Player.cpp 1.4 KB

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  1. #include "Player.h"
  2. Player::Player()
  3. {
  4. }
  5. Player::~Player()
  6. {
  7. if(right != nullptr)
  8. delete right;
  9. if(left != nullptr)
  10. delete left;
  11. /*if (player != nullptr)
  12. delete player;*/
  13. }
  14. void Player::Display(void)
  15. {
  16. if (right != nullptr)
  17. {
  18. right->draw_weapon();
  19. }
  20. if (left != nullptr)
  21. {
  22. left->draw_weapon();
  23. }
  24. /*glRotatef(player->eyes.rotX, 1, 0, 0);
  25. glRotatef(player->eyes.rotY, 0, 1, 0);
  26. glTranslatef(player->eyes.posX, player->eyes.posY, player->eyes.posZ);*/
  27. glRotatef(eyes.rotX, 1, 0, 0);
  28. glRotatef(eyes.rotY, 0, 1, 0);
  29. glTranslatef(eyes.posX, eyes.posY, eyes.posZ);
  30. }
  31. Player & Player::GetInstance(void)
  32. {
  33. static Player instance;
  34. return instance;
  35. }
  36. //Player * Player::GetInstance(void)
  37. //{
  38. // if (player == nullptr)
  39. // player = new Player();
  40. // return player;
  41. //}
  42. void Player::PlayerMoveEyes(float angle, float fac, bool heigth)
  43. {
  44. //player movement
  45. /*if (heigth)
  46. player->eyes.posY += angle*fac;
  47. else
  48. {
  49. player->eyes.posX += (float)cos((player->eyes.rotY + angle) / 180 * M_PI) * fac;
  50. player->eyes.posZ += (float)sin((player->eyes.rotY + angle) / 180 * M_PI) * fac;
  51. }*/
  52. if (heigth)
  53. eyes.posY += angle*fac;
  54. else
  55. {
  56. eyes.posX += (float)cos((eyes.rotY + angle) / 180 * M_PI) * fac;
  57. eyes.posZ += (float)sin((eyes.rotY + angle) / 180 * M_PI) * fac;
  58. }
  59. }
  60. void Player::PlayerRotateEyes(int dx, int dy)
  61. {
  62. eyes.rotY += dx / 10.0f;
  63. eyes.rotX += dy / 10.0f;
  64. }