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Particles.cpp
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Particles.cpp
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#include "Particles.h"
#include "Definitions.h"
Particles::Particles(double numX, double numY, double veloc, int ty, int start) {
velocity = veloc;
type = ty;
alive = true;
startPosition = start;
x = numX;
y = numY;
/* Set screen limitations to detect collision */
screen.top = HEIGHT;
screen.bottom = -10;
screen.left = -10;
screen.right = WIDTH;
Vertex square[] = {
{{x, y, 0.0f}, {1.0f, 1.0f}},
{{x + PARTICLE_SIZE, y, 0.0f}, {0.0f, 1.0f}},
{{x + PARTICLE_SIZE, y + PARTICLE_SIZE, 0.0f}, {0.0f, 0.0f}},
{{x, y + PARTICLE_SIZE, 0.0f}, {1.0f, 0.0f}}
};
glGenBuffers(1, &vertexBuff);
glGenTextures(1, &textureBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuff);
glBufferData(GL_ARRAY_BUFFER, sizeof(square), square, GL_DYNAMIC_DRAW);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, sizeof(Vertex), (GLvoid *) offsetof(Vertex, coords));
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), (GLvoid *) offsetof(Vertex, text));
ILuint image;
ilGenImages(1, &image);
ilBindImage(image);
if(type == TYPE_GREEN) {
ilLoadImage("Images/coin.png");
} else if(type == TYPE_RED) {
ilLoadImage("Images/fire.png");
} else if(type == TYPE_BLUE) {
ilLoadImage("Images/heart.png");
}
glBindTexture(GL_TEXTURE_2D, textureBuffer);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, ilGetInteger(IL_IMAGE_BPP), ilGetInteger(IL_IMAGE_WIDTH), ilGetInteger(IL_IMAGE_HEIGHT), 0, ilGetInteger(IL_IMAGE_FORMAT), GL_UNSIGNED_BYTE, ilGetData());
ilDeleteImages(1, &image);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDrawArrays(GL_QUADS, 0, 4);
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
}
bool Particles::isAlive() {
return alive;
}
void Particles::setState(bool state) {
alive = state;
}
double Particles::getVelocity() {
return velocity;
}
double Particles::getX() {
return x;
}
double Particles::getY() {
return y;
}
void Particles::setX(double number) {
x = number;
}
void Particles::setY(double number) {
y = number;
}
int Particles::getType() {
return type;
}
void Particles::draw() {
ILboolean success;
ILuint image;
Vertex square[] = {
{{x, y, 0.0f}, {1.0f, 1.0f}},
{{x + PARTICLE_SIZE, y, 0.0f}, {0.0f, 1.0f}},
{{x + PARTICLE_SIZE, y + PARTICLE_SIZE, 0.0f}, {0.0f, 0.0f}},
{{x, y + PARTICLE_SIZE, 0.0f}, {1.0f, 0.0f}}
};
if(alive) {
if(startPosition == POS_TOP) {
y -= velocity;
} else if(startPosition == POS_BOTTOM) {
y += velocity;
} else if(startPosition == POS_LEFT) {
x += velocity;
} else if(startPosition == POS_RIGHT) {
x -= velocity;
}
if(x < screen.left || x > screen.right || y < screen.bottom || y > screen.top) {
setState(false);
glDeleteBuffers(1, &vertexBuff);
glDeleteTextures(1, &textureBuffer);
} else {
glBindBuffer(GL_ARRAY_BUFFER, vertexBuff);
glBufferData(GL_ARRAY_BUFFER, sizeof(square), square, GL_DYNAMIC_DRAW);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, sizeof(Vertex), (GLvoid *) offsetof(Vertex, coords));
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), (GLvoid *) offsetof(Vertex, text));
glBindTexture(GL_TEXTURE_2D, textureBuffer);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDrawArrays(GL_QUADS, 0, 4);
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
}
}
}