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- public void init(GL10 gl) {
- gl.glEnable(GL10.GL_DEPTH_TEST);
- gl.glDepthMask(true);
- }
- public void draw(GL10 gl) {
- gl.glViewport( 0, 0, getWidth(), getHeight() );
- gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
- gluPerspective(gl);
- gluLookAt( gl, camX, 1.2f, camZ, 0, 0, camZ+12, 0, 1, 0 );
- mesh_cube.draw(PrimitiveType.Lines);
- mesh_llines.draw(PrimitiveType.Lines);
- for(Pyramid p : pyramids){
- p.draw(PrimitiveType.LineStrip);
- if(camZ > p.z){
- pyramids.remove(p);
- break;
- }
- if(mesh_cube.hitTest(p)){
- vibrator.vibrate(60);
- pyramids.remove(p);
- lives--;
- if(lives == 0){
- game_over();
- }
- break;
- }
- }
- gcube.draw(PrimitiveType.TriangleFan);
- gl.glClear(GL10.GL_DEPTH_BUFFER_BIT);
- gl.glDisable(GL10.GL_DEPTH_TEST);
- gl.glMatrixMode(GL10.GL_PROJECTION);
- gl.glLoadIdentity();
- gl.glPushMatrix();
- gl.glMatrixMode(GL10.GL_MODELVIEW);
- gl.glLoadIdentity();
- gluOrtho2D(gl);
- gl.glEnable( GL10.GL_TEXTURE_2D );
- gl.glEnable( GL10.GL_BLEND );
- gl.glBlendFunc( GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA );
- score_text.render();
- }
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