forked from drewmalin/Disconnect
-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathHero.java
More file actions
143 lines (134 loc) · 5.29 KB
/
Hero.java
File metadata and controls
143 lines (134 loc) · 5.29 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
/*
* Hero.java
* ECS 163 Final
* Alan Tai and Benjamin Roye
*
*/
import org.lwjgl.opengl.GL11;
import org.jbox2d.common.Vec2;
public class Hero extends Character {
double a = .05;
double b = -.05;
double aa = .1;
double bb = -.1;
public Hero() {
super();
//TODO Link attributes, skills, inventory, animations, textures
}
@Override
public void draw() {
/*
calculateRotation();
GL11.glPushMatrix();
GL11.glLoadIdentity();
GL11.glColor3d(0d, 1d, 0d);
GL11.glRotatef(getRotation(1), 0, 1, 0);
GL11.glBegin(GL11.GL_QUADS); //Back
GL11.glVertex3d( 0.25d, 0.25d, 0d );
GL11.glVertex3d( -0.25d, 0.25d, 0d );
GL11.glVertex3d( -0.25d, -0.25d, 0d );
GL11.glVertex3d( 0.25d, -0.25d, 0d );
GL11.glEnd();
GL11.glBegin(GL11.GL_TRIANGLES); // Top
GL11.glVertex3d( 0.25d, 0.25d, 0d );
GL11.glVertex3d( 0d, 0d, -.5d );
GL11.glVertex3d( -0.25d, 0.25d, 0d );
GL11.glEnd();
GL11.glBegin(GL11.GL_TRIANGLES); // Left
GL11.glVertex3d( -0.25d, 0.25d, 0d );
GL11.glVertex3d( 0d, 0d, -.5d );
GL11.glVertex3d( -0.25d, -0.25d, 0d );
GL11.glEnd();
GL11.glBegin(GL11.GL_TRIANGLES); // Bottom
GL11.glVertex3d( -0.25d, -0.25d, 0d );
GL11.glVertex3d( 0d, 0d, -.5d );
GL11.glVertex3d( 0.25d, -0.25d, 0d );
GL11.glEnd();
GL11.glBegin(GL11.GL_TRIANGLES); // Right
GL11.glVertex3d( 0.25d, -0.25d, 0d );
GL11.glVertex3d( 0d, 0d, -.5d );
GL11.glVertex3d( 0.25d, 0.25d, 0d );
GL11.glEnd();
GL11.glPopMatrix(); // */
}
public void drawPyramid(double lamda, double phi, boolean oscillate, long deltaTime) {
double sec = (double)(deltaTime/10000000);
float offset = (float)(Math.sin(sec));
if(oscillate) {
System.out.println(sec);
}
Vec2 v = Map.project(lamda, phi);
//System.out.println("X: "+v.x+", Y: "+v.y);
GL11.glBegin(GL11.GL_QUADS); //Back
GL11.glVertex3d( v.x+a, oscillate ? offset + a : a, v.y+0d );
GL11.glVertex3d( v.x-a, oscillate ? offset + a : a, v.y+0d );
GL11.glVertex3d( v.x-a, oscillate ? offset + b : b, v.y+0d );
GL11.glVertex3d( v.x+a, oscillate ? offset + b : b, v.y+0d );
GL11.glEnd();
GL11.glBegin(GL11.GL_TRIANGLES); // Top
GL11.glVertex3d( v.x+a, oscillate ? offset + a : a, v.y+0d );
GL11.glVertex3d( v.x+0d, oscillate ? offset : 0d, v.y-aa );
GL11.glVertex3d( v.x-a, oscillate ? offset + a : a, v.y+0d );
GL11.glEnd();
GL11.glBegin(GL11.GL_TRIANGLES); // Left
GL11.glVertex3d( v.x-a, oscillate ? offset + a : a, v.y+0d );
GL11.glVertex3d( v.x+0d, oscillate ? offset : 0d, v.y-aa );
