Java tutorial
/* * ______ __ ______ ______ __ __ __ __ ______ ______ ______ ______ * /\ == \ /\ \ /\ __ \ /\ ___\ /\ \/ / /\ \_\ \ /\ ___\ /\ __ \ /\ == \ /\__ _\ * \ \ __< \ \ \____ \ \ __ \ \ \ \____ \ \ _"-. \ \ __ \ \ \ __\ \ \ __ \ \ \ __< \/_/\ \/ * \ \_____\ \ \_____\ \ \_\ \_\ \ \_____\ \ \_\ \_\ \ \_\ \_\ \ \_____\ \ \_\ \_\ \ \_\ \_\ \ \_\ * \/_____/ \/_____/ \/_/\/_/ \/_____/ \/_/\/_/ \/_/\/_/ \/_____/ \/_/\/_/ \/_/ /_/ \/_/ * * (August 10th-17th 2013) * <http://7dfps.calvert.io> * * blackheart * Copyright (c) 2013 Robert Calvert <http://robert.calvert.io> * * 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 2 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 the implied warranty of * MERCHANTABILITY or FITNESS 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 io.flob.blackheart; import java.nio.FloatBuffer; import org.lwjgl.BufferUtils; import org.lwjgl.opengl.GL11; import org.lwjgl.util.vector.Vector3f; /** * * @author rob */ public final class CollectableGold extends ICollectable { private final TextureUV[] _texture; private final int textures = 5; private long animation_timer = Misc.time(); private final int animation_speed = 100; private int state = 0; private final int points = 250; public CollectableGold(Level level, Vector3f _position) { super(level, _position); _texture = new TextureUV[textures]; _texture[0] = new TextureUV(_level._game._core._texture.game_atlas, 0, 43, 9, 9); _texture[1] = new TextureUV(_level._game._core._texture.game_atlas, 9, 43, 9, 9); _texture[2] = new TextureUV(_level._game._core._texture.game_atlas, 18, 43, 9, 9); _texture[3] = new TextureUV(_level._game._core._texture.game_atlas, 27, 43, 9, 9); _texture[4] = new TextureUV(_level._game._core._texture.game_atlas, 36, 43, 9, 9); } @Override public void collision(ICollidable with) { super.collision(with); if (with.equals(_level._barry)) { _level._statistics.points(points); } } @Override public void pickup_sound() { _level._game._core._sound.level_gold.playAsSoundEffect(1.0f, 1.0f, false); } @Override public void tick() throws Exception { if (Misc.time() >= animation_timer) { state += 1; animation_timer = Misc.time() + animation_speed; if (state == textures) { state = 0; } } _render(); } @Override public void _render() { GL11.glEnd(); GL11.glPushMatrix(); GL11.glTranslatef(position().getX(), position().getY(), position().getZ()); FloatBuffer modelview = BufferUtils.createFloatBuffer(16); GL11.glGetFloat(GL11.GL_MODELVIEW_MATRIX, modelview); for (int i = 0; i < 3; i += 2) { for (int j = 0; j < 3; j++) { if (i == j) { modelview.put(i * 4 + j, 1.0f); } else { modelview.put(i * 4 + j, 0.0f); } } } GL11.glLoadMatrix(modelview); GL11.glBegin(GL11.GL_QUADS); GL11.glNormal3f(0f, 0f, 1f); GL11.glTexCoord2f(_texture[state].getU(), _texture[state].getV2()); GL11.glVertex2f(-size(), -size()); GL11.glTexCoord2f(_texture[state].getU2(), _texture[state].getV2()); GL11.glVertex2f(size(), -size()); GL11.glTexCoord2f(_texture[state].getU2(), _texture[state].getV()); GL11.glVertex2f(size(), size()); GL11.glTexCoord2f(_texture[state].getU(), _texture[state].getV()); GL11.glVertex2f(-size(), size()); GL11.glEnd(); GL11.glPopMatrix(); GL11.glBegin(GL11.GL_QUADS); } }