Java tutorial
/** * Created by wasliebob, on 29 jul. 2014, at 12:22:17 * Licensed under CC BY-NC-SA 3.0, * For more info visit http://creativecommons.org/licenses/by-nc-sa/3.0/deed.en_GB! */ package spaceshooter.entities.bullets; import org.lwjgl.opengl.GL11; import spaceshooter.helpers.RenderingHelper; import spaceshooter.interfaces.ILiving; import spaceshooter.interfaces.IProjectile; import spaceshooter.main.SpaceShooter; public class EntityPlayerBullet implements IProjectile { public EntityPlayerBullet(double damage) { this.speed = 2; this.damage = damage; this.x = SpaceShooter.player.x + ((SpaceShooter.player.width - width) / 2); this.y = SpaceShooter.player.y + SpaceShooter.player.height; this.width = 5; this.height = 50; this.maxY = RenderingHelper.ySize; } public double damage; public int speed; public int x, y; public int width, height; public int maxY; @Override public int getX() { return this.x; } @Override public int getY() { return this.y; } @Override public int getMaxY() { return this.maxY; } @Override public int getSpeed() { return this.speed; } @Override public double getDamage() { return this.damage; } @Override public void onImpact(ILiving living) { } @Override public void onUpdate() { this.y += this.speed; } @Override public void draw() { GL11.glPushMatrix(); GL11.glColor3d(0, 100, 100); GL11.glBegin(GL11.GL_QUADS); GL11.glVertex2f(x, y); GL11.glVertex2f(x + width, y); GL11.glVertex2f(x + width, y + height); GL11.glVertex2f(x, y + height); GL11.glEnd(); GL11.glPopMatrix(); } }