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Copy pathFlappyBirdOpenGL.cpp
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669 lines (556 loc) · 15.1 KB
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//Algoritmo do jogo Flappy C Bird, desenvolvido pela equipe de Joao Henrique, Paulo Bruny e Ezau Tertuliano
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>
#include <stdio.h>
#include <stdlib.h>
#include <conio.h>
#include <math.h>
static int t=0, a=0, z=1, x=0, count1=0, count2=0, c=0, i=0, y=0; //inicializa??o das vari?veis
static int score=0; //pontuação
static int flag=0;
static const int FPS = 60;//Frames por segundo
int m = 8000;
int n1,n2;
int opcaoCenario;
void cores(int escolha){
switch(escolha) {
case 0: //Preto
glColor3f (0.0, 0.0, 0.0);
break;
case 1: //Verde Lima
glColor3f (0.13, 0.55, 0.13);
break;
case 2: //Branco
glColor3f (1.0, 1.0, 1.0);
break;
case 3: //Marrom
glColor3f (0.59, 0.29, 0.0);
break;
case 4: //Azul céu claro
glColor3f (0.53, 0.81, 0.98);
break;
case 5: //Azul céu claro
glColor3f (0.53, 0.81, 0.98);
break;
case 6: //Amarelo
glColor3f (1.0, 1.0, 0.0);
break;
case 7: //Verde Grama
glColor3f (0.49, 0.99, 0.0);
break;
case 8: //Cinza Medio
glColor3f (0.86, 0.86, 0.86);
break;
case 9: //Cinza Escuro
glColor3f (0.66, 0.66, 0.66);
break;
}
}
void cenario(int escolha){
float x=-16.50,y=-7.72,z=1.0;
int x1=0,x2=0,x3=0;
int a=3,b=4,c=2,d=1,e=0;
opcaoCenario = escolha;
//Grama
cores(7);
glLineWidth(7.0f); // aumenta a espessura das linhas
glBegin(GL_LINES);
glVertex2f(-20,-8.3);
glVertex2f( 20,-8.3);
glEnd();
//Terra
cores(3);
glLineWidth(5.0f); // aumenta a espessura das linhas
glBegin(GL_LINES);
glVertex2f(-20,-8.45);
glVertex2f( 20,-8.45);
glVertex2f(-20,-8.5);
glVertex2f( 20,-8.5);
glVertex2f(-20,-8.6);
glVertex2f( 20,-8.6);
glEnd();
for(int i=0; i<28; i++){ //Repeti??es dos predios
switch(x1) { //Estrutura de escolha da coordenada x do predio
case 0: //X do Predio 0
x = -16.50;
break;
case 1: //X do Predio 1
x = -15.25;
break;
case 2: //X do Predio 2
x = -14.1;
break;
case 4: //X do Predio 3
x = -13.0;
break;
case 5: //X do Predio 4
x = -11.5;
break;
case 6: //X do Predio 5
x = -10.25;
break;
case 7: //X do Predio 6
x = -9.1;
break;
case 8: //X do Predio 7
x = -8.0;
break;
case 9: //X do Predio 8
x = -6.5;
break;
case 10: //X do Predio 9
x = -5.25;
break;
case 11: //X do Predio 10
x = -4.1;
break;
case 12: //X do Predio 11
x = -3.0;
break;
case 13: //X do Predio 12
x = -1.5;
break;
case 14: //X do Predio 13
x = -0.25;
break;
case 15: //X do Predio 14
x = 0.9;
break;
case 16: //X do Predio 15
x = 2.0;
break;
case 17: //X do Predio 16
x = 3.5;
break;
case 18: //X do Predio 17
x = 4.75;
break;
case 19: //X do Predio 18
x = 5.9;
break;
case 20: //X do Predio 19
x = 7.0;
break;
case 21: //X do Predio 20
