#include "Player.h" Player::Player() { } Player::~Player() { if(right != nullptr) delete right; if(left != nullptr) delete left; /*if (player != nullptr) delete player;*/ } void Player::Display(void) { if (right != nullptr) { right->draw_weapon(); } if (left != nullptr) { left->draw_weapon(); } /*glRotatef(player->eyes.rotX, 1, 0, 0); glRotatef(player->eyes.rotY, 0, 1, 0); glTranslatef(player->eyes.posX, player->eyes.posY, player->eyes.posZ);*/ glRotatef(eyes.rotX, 1, 0, 0); glRotatef(eyes.rotY, 0, 1, 0); glTranslatef(eyes.posX, eyes.posY, eyes.posZ); } Player & Player::GetInstance(void) { static Player instance; return instance; } //Player * Player::GetInstance(void) //{ // if (player == nullptr) // player = new Player(); // return player; //} void Player::PlayerMoveEyes(float angle, float fac, bool heigth) { //player movement /*if (heigth) player->eyes.posY += angle*fac; else { player->eyes.posX += (float)cos((player->eyes.rotY + angle) / 180 * M_PI) * fac; player->eyes.posZ += (float)sin((player->eyes.rotY + angle) / 180 * M_PI) * fac; }*/ if (heigth) eyes.posY += angle*fac; else { eyes.posX += (float)cos((eyes.rotY + angle) / 180 * M_PI) * fac; eyes.posZ += (float)sin((eyes.rotY + angle) / 180 * M_PI) * fac; } } void Player::PlayerRotateEyes(int dx, int dy) { eyes.rotY += dx / 10.0f; eyes.rotX += dy / 10.0f; }