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- #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;
- }
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