x = 8.5;
break;
case 22: //X do Predio 21
x = 9.75;
break;
case 23: //X do Predio 22
x = 10.9;
break;
case 24: //X do Predio 23
x = 12.0;
break;
case 25: //X do Predio 24
x = 13.1;
break;
case 26: //X do Predio 25
x = 14.2;
break;
case 27: ////X do Predio 26
x = 16.0;
break;
}
switch(x2) { //Estrutura de escolha da coordenada y do predio
case 0: //Y do prédio
y = -7.72;
break;
case 1: //Y do prédio
y = -7.58;
break;
case 2: //Y do prédio
y = -7.7;
break;
case 3: //Y do prédio
y = -7.58;
break;
}
switch(x3) { //Estrutura de escolha da escala z do predio
case 0: //Z do prédio
z = 1.0;
break;
case 1: //Z do prédio
z = 1.3;
break;
case 2: //Z do prédio
z = 1.05;
break;
case 3: //Z do prédio
z = 1.3;
break;
//Predios
cores(9); //Cor dos prédios
glPushMatrix();
glTranslatef(x,y,0.00);
glScalef(1.0,z,0.00);
glutSolidCube(1.0);
glPopMatrix();
x1++;
x2++;
x3++;
if(x2 == 3){
x2=0;
}
if(x3 == 3){
x3=0;
}
}
//Janelas
cores(8);
glPointSize(2.0f);
glBegin(GL_POINTS);
for(float i = -20.0; i<16.4; i){
for(float j = -8.15; j<-7.25; j){
glVertex2f(i,j);
j = j+0.20;
}
i = i+0.20;
}
glEnd();
switch(escolha) {
case 0: //Dia
glClearColor (0.53, 0.81, 0.98, 1.0); //Fundo Dia
cores(2);//Nuvem 1
glBegin(GL_POLYGON);
glVertex2f(-a,-c);
glVertex2f(-b,-d);
glVertex2f(-b, e);
glVertex2f(-b, d);
glVertex2f(-a, c);
glVertex2f( a, c);
glVertex2f( b, d);
glVertex2f( b, e);
glVertex2f( b,-d);
glVertex2f( a,-c);
glEnd();//Fim da nuvem
break;
case 1: //noite
glClearColor (0.0, 0.0, 0.5, 0.0); //Fundo Noite
//Adicionar montanhas ao fundo
//Estrelas, ta bugado mais ta massa =D
cores(2);
glPointSize(2.0f);
glBegin(GL_POINTS);
for(int i = -20; i<20; i++){
glVertex2f(n1,n2);
n1 = rand();
n1 = n1%20;
n2 = rand();
n2 = n2%10;
glVertex2f(-n1,n2);
}
glEnd();
//Janelas
cores(6);
glPointSize(2.0f);
glBegin(GL_POINTS);
for(float i = -20.0; i<16.4; i){
for(float j = -8.15; j<-7.25; j){
glVertex2f(i,j);
j = j+0.20;
}
i = i+0.20;
}
glEnd();
break;
}
glutPostRedisplay();
glShadeModel (GL_FLAT);
}
}
void passaro(){
//Define o quadrado que eh a base do passaro
cores(6); //Cor do passaro
glPushMatrix();
glTranslatef(-15.0+(GLfloat)a,(GLfloat)y,0.0);
glScalef(0.1,0.08,0.08);
glutSolidCube(6.0);
//define a asa do passaro
cores(1);
glRotatef(45.0f,0.0f, 0.0f, 1.0f);
glBegin(GL_TRIANGLES);
glVertex2f(-2.0f, -2.0f);
glVertex2f(0.0f, 7.0f);
glVertex2f(2.0f, -2.0f);
glEnd();
//define o bico do passaro
cores(0);
glRotatef(230.0f,0.0f, 0.0f, 1.0f);
glTranslatef(1.0f, 4.0f, 0.0f);
glBegin(GL_TRIANGLES);
glVertex2f(-1.0f, -1.0f);
glVertex2f(0.0f, 2.0f);
glVertex2f(1.0f, -1.0f);
glEnd();
glPopMatrix();
}
void canos(){
cores(1); //Cor dos canos
//cano 1
glPushMatrix();//inferior
glTranslatef(-12.00,-4.4,0.00);
glScalef(1.25,8.0,0.00);
glutSolidCube(1.0);
glPopMatrix();
glPushMatrix();//superior
glTranslatef(-12.00,5.00,0.00);
