entity) {
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unsigned int i;
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mShipPartsSprite.SetScale (1. / mShipSprite.GetHeight());
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for (i = 0; i < mShipPartsEntityIds.size(); i++) {
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if (mShipPartsEntityIds.at(i) == entity->mId) {
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mShipPartsSprite.DrawSubAt (i, 0., 0., 0.);
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}
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}
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#ifdef DRAW_BOUNDARIES
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glColor3f (1., 1., 1.);
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DrawCircle (entity->mPhysicState->mRadius, 20);
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#endif
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}
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}
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