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cam->see();
glBegin(GL_TRIANGLES);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(0.0, 0.0, 5.0);
glVertex3f(5.0, 0.0, 0.0);
glEnd();
if (!cam->end())
cam->inc();
glCallList(LEVEL);
show_players();
if (choice == true)
{
show_possibility(current_player, last_dice);
if (calc == true)
{
Point t = calc_target_point();
Point p = calc_view_point();
cam->move_to(p, t, 300.0);
calc = false;
}
}
if (choice_player != -1)
{
vector<int> temp = get_choice(current_player, last_dice);
vector<int>::iterator it = temp.begin();
for (int i = 0; i < choice_player; ++i)
++it;
player[current_player].move_to(get_point(*it));
player[current_player].set_level_pos(*it);
choice_player = -1;
} |
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