射击子弹opengl
我有以下代码,它画了一个“宇宙飞船”,我可以用箭头键控制它顺时针和逆时针旋转。我试图让航天器在按下另一个键(可以是任何键)时发射子弹。我对 OpenGL 很陌生,以至于我对如何做感到困惑。我尝试了很多方法,但没有一个有效。下面是我绘制宇宙飞船以及如何控制它的代码。有人可以帮我打子弹吗?
struct
{
float rotateSpaceCraft;
} scene;
void SpaceCraft (){
glBegin(GL_TRIANGLE_FAN);
//specify the vertices to draw Ship in 2d space
glColor3f(1.0, 0.0, 1.0);
glVertex2f( X_CENTRE + LENGTH * 0, Y_CENTRE + LENGTH * 12);
glColor3f(1.0, 1.0, 0.0);
glVertex2f( X_CENTRE - LENGTH * 8, Y_CENTRE - LENGTH * 8);
glColor3f(0.0, 1.0, 1.0);
glVertex2f( X_CENTRE - LENGTH * 0, Y_CENTRE - LENGTH * 0);
glColor3f(1.0, 0.0, 0.0);
glVertex2f( X_CENTRE + LENGTH * 8, Y_CENTRE - LENGTH * 8);
glEnd();
}
void display(void)
{
glClear (GL_COLOR_BUFFER_BIT); /* clear window */
glColor3f(1.0, 1.0, 1.0); /* white drawing objects */
/* define object to be drawn as a square polygon */
glPushMatrix();
glRotatef(scene.rotateSpaceCraft, 0.0, 0.0, 1.0);
SpaceCraft();
glPopMatrix();
glutSwapBuffers();
glFlush(); /* execute drawing commands in buffer */
}
static void specialKey(int key, int x, int y)
{
switch(key)
{
case GLUT_KEY_LEFT:
scene.rotateSpaceCraft = fmod(scene.rotateSpaceCraft + 7, 360);
break;
case GLUT_KEY_RIGHT:
scene.rotateSpaceCraft = fmod(scene.rotateSpaceCraft - 7, 360);
break;
default:
break;
}
glutPostRedisplay();
}
int main(int argc, char** argv)
{
/* window management code ... */
/* initialises GLUT and processes any command line arguments */
glutInit(&argc, argv);
/* use single-buffered window and RGBA colour model */
glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB);
/* window width = 400 pixels, height = 400 pixels */
glutInitWindowSize (600, 600);
/* window upper left corner at (100, 100) */
glutInitWindowPosition (250, 50);
/* creates an OpenGL window with command argument in its title bar */
glutCreateWindow ("Asteroids");
glutKeyboardFunc(key);
glutSpecialFunc(specialKey);
init();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMainLoop();
return 0;
}
I have the following code which draws me a "spacecraft" which I'm able to ctrol with my arrow keys to spin clockwise and anti-clockwise. I'm trying to get the spacecraft shoot bullets when another key is pressed (it can be any key). I am so new to OpenGL that I'm confused on how to do it. I have tried so many methods but none of them work. Below is the code where I draw my spaceship and how I control it. Can someone help me with the bullets please?
struct
{
float rotateSpaceCraft;
} scene;
void SpaceCraft (){
glBegin(GL_TRIANGLE_FAN);
//specify the vertices to draw Ship in 2d space
glColor3f(1.0, 0.0, 1.0);
glVertex2f( X_CENTRE + LENGTH * 0, Y_CENTRE + LENGTH * 12);
glColor3f(1.0, 1.0, 0.0);
glVertex2f( X_CENTRE - LENGTH * 8, Y_CENTRE - LENGTH * 8);
glColor3f(0.0, 1.0, 1.0);
glVertex2f( X_CENTRE - LENGTH * 0, Y_CENTRE - LENGTH * 0);
glColor3f(1.0, 0.0, 0.0);
glVertex2f( X_CENTRE + LENGTH * 8, Y_CENTRE - LENGTH * 8);
glEnd();
}
void display(void)
{
glClear (GL_COLOR_BUFFER_BIT); /* clear window */
glColor3f(1.0, 1.0, 1.0); /* white drawing objects */
/* define object to be drawn as a square polygon */
glPushMatrix();
glRotatef(scene.rotateSpaceCraft, 0.0, 0.0, 1.0);
SpaceCraft();
glPopMatrix();
glutSwapBuffers();
glFlush(); /* execute drawing commands in buffer */
}
static void specialKey(int key, int x, int y)
{
switch(key)
{
case GLUT_KEY_LEFT:
scene.rotateSpaceCraft = fmod(scene.rotateSpaceCraft + 7, 360);
break;
case GLUT_KEY_RIGHT:
scene.rotateSpaceCraft = fmod(scene.rotateSpaceCraft - 7, 360);
break;
default:
break;
}
glutPostRedisplay();
}
int main(int argc, char** argv)
{
/* window management code ... */
/* initialises GLUT and processes any command line arguments */
glutInit(&argc, argv);
/* use single-buffered window and RGBA colour model */
glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB);
/* window width = 400 pixels, height = 400 pixels */
glutInitWindowSize (600, 600);
/* window upper left corner at (100, 100) */
glutInitWindowPosition (250, 50);
/* creates an OpenGL window with command argument in its title bar */
glutCreateWindow ("Asteroids");
glutKeyboardFunc(key);
glutSpecialFunc(specialKey);
init();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMainLoop();
return 0;
}
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一步一步地,你可以这样做:
该结构的一些伪代码:
......:
Step by Step you could do it this way:
Some pseudo code for the structure:
....:
我还建议使用 VBO,但如果您想使用已弃用的集合来执行此操作,那么您需要的是渲染类似于 SpaceCraft() 函数的项目符号。子弹需要移动,因此您需要每帧平移它的位置。
这将在 x 轴上平移项目符号 x 数量。因此,您将需要一个变量,该变量每帧增加一定量并将其传递给新的 Bullet() 函数。您可以像使用
struct 一样存储翻译 X 数量
{
浮动旋转航天器;
} 场景;
I also recommend using VBO but if you want to do it with the deprecated set then what you are looking for is to render a bullet similar to your SpaceCraft() function. A bullet will need to travel so you will need to translate its position every frame.
This will translate the bullet x amount in the x axis. Therefore you will need a variable that increments certain amount per frame and passes it to your new Bullet() function. You can store the translation X amount just like you did with
struct
{
float rotateSpaceCraft;
} scene;