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#include "bird.h"
/*
keep track of the high-level properties of the bird here
activate and control sequences of targets in the morphmesh
finally drawAnimated()
*/
bird::bird()
{
model.loadMesh("Bird-test.xml");
texture.loadImage("TextureBird.jpg");
//starting pos
position=ofVec3f(ofGetWidth()/2,ofGetHeight()/3,ofGetHeight()/2);
heading=ofVec3f(-1,0,0);
direction=ofVec3f(-1,0,0);
velocity=ofGetWidth()/100;
turnAngle=0;
diveAngle=0;
lastTime=ofGetElapsedTimef();
}
bird::~bird()
{
//dtor
}
void bird::update(const vector<ofVec3f>& players){
float time=ofGetElapsedTimef();
float timeSeg=time-lastTime;
lastTime=time;
position+=direction*velocity*timeSeg;
}
void bird::draw(){
glEnable(GL_DEPTH_TEST);
ofPushMatrix();
ofTranslate(position);
//ofRotate(direction);
ofRotate(90,0,0,1);
ofRotate(90,-1,0,0);
//ofRotate(180,1,0,0);
bindTexture(texture);
model.draw();
unbindTexture(texture);
ofPopMatrix();
glDisable(GL_DEPTH_TEST);
}
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