3D spaceshooter with online scoreboard, online demos, ship building. Now entirely defunct, but might be resurrected
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sector/src/net/sector/entities/shots/EntityShell.java

124 lines
3.0 KiB

package net.sector.entities.shots;
import static org.lwjgl.opengl.GL11.*;
import net.sector.Constants;
import net.sector.collision.ColliderSphere;
import net.sector.entities.Entity;
import net.sector.sounds.Sounds;
import net.sector.textures.TextureManager;
import com.porcupine.color.RGB;
import com.porcupine.coord.Coord;
import com.porcupine.coord.Vec;
import com.porcupine.math.Calc.Rad;
import com.porcupine.math.Polar;
public class EntityShell extends EntityShotBase {
private static final double SPEED = 0.5;
private static int renderlist = -1;
private double scale = 0.1;
private RGB color = new RGB(0.8, 0.8, 0.8);
static {
renderlist = glGenLists(1);
glNewList(renderlist, GL_COMPILE);
glPushAttrib(GL_ENABLE_BIT);
glEnable(GL_LIGHTING);
glDisable(GL_CULL_FACE);
glDisable(GL_COLOR_MATERIAL);
glEnable(GL_TEXTURE_2D);
//glDisable(GL_FOG);
glDepthMask(false);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
TextureManager.bind("particles_plain");
Coord texCoord = new Coord(3, 1);
double left = (texCoord.x) * 0.125;
double top = (texCoord.y) * 0.125;
double right = (texCoord.x + 1) * 0.125;
double bottom = (texCoord.y + 1) * 0.125;
glBegin(GL_QUADS);
double sh = 0.03;
double len = 0.2;
glTexCoord2d(left, top);
glVertex3d(-sh, 0, -len);
glTexCoord2d(right, top);
glVertex3d(+sh, 0, -len);
glTexCoord2d(right, bottom);
glVertex3d(+sh, 0, 0);
glTexCoord2d(left, bottom);
glVertex3d(-sh, 0, 0);
glTexCoord2d(left, top);
glVertex3d(0, -sh, -len + 0.01);
glTexCoord2d(right, top);
glVertex3d(0, +sh, -len + 0.01);
glTexCoord2d(right, bottom);
glVertex3d(0, +sh, 0 - 0.01);
glTexCoord2d(left, bottom);
glVertex3d(0, -sh, 0 - 0.01);
glEnd();
TextureManager.unbind();
glDepthMask(true);
glPopAttrib();
glEndList();
}
public EntityShell(Coord pos, Vec speed, Entity origin, int level) {
super(pos, speed, origin, SPEED);
this.shotDamage = 0.3 + 0.5 * level;
this.collidePriority = 1000;
this.mass = 0.01;
this.health = 0.2 * level * level;
this.lifetime = Constants.FPS_UPDATE * 4;
this.collider = new ColliderSphere(pos, scale);
}
private static long lastSoundTime = 0;
@Override
public void onAddedToScene() {
if (System.currentTimeMillis() - lastSoundTime > 50) {
Sounds.shot_gun2.playEffect(0.4f, 0.07f, false, getPos().setY(Constants.LISTENER_POS.y - 3));
lastSoundTime = System.currentTimeMillis();
}
}
@Override
public void onUpdate() {
motion.norm_ip(shotSpeed);
// rotate to match motion
Polar p = Polar.fromCoord(motion.x, motion.z);
rotAngle.set(-90 + Rad.toDeg(p.angle));
}
@Override
public void render(double delta) {
glPushMatrix();
glLoadIdentity();
Coord p = getPos().getDelta(delta);
glTranslated(p.x, p.y, -p.z);
glRotated(rotAngle.delta(delta), rotDir.x, rotDir.y, rotDir.z);
glColor4d(color.r, color.g, color.b, 1);
glCallList(renderlist);
glPopMatrix();
}
}