Text working, text on the bottom
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src/main.cpp
45
src/main.cpp
@ -24,8 +24,10 @@
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int msgId = 0;
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int checkTimer = 360;
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int frames = 0;
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const char* screenMsg[4] = { "Znajdz zaloganta w pasie asteroid", "Znalazles zaloganta!",
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"Uszkodzenie oslon termicznych", "Zderzenie z duzym obiektem" };
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int status = 4;
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const char* screenMsg[8] = {"Znajdz zaloganta w pasie asteroid", "Znalazles zaloganta!",
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"Uszkodzenie oslon termicznych", "Zderzenie z duzym obiektem",
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"Brak zaloganta na pokladzie", "Znajdz drugiego zaloganta", "Zwroc zalogantow do bazy","Koniec gry. Gratulacje!"};
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physx::PxRigidDynamic* getActor(std::string name);
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static PxFilterFlags simulationFilterShader(PxFilterObjectAttributes attributes0,
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@ -57,10 +59,38 @@ public:
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{
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checkTimer = frames + 240;
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msgId = 1;
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status++;
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auto humster = getActor("Space Humster");
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((Object*)humster->userData)->exists = false;
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humster->setActorFlag(PxActorFlag::eDISABLE_SIMULATION, true);
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}
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else if ((actorName1 == "humster" && actorName2 == "Corvette") || (actorName2 == "humster" && actorName1 == "Corvette"))
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{
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checkTimer = frames + 240;
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msgId = 1;
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status++;
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auto humster1 = getActor("humster");
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((Object*)humster1->userData)->exists = false;
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humster1->setActorFlag(PxActorFlag::eDISABLE_SIMULATION, true);
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}
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else if ((actorName1 == "SmollSun" && actorName2 == "Corvette") || (actorName2 == "SmollSun" && actorName1 == "Corvette") ||
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(actorName1 == "BigSun" && actorName2 == "Corvette") || (actorName2 == "BigSun" && actorName1 == "Corvette"))
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{
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checkTimer = frames + 240;
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msgId = 2;
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}
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else if ((actorName1 == "Earth" && actorName2 == "Corvette") || (actorName2 == "Earth" && actorName1 == "Corvette") ||
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(actorName1 == "Mars" && actorName2 == "Corvette") || (actorName2 == "Mars" && actorName1 == "Corvette")||
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(actorName1 == "Jowis" && actorName2 == "Corvette") || (actorName2 == "Jowis" && actorName1 == "Corvette")||
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(actorName1 == "Neptun" && actorName2 == "Corvette") || (actorName2 == "Neptun" && actorName1 == "Corvette")||
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(actorName1 == "Dead star" && actorName2 == "Corvette") || (actorName2 == "Dead star" && actorName1 == "Corvette")||
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(actorName1 == "MoonJup1" && actorName2 == "Corvette") || (actorName2 == "MoonJup1" && actorName1 == "Corvette")||
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(actorName1 == "MoonJup2" && actorName2 == "Corvette") || (actorName2 == "MoonJup2" && actorName1 == "Corvette")||
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(actorName1 == "Moon" && actorName2 == "Corvette") || (actorName2 == "Moon" && actorName1 == "Corvette"))
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{
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checkTimer = frames + 240;
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msgId = 3;
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}
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}
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virtual void onConstraintBreak(PxConstraintInfo* constraints, PxU32 count) {}
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virtual void onWake(PxActor** actors, PxU32 count) {}
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@ -667,14 +697,14 @@ void updateLights(GLuint program)
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}
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}
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void output()
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void output(float x, float y, int id)
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{
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glColor3f(0.0, 1.0, 0.0);
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glRasterPos2f(-0.1, 0);
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glutBitmapString(GLUT_BITMAP_TIMES_ROMAN_24, (unsigned char*)screenMsg[msgId]);
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glRasterPos2f(x,y);
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glutBitmapString(GLUT_BITMAP_TIMES_ROMAN_24, (unsigned char*)screenMsg[id]);
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}
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void renderScene()
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@ -699,8 +729,9 @@ void renderScene()
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frames++;
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if (frames<checkTimer)
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{
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output();
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output(-0.1, 0, msgId);
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}
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output(-0.99, -0.99, status);
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glBindFramebuffer(GL_FRAMEBUFFER, FBO);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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@ -1073,7 +1104,7 @@ void initObjects()
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objects.push_back(moon);
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Object crewmateObj = Object("Space Humster", crewmate, programParallax, glm::vec3(1.0f),
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glm::vec3(-5, 0, 0), glm::vec3(1, 0, 1), glm::vec3(0.1), 0, true, false);
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glm::vec3(-5, 0, 0), glm::vec3(1, 0, 1), glm::vec3(1.1), 0, true, false);
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objects.push_back(crewmateObj);
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crewmateObj = Object("humster", hamster, programParallax, glm::vec3(1.0f),
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