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Jan 19th, 2018
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  1. class enemy
  2. {
  3. float xE, yE, xE2, yE2, EyS;
  4. int eFace;
  5. void physic();
  6. public:
  7. void Epaint();
  8. enemy();
  9. enemy(float, float);
  10. bool Echeck(float, float, float, float);
  11. };
  12. enemy::enemy(float xF, float yF)
  13. {
  14. eFace = 0;
  15. xE = xF;
  16. yE = yF;
  17. xE2 = xF+2.0f;
  18. yE2 = yF+2.0f;
  19. EyS = 0;
  20. }
  21.  
  22. void enemy::Epaint()
  23. {
  24. xE2 = xE+2.0f;
  25. yE2 = yE+2.0f;
  26. glBindTexture(GL_TEXTURE_2D, texture[eFace]);
  27. glTranslatef(0.0f, 0.0f,-13.0f);
  28. glColor3f(1.0f,0.0f,0.0f);
  29. glBegin(GL_QUADS); // Start Drawing Quads
  30. glTexCoord2f(0.0f, 0.0f);glVertex3f(xE, yE, 0.0f);
  31. glTexCoord2f(0.0f, 1.0f);glVertex3f(xE, yE2, 0.0f);
  32. glTexCoord2f(1.0f, 1.0f);glVertex3f(xE2,yE2, 0.0f);
  33. glTexCoord2f(1.0f, 0.0f);glVertex3f(xE2,yE, 0.0f);
  34. glEnd();
  35. physic();
  36. }
  37.  
  38.  
  39. bool enemy::Echeck(float xP, float xP2, float yP, float yP2)
  40. {
  41. if( ( (yP <= yE && yP2 >= yE) || (yP <= yE && yP2 >= yE2) || (yE <= yP && yE2 >= yP) || (yE <= yP2 && yE2 >= yP2) ) && ((xE <= xP && xE2 >= xP) || (xE <= xP2 && xE2 >= xP2) || (xP <= xE && xP2 >= xE) || (xP <= xE2 && xP2 >= xE2)) )
  42. {
  43. return TRUE;
  44. }
  45. return FALSE;
  46. }
  47. void enemy::physic()
  48. {
  49.  
  50. if(FlCheck(xE, xE2, yE+EyS, yE2+EyS) && EyS < 0)
  51. while(!FlCheck(xE, xE2, yE-0.001f, yE2+0.001f))
  52. {
  53. yE -= 0.001f;
  54. }
  55. if(FlCheck(xE, xE2, yE+EyS, yE2+EyS) && EyS > 0)
  56. while(!FlCheck(xE, xE2, yE+0.001f, yE2-0.001f))
  57. {
  58. yE -= 0.001f;
  59. }
  60. if(FlCheck(xE, xE2, yE-0.001f, yE2+0.001f))
  61. {
  62. EyS = 0;
  63. /* if(keys[VK_UP] && r)
  64. {
  65. yS = 0.075f;
  66. r = false;
  67. } */
  68. eFace = 0;
  69. }
  70. else
  71. {
  72. nFace = 1;
  73. EyS -= 0.0025f;
  74. /*if(keys[VK_UP] && r && dbjump)
  75. {
  76. yS = 0.1f;
  77. r = false;
  78. dbjump = false;
  79. }*/
  80. }
  81. /*if(!keys[VK_UP])
  82. r = TRUE; */
  83.  
  84. if(EyS != 0)
  85. if(!FlCheck(xE, xE2, yE+EyS, yE2+EyS))
  86. yE += EyS;
  87.  
  88. if(xPlace2-0.3f > xE2 ) //move right
  89. {
  90. if (!FlCheck(xE+0.05f, xE+2.0f+0.05f, yE, yE2))
  91. xE += 0.05f;
  92. else
  93. while(!FlCheck(xE+0.001f, xE+2.0f+0.001f, yE, yE2))
  94. {
  95. xE += 0.01f;
  96. }
  97. eFace = 2;
  98. }
  99. else if(xPlace+0.3f < xE )
  100. {
  101.  
  102. if (!FlCheck(xE-0.05f, xE+2.0f-0.05f, yE, yE2))
  103. {
  104. xE -= 0.05f;
  105. }
  106. else
  107. while(!FlCheck(xE-0.001f, xE+2.0f-0.001f, yE, yE2))
  108. {
  109. xE -= 0.01f;
  110. }
  111. eFace = 3;
  112. }
  113. }
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