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 class ICollectable implements ICollidable { public final Level _level; private final Vector3f position; private final CollisionBox collision_box; private final float size = Level.grid_size / 10; public TextureUV texture; private boolean IRemove = false; public ICollectable(Level level, Vector3f _position) { _level = level; position = _position; collision_box = new CollisionBox(this); collision_box.size(new Vector3f(size, size, size)); position.y -= (Level.grid_size / 2) - size; position.x += Maths.random_float(-(Level.grid_size / 3), (Level.grid_size / 3)); position.z += Maths.random_float(-(Level.grid_size / 3), (Level.grid_size / 3)); } @Override public boolean solid() { return true; } @Override public CollisionBox collision_box() { return collision_box; } @Override public void collision(ICollidable with) { if (with == _level._barry) { IRemove = true; pickup_sound(); } } @Override public Vector3f position() { return position; } public float size() { return size; } @Override public void tick() throws Exception { _render(); } @Override public void _render() { GL11.glEnd(); if (texture == null) { texture = TextureLibrary.placeholder; } 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.getU(), texture.getV2()); GL11.glVertex2f(-size, -size); GL11.glTexCoord2f(texture.getU2(), texture.getV2()); GL11.glVertex2f(size, -size); GL11.glTexCoord2f(texture.getU2(), texture.getV()); GL11.glVertex2f(size, size); GL11.glTexCoord2f(texture.getU(), texture.getV()); GL11.glVertex2f(-size, size); GL11.glEnd(); GL11.glPopMatrix(); GL11.glBegin(GL11.GL_QUADS); } @Override public double player_distance() { float x = _level._barry.position().getX() - position.getX(); float y = _level._barry.position().getY() - position.getY(); float z = _level._barry.position().getZ() - position.getZ(); return Math.sqrt(x * x + y * y + z * z); } @Override public boolean IRemove() { return IRemove; } public void pickup_sound() { _level._game._core._sound.level_pickup.playAsSoundEffect(1.0f, 1.0f, false); } }