glScalef(1.25,9.00,0.00);
glutSolidCube(1.0);
glPopMatrix();
//cano 2
glPushMatrix();//Inferior
glTranslatef(-7.00,-3.45,0.00);
glScalef(1.25,9.90,0.00);
glutSolidCube(1.0);
glPopMatrix();
glPushMatrix();//Superior
glTranslatef(-7.00,7.00,0.00);
glScalef(1.25,9.00,0.00);
glutSolidCube(1.0);
glPopMatrix();
//cano 3
glPushMatrix();//Inferior
glTranslatef(-2.00,-5.95,0.00);
glScalef(1.25,4.9,0.00);
glutSolidCube(1.0);
glPopMatrix();
glPushMatrix();//Superior
glTranslatef(-2.00,3.10,0.00);
glScalef(1.25,11.40,0.00);
glutSolidCube(1.0);
glPopMatrix();
//cano 4
glPushMatrix();//Inferior
glTranslatef(3.00,-3.90,0.00);
glScalef(1.25,9.00,0.00);
glutSolidCube(1.0);
glPopMatrix();
glPushMatrix();//Superior
glTranslatef(3.00,6.00,0.00);
glScalef(1.25,9.00,0.00);
glutSolidCube(1.0);
glPopMatrix();
//cano5
glPushMatrix();//Inferior
glTranslatef(8.00,-1.95,0.00);
glScalef(1.25,12.90,0.00);
glutSolidCube(1.0);
glPopMatrix();
glPushMatrix();//Superior
glTranslatef(8.00,10.00,0.00);
glScalef(1.25,9.00,0.00);
glutSolidCube(1.0);
glPopMatrix();
//cano 6, chegada
glPushMatrix();//Inferior
glTranslatef(15.00,-4.3,0.00);
glScalef(1.25,8.25,0.00);
glutSolidCube(1.0);
glPopMatrix();
glPushMatrix();//Superior
glTranslatef(15.00,5.2,0.00);
glScalef(1.25,10.00,0.00);
glutSolidCube(1.0);
glPopMatrix();
}
void display(){ // Melhorar
glClear (GL_COLOR_BUFFER_BIT);
cenario(opcaoCenario); //Chamada do cenario (0 Dia e 1 Noite)
passaro(); //Chamada do passaro
canos(); //Chama os Canos
glFlush();
glutSwapBuffers();
}
void AlteraTamanhoJanela(GLsizei w, GLsizei h){ //Alterar tamanho da janela
//GLsizei largura, altura;
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D (-20.0f, 20.0f, -8.5f, 8.5f);
}
void timer(int value){
//Continua a incrementar o X do movimento
if(z==1)
{
a=a+1;
glutPostRedisplay();
glutTimerFunc(m/FPS,timer,value);
}
else if(z==2)
{
a=0;y=0;
glutPostRedisplay();
}
//w - move para cima
else if(z==3)
{
y=(y+1)%9;
glutPostRedisplay();
z=1;
glutTimerFunc(m/FPS,timer,value);
}
//s - move para baixo
else if(z==4)
{
y=(y-1)%9;
glutPostRedisplay();
z=1;
glutTimerFunc(m/FPS,timer,value);
}
// Condi??o de colis?es
if(a==3)
{
flag=1;
if(y==0)
score++;
else
{
printf("\n\nSCORE : %d\n",score);
MessageBox(0,"You Lose :(","Lose",MB_OK|MB_ICONINFORMATION);
exit(0);
}
}
else if(a==8&&flag==1)
{
flag=2;
if(y==2||y<=-8)
score++;
else
{
printf("\n\nSCORE : %d\n",score);
MessageBox(0,"You Lose :(","Lose",MB_OK|MB_ICONINFORMATION);
exit(0);
}
}
else if(a==13&&flag==2)
{
flag=3;
if(y==-3||y>=7)
score++;
else
{
printf("\n\nSCORE : %d\n",score);
MessageBox(0,"You Lose :(","Lose",MB_OK|MB_ICONINFORMATION);
exit(0);
}
}
else if(a==18&&flag==3)
{
flag=4;
if(y==1)
score++;
else
{
printf("\n\nSCORE : %d\n",score);
MessageBox(0,"You Lose :(","Lose",MB_OK|MB_ICONINFORMATION);
