Code:
#include <windows.h>
#include <iomanip>
#include <vector>
#include <iostream>
#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
#include <stdlib.h>
using namespace std;
static int slices = 16;
static int stacks = 16;
//used to build objects
static double x1=-1.0,x2=1.0,x3=1.0,x4=-1.0;
double y1=-2,y2=-2,y3=0,y4=0;
//varible used to translate my objects
static double t1ym=0; //y axis movement
static double t2ym=0;
static double t1xm=0; //x axis movement
static double t2xm=0;
/* GLUT callback Handlers */
//update
void update(int value)
{
double coldect(double t2xm, double t1xm, double t1ym, double t2ym);
cout<<"t1ym t2ym t1xm t2zm \n";
cout<<t1ym<<" "<<t2ym<<" "<<t1xm<<" "<<t2xm<<"\n";
glutPostRedisplay();
glutTimerFunc(3000, update, 0);
t1ym--;
}
//colision function
static double coldect(double t2xm, double t1xm, double t1ym, double t2ym)
{
t1ym--;
//top of red colides with other cube
if(t1ym==t2ym-4&&t1xm==t2xm or t1ym==t2ym-4&&t1xm==t2xm+1 or t1ym==t2ym-4&&t1xm==t2xm-1)
{
cout<<"ii";
t1ym--;
t1ym--;
}
//bottom of red colides with other cube
if(t1ym==t2ym&&t1xm==t2xm or t1ym==t2ym&&t1xm==t2xm+1 or t1ym==t2ym&&t1xm==t2xm-1)
{
cout<<"hh"<<"\n"<<t1ym;
t1ym++;
t1ym++;
}
//right of red
if(t1xm==t2xm-2&&t1ym==t2ym-2 or t1xm==t2xm-2&&t1ym==t2ym-3 or t1xm==t2xm-2&&t1ym==t2ym-1)
{
cout<<"ii";
t1xm--;
t1xm--;
}
//left of red
if(t1xm==t2xm+2&&t1ym==t2ym-2 or t1xm==t2xm+2&&t1ym==t2ym-3 or t1xm==t2xm+2&&t1ym==t2ym-1)
{
t1xm++;
t1xm++;
}
}
static void resize(int width, int height)
{
const float ar = (float) width / (float) height;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-ar, ar, -1.0, 1.0, 1.0, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity() ;
}
static void display(void)
{
const double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
const double a = t*90.0;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3d(1,0,0);
glPushMatrix();
glTranslated(t1xm,t1ym,0);
//create cube 1 1
glBegin(GL_QUADS);
glVertex3d(x1,y1,-10);
glVertex3d(x2,y2,-10);
glVertex3d(x3,y3,-10);
glVertex3d(x4,y4,-10);
glEnd();
glPopMatrix();
glColor3d(0,1,0);
glPushMatrix();
glTranslated(t2xm,t2ym,0);
//create cube 2 2
glBegin(GL_QUADS);
glVertex3d(x1,-4,-10);
glVertex3d(x2,-4,-10);
glVertex3d(x3,-2,-10);
glVertex3d(x4,-2,-10);
glEnd();
glPopMatrix();
glutSwapBuffers();
}
//create manual controls
static void key(unsigned char key, int x, int y)
{
switch (key)
{
case 27 :
case 'q':
exit(0);
break;
case '+':
slices++;
stacks++;
break;
case '-':
if (slices>3 && stacks>3)
{
slices--;
stacks--;
}
break;
case 's':
if(t1ym==t2ym-4&&t1xm==t2xm or t1ym==t2ym-4&&t1xm==t2xm+1 or t1ym==t2ym-4&&t1xm==t2xm-1)
{
t1ym--;
t1ym--;
}
t1ym++;
break;
case 'd':
if(t1ym==t2ym&&t1xm==t2xm or t1ym==t2ym&&t1xm==t2xm+1 or t1ym==t2ym&&t1xm==t2xm-1)
{
t1ym++;
t1ym++;
}
t1ym--;
break;
case 'w':
if(t1xm==t2xm-2&&t1ym==t2ym-2 or t1xm==t2xm-2&&t1ym==t2ym-3 or t1xm==t2xm-2&&t1ym==t2ym-1)
{
t1xm--;
t1xm--;
}
t1xm++;
break;
case 'e':
if(t1xm==t2xm+2&&t1ym==t2ym-2 or t1xm==t2xm+2&&t1ym==t2ym-3 or t1xm==t2xm+2&&t1ym==t2ym-1)
{
t1xm++;
t1xm++;
}
t1xm--;
break;
}
glutPostRedisplay();
}
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };
const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };
/* Program entry point */
int main(int argc, char *argv[])
{
glutTimerFunc(1000,update,0);
glutInit(&argc, argv);
glutInitWindowSize(640,480);
glutInitWindowPosition(10,10);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT Shapes");
glutReshapeFunc(resize);
glutDisplayFunc(display);
glutKeyboardFunc(key);
//declare my colision detec function
coldect(t1ym,t1xm,t2ym,t2xm);
glClearColor(1,1,1,1);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
glutMainLoop();
return EXIT_SUCCESS;
}