Back to project page DeathRally.
The source code is released under:
GNU General Public License
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/* * Copyright (c) 2012 Johannes Vestlund <Johannes@westlundarna.se> * //from w w w. jav a 2s . c o m * This file is part of DeathRally * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even implied warranty of * MERCHANTABILITY or FITTNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ package project.gamedev.deathrally.game.view; import javax.microedition.khronos.opengles.GL10; import project.gamedev.deathrally.game.graphics.Mesh; import project.gamedev.deathrally.game.graphics.Rectangle; import project.gamedev.deathrally.game.graphics.Triangle; /** * Represent the view of vehicles. Basically provides an interface between * the (somewhat primitive) openGL shape-rendering and * @author Johannes Vestlund * */ public class VisualVehicle extends VisualEntity { private float px; private float py; private float direction = 180.0f; private Mesh representation; public VisualVehicle(float px, float py){ this.px = px; this.py = py; this.representation = new Rectangle(px,py,0.2f,0.4f); float[] vertices = representation.getVertices(); float[] textureMatrix = { 1.0f, 0.0f, //3 1.0f, 1.0f, //2 0.0f, 1.0f, //0 0.0f, 0.0f //1 }; setTextureMatrix(textureMatrix); } @Override public void display(GL10 gl) { //representation.refresh(px,py,direction); gl.glEnable(GL10.GL_TEXTURE_2D); gl.glBindTexture(GL10.GL_TEXTURE_2D, getTexturePointer()[0]); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, getTextureBuffer()); representation.draw(gl); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glDisable(GL10.GL_TEXTURE_2D); } }