exit(0);
}
}
else if(a==23&&flag==4)
{
flag=5;
if(y==5||y<=-5)
score++;
else
{
printf("\n\nSCORE : %d\n",score);
MessageBox(0,"You Lose :(","Lose",MB_OK|MB_ICONINFORMATION);
exit(0);
}
}
else if(a==30&&flag==5)
{
if(y==0)
{
MessageBox(0,"You Win õ/","Win",MB_OK|MB_ICONINFORMATION);
exit(0);
}
else
{
printf("\n\nSCORE : %d\n",score);
exit(0);
}
}
}
void keyboard (unsigned char key, int x, int y){ //Adcionar mais fun??es
switch (key){
case 'w':
z=3;
break;
case 's':
z=4;
break;
case 'a':
z=2;
break;
case 'd':
z=1;
glutTimerFunc(100,timer,0);
break;
case 27:
exit(1); //ESC PARA SAIR
break;
}
}
void TrocaDificuldade(int opcao){
m = opcao;
}
void MenuPrincipal(int op){ //Menu Principal n?o terminado
}
void MenuInformacaoes(int op){ //Informa??es do Menu
switch(op) { //Sele??o do menu
case 0:
MessageBox(0,"Em desenvolvimento","Cores",MB_OK|MB_ICONINFORMATION);
break;
case 1:
MessageBox(0,"W,S,A,D para movimentar o passaro e ESC para sair","Teclas",MB_OK|MB_ICONINFORMATION);
break;
case 2:
MessageBox(0,"Chegar ate o final sem bater nos canos","Regras",MB_OK|MB_ICONINFORMATION);
break;
}
}
void MenuMouse(){ //Menu do Mouse
int menu,submenuFundo,submenuInfo,submenuJanela, submenuDificuldade;
submenuFundo = glutCreateMenu(cenario); //Esta funcao nao esta mudando o cenario, o cenario esta sendo gerado estaticamente la funcao display, precisamos resolver
glutAddMenuEntry("Dia",0);
glutAddMenuEntry("Noite",1);
submenuInfo = glutCreateMenu(MenuInformacaoes);
glutAddMenuEntry("Cores",0);
glutAddMenuEntry("Teclas",1);
glutAddMenuEntry("Regras",2);
submenuDificuldade = glutCreateMenu(TrocaDificuldade);
glutAddMenuEntry("Mel na chupeta", 8000);
glutAddMenuEntry("Fica ligado", 6500);
glutAddMenuEntry("Num vai dar nao", 4000);
menu = glutCreateMenu(MenuPrincipal);
glutAddSubMenu("Informacoes",submenuInfo);
glutAddSubMenu("Mapa",submenuFundo);
glutAddSubMenu("Dificuldade",submenuDificuldade);
glutAttachMenu(GLUT_RIGHT_BUTTON);
}
void GerenciaMouse(int button, int state, int x, int y){ //Gerenciamento do Mouse
if (state == GLUT_DOWN) {
MenuMouse(); //Chamada da funcao menu mouse
}
if (button == GLUT_LEFT_BUTTON){ //Botao Esquerdo Muda Cor
}
glutPostRedisplay();
}
int main(){
printf("Desenvolvido por Joao Henrique, Paulo Bruny e Ezau Tertuliano \n");
glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB); //OpenGL
glutInitWindowSize (800, 600); //Resolucao
glutInitWindowPosition (0, 0); //Posicao Inicial definido para o canto superior de qualquer tela
glutCreateWindow("Flappy C Bird"); //Nome da janela
glutReshapeFunc(AlteraTamanhoJanela);//Maximiza??o e redimensionamento da janela
glutDisplayFunc(display);//Display
glutMouseFunc(GerenciaMouse);//Gerenciador de Mouse
glutKeyboardFunc(keyboard); //Gerenciamento de teclado
glutMainLoop();//Loop
return 0;
}//Fim Main
//Fim