GL11.glVertex3d( v.x-a, oscillate ? offset + b : b, v.y+0d );
GL11.glEnd();
GL11.glBegin(GL11.GL_TRIANGLES); // Bottom
GL11.glVertex3d( v.x-a, oscillate ? offset + b : b, v.y+0d );
GL11.glVertex3d( v.x+0d, oscillate ? offset : 0d, v.y-aa );
GL11.glVertex3d( v.x+a, oscillate ? offset + b : b, v.y+0d );
GL11.glEnd();
GL11.glBegin(GL11.GL_TRIANGLES); // Right
GL11.glVertex3d( v.x+a, oscillate ? offset + b : b, v.y+0d );
GL11.glVertex3d( v.x+0d, oscillate ? offset : 0d, v.y-aa );
GL11.glVertex3d( v.x+a, oscillate ? offset + a : a, v.y+0d );
GL11.glEnd();
}
public void drawCube(double lamda, double phi, boolean oscillate, long deltaTime) {
double sec = (double)(deltaTime/10000000);
float offset = (float)(Math.sin(sec));
if(oscillate) {
System.out.println(sec);
}
Vec2 v = Map.project(lamda, phi);
//System.out.println("X: "+v.x+", Y: "+v.y);
GL11.glBegin(GL11.GL_QUADS); //Back
GL11.glVertex3d( v.x+a, oscillate ? offset + a : a, v.y+b );
GL11.glVertex3d( v.x-a, oscillate ? offset + a : a, v.y+b );
GL11.glVertex3d( v.x-a, oscillate ? offset + b : b, v.y+b );
GL11.glVertex3d( v.x+a, oscillate ? offset + b : b, v.y+b );
GL11.glEnd();
GL11.glBegin(GL11.GL_QUADS); //Front
GL11.glVertex3d( v.x+a, oscillate ? offset + a : a, v.y+a );
GL11.glVertex3d( v.x+a, oscillate ? offset + b : b, v.y+a );
GL11.glVertex3d( v.x-a, oscillate ? offset + b : b, v.y+a );
GL11.glVertex3d( v.x-a, oscillate ? offset + a : a, v.y+a );
GL11.glEnd();
GL11.glBegin(GL11.GL_QUADS); //Top
GL11.glVertex3d( v.x+a, oscillate ? offset + a : a, v.y-a );
GL11.glVertex3d( v.x+a, oscillate ? offset + a : a, v.y+a );
GL11.glVertex3d( v.x-a, oscillate ? offset + a : a, v.y+a );
GL11.glVertex3d( v.x-a, oscillate ? offset + a : a, v.y-a );
GL11.glEnd();
GL11.glBegin(GL11.GL_QUADS); //Bottom
GL11.glVertex3d( v.x+a, oscillate ? offset + b : b, v.y-a );
GL11.glVertex3d( v.x-a, oscillate ? offset + b : b, v.y-a );
GL11.glVertex3d( v.x-a, oscillate ? offset + b : b, v.y+a );
GL11.glVertex3d( v.x+a, oscillate ? offset + b : b, v.y+a );
GL11.glEnd();
GL11.glBegin(GL11.GL_QUADS); //Left
GL11.glVertex3d( v.x-a, oscillate ? offset + a : a, v.y+a );
GL11.glVertex3d( v.x-a, oscillate ? offset + b : b, v.y+a );
GL11.glVertex3d( v.x-a, oscillate ? offset + b : b, v.y-a );
GL11.glVertex3d( v.x-a, oscillate ? offset + a : a, v.y-a );
GL11.glEnd();
GL11.glBegin(GL11.GL_QUADS); //Right
GL11.glVertex3d( v.x+a, oscillate ? offset + b : b, v.y+a );
GL11.glVertex3d( v.x+a, oscillate ? offset + a : a, v.y+a );
GL11.glVertex3d( v.x+a, oscillate ? offset + a : a, v.y-a );
GL11.glVertex3d( v.x+a, oscillate ? offset + b : b, v.y-a );
GL11.glEnd();
}
}