move striker gen to animations.c
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1f4d8c3789
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bf0d6f7a05
3 changed files with 25 additions and 17 deletions
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@ -23,4 +23,14 @@ void transitions_init(void);
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// Transition zoom
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void zoom_in(void (*)(int), void (*)(int), Uint32, Uint32, int);
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// Personnage
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struct manifestant {
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GLuint corps, tete, jambe_g, jambe_d, bras_g, bras_d;
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// Offsets
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GLfloat ox, oz;
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};
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// Génère un manifestant
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void genManifestant(struct manifestant *);
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#endif
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@ -109,3 +109,17 @@ static void zoomin_deinit(void) {
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_zoomin_tex[0] = _zoomin_tex[1] = 0;
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}
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}
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void genManifestant(struct manifestant *hero) {
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// Head and body
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hero->tete = gl4dgGenSpheref(7, 7);
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hero->corps = gl4dgGenCubef();
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// Arms
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hero->bras_d = gl4dgGenCubef();
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hero->bras_g = gl4dgGenCubef();
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// Legs
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hero->jambe_g = gl4dgGenCubef();
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hero->jambe_d = gl4dgGenCubef();
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}
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18
src/manif.c
18
src/manif.c
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@ -3,12 +3,6 @@
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static GLuint _pId = 0;
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static GLuint _planId = 0;
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struct manifestant {
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GLuint corps, tete, jambe_g, jambe_d, bras_g, bras_d;
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// Offsets
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GLfloat ox, oz;
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};
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#define HEROS_NUMBER 30 // should change in fragment shader too
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static struct manifestant _herosId[HEROS_NUMBER];
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@ -39,17 +33,7 @@ static void init(void) {
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// Last Offset X and Z
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for (int i = 0; i < HEROS_NUMBER; ++i) {
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// Head and body
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_herosId[i].tete = gl4dgGenSpheref(7, 7);
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_herosId[i].corps = gl4dgGenCubef();
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// Arms
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_herosId[i].bras_d = gl4dgGenCubef();
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_herosId[i].bras_g = gl4dgGenCubef();
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// Legs
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_herosId[i].jambe_g = gl4dgGenCubef();
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_herosId[i].jambe_d = gl4dgGenCubef();
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genManifestant(&_herosId[i]);
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// Coordinates
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_herosId[i].ox = ((GLfloat)rand() / (GLfloat)RAND_MAX) * -50;
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