line-em-up/models/bullet.rb in line-em-up-0.3.6 vs line-em-up/models/bullet.rb in line-em-up-0.4.0
- old
+ new
@@ -1,12 +1,95 @@
require_relative 'dumb_projectile.rb'
+require 'opengl'
+# require 'ruby-opengl'
+# require 'glu'
+# require 'glut'
class Bullet < DumbProjectile
- DAMAGE = 5
- COOLDOWN_DELAY = 30
+ DAMAGE = 3
+ COOLDOWN_DELAY = 20
# Friendly projects are + speeds
- MAX_SPEED = 5
+ MAX_SPEED = 15
def get_image
+ # Gosu::Image.new("#{MEDIA_DIRECTORY}/laserbolt.png")
Gosu::Image.new("#{MEDIA_DIRECTORY}/bullet-mini.png")
end
+
+ # include Gl
+ # include Glu
+ # include Glut
+
+
+ def alt_draw
+ glClearColor(0.0, 0.2, 0.5, 1.0)
+ glClearDepth(0)
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
+ # info = @image.gl_tex_info
+ glDepthFunc(GL_GEQUAL)
+ glEnable(GL_DEPTH_TEST)
+ glEnable(GL_BLEND)
+
+ glMatrixMode(GL_PROJECTION)
+ glLoadIdentity
+ glTranslate(0, 0, -4)
+
+ # glEnable(GL_TEXTURE_2D)
+ # glBindTexture(GL_TEXTURE_2D, info.tex_name)
+
+
+
+ middle_x = @screen_width / 2
+ puts "MIDDLE X: #{middle_x}"
+ middle_y = @screen_height / 2
+ puts "MIDDLE Y: #{middle_y}"
+ increment_x = 1.0 / middle_x
+ increment_y = 1.0 / middle_y
+ puts "INcREMENT X : #{increment_x}"
+ puts "INcREMENT Y : #{increment_y}"
+
+ puts "PRE X: #{@x}"
+ puts "PRE Y: #{@y}"
+ puts "MID X: #{(@x - middle_x)}"
+ puts "MID Y: #{(@y - middle_y)}"
+
+ new_pos_x = (@x - middle_x) * increment_x
+ new_pos_y = (@y - middle_y) * increment_y
+ # Inverted Y
+ new_pos_y = new_pos_y * -1
+
+ height = @image_height.to_f * increment_x
+
+ puts "NEW POS X: #{new_pos_x}"
+ puts "NEW POS Y: #{new_pos_y}"
+
+ z = ZOrder::Projectile
+ # @image.draw(@x - get_width / 2, @y - get_height / 2, get_draw_ordering, @scale, @scale)
+ # gl do
+ # points_x = 3
+ # pounts_y = 10
+ Gosu.gl(z) do
+ glLineWidth(5)
+ glBegin(GL_LINES)
+ glColor3f(1.0, 0.0, 0.0)
+ glVertex3d(new_pos_x, new_pos_y, z)
+ glVertex3d(new_pos_x, new_pos_y - height, z)
+ # glVertex3d(new_pos_x, new_pos_y - increment_y, z)
+ # glVertex3d(0, 0, z)
+ # glVertex3d(1, 0, z)
+ glEnd
+ end
+
+ # Gosu.gl(z) do
+ # glLineWidth(50)
+ # glColor3f(1.0, 0.0, 0.0)
+ # glBegin(GL_TRIANGLE_STRIP)
+ # glVertex3f(0, 0.0, z)
+ # glVertex3f(0.5, 0, z)
+ # glVertex3f(0.5, 0.5, z)
+ # glEnd
+ # end
+
+ # end
+ end
+
end
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