質問編集履歴
3
修正
test
CHANGED
File without changes
|
test
CHANGED
@@ -8,6 +8,14 @@
|
|
8
8
|
|
9
9
|
|
10
10
|
|
11
|
+
player cpp の
|
12
|
+
|
13
|
+
3行目でエラーが出ました
|
14
|
+
|
15
|
+
Player g_player;
|
16
|
+
|
17
|
+
|
18
|
+
|
11
19
|
エラー文を見てますがよくわかりません
|
12
20
|
|
13
21
|
|
2
修正
test
CHANGED
File without changes
|
test
CHANGED
@@ -82,7 +82,7 @@
|
|
82
82
|
|
83
83
|
|
84
84
|
|
85
|
-
Player g_player;
|
85
|
+
Player g_player; //ここでエラーが出ました
|
86
86
|
|
87
87
|
|
88
88
|
|
1
修正しました
test
CHANGED
File without changes
|
test
CHANGED
@@ -2,7 +2,15 @@
|
|
2
2
|
|
3
3
|
|
4
4
|
|
5
|
+
rectクラスを継承したPlayerクラスを
|
6
|
+
|
5
|
-
extern 宣言した
|
7
|
+
extern 宣言したらエラーが出ました
|
8
|
+
|
9
|
+
|
10
|
+
|
11
|
+
エラー文を見てますがよくわかりません
|
12
|
+
|
13
|
+
|
6
14
|
|
7
15
|
|
8
16
|
|
@@ -120,6 +128,238 @@
|
|
120
128
|
|
121
129
|
```
|
122
130
|
|
131
|
+
```C++
|
132
|
+
|
133
|
+
#include "Rect.h"
|
134
|
+
|
135
|
+
#include "glut.h"
|
136
|
+
|
137
|
+
#include <stdio.h>
|
138
|
+
|
139
|
+
|
140
|
+
|
141
|
+
Rect::Rect(float _width, float _height)
|
142
|
+
|
143
|
+
:m_size(_width, _height),//高さ
|
144
|
+
|
145
|
+
m_position(vec2()),//幅
|
146
|
+
|
147
|
+
m_flip(RECT_FLIP_NONE)//クリアする
|
148
|
+
|
149
|
+
{}
|
150
|
+
|
151
|
+
|
152
|
+
|
153
|
+
Rect::Rect( vec2 const & _size,vec2 const & _position)//幅と高さ
|
154
|
+
|
155
|
+
:m_size(_size)//高さ
|
156
|
+
|
157
|
+
,m_position(_position),//幅
|
158
|
+
|
159
|
+
m_flip(RECT_FLIP_NONE)//クリアする
|
160
|
+
|
161
|
+
{
|
162
|
+
|
163
|
+
|
164
|
+
|
165
|
+
}
|
166
|
+
|
167
|
+
|
168
|
+
|
169
|
+
void Rect::Draw()
|
170
|
+
|
171
|
+
{
|
172
|
+
|
173
|
+
////四角形描画
|
174
|
+
|
175
|
+
//glRectf(
|
176
|
+
|
177
|
+
//m_position.x, //GLfloat x1,
|
178
|
+
|
179
|
+
// m_position.y, //GLfloat y1,
|
180
|
+
|
181
|
+
//m_position.x+m_size.x, //GLfloat x2,
|
182
|
+
|
183
|
+
//m_position.y+m_size.y); //GLfloat y2,
|
184
|
+
|
185
|
+
|
186
|
+
|
187
|
+
glBegin(GL_QUADS);//ワイヤーフレームでもできる
|
188
|
+
|
189
|
+
{
|
190
|
+
|
191
|
+
//反転フラグが建っていたら
|
192
|
+
|
193
|
+
glTexCoord2f((m_flip&RECT_FLIP_HORIZONTAL)?1:0//反転フラグが建っていたら1建ってなかったら0
|
194
|
+
|
195
|
+
,( m_flip&RECT_FLIP_VERTICAL) ? 1 : 0);//GLfloat s, GLfloat t
|
196
|
+
|
197
|
+
glVertex2fv((GLfloat*)&m_position);//const GLfloat *v
|
198
|
+
|
199
|
+
|
200
|
+
|
201
|
+
glTexCoord2f((m_flip&RECT_FLIP_HORIZONTAL) ? 1 : 0,
|
202
|
+
|
203
|
+
(m_flip&RECT_FLIP_VERTICAL) ? 0 : 1);//GLfloat s, GLfloat t
|
204
|
+
|
205
|
+
glVertex2fv((GLfloat*)&(m_position+vec2(0,m_size.y)));//const GLfloat *v
|
206
|
+
|
207
|
+
|
208
|
+
|
209
|
+
glTexCoord2f((m_flip&RECT_FLIP_HORIZONTAL) ? 0 : 1,
|
210
|
+
|
211
|
+
(m_flip&RECT_FLIP_VERTICAL) ? 0 : 1);//GLfloat s, GLfloat t
|
212
|
+
|
213
|
+
glVertex2fv((GLfloat*)&(m_position + m_size));//const GLfloat *v
|
214
|
+
|
215
|
+
|
216
|
+
|
217
|
+
glTexCoord2f((m_flip&RECT_FLIP_HORIZONTAL) ? 0 : 1,
|
218
|
+
|
219
|
+
(m_flip&RECT_FLIP_VERTICAL) ? 1 : 0);//GLfloat s, GLfloat t
|
220
|
+
|
221
|
+
glVertex2fv((GLfloat*)&(m_position + vec2( m_size.x,0)));//const GLfloat *v
|
222
|
+
|
223
|
+
}
|
224
|
+
|
225
|
+
glEnd();
|
226
|
+
|
227
|
+
}
|
228
|
+
|
229
|
+
|
230
|
+
|
231
|
+
void Rect::DrawWire() {
|
232
|
+
|
233
|
+
glPushAttrib(GL_ALL_ATTRIB_BITS);// GLbitfield mask
|
234
|
+
|
235
|
+
glDisable(GL_TEXTURE_2D);
|
236
|
+
|
237
|
+
glPolygonMode(
|
238
|
+
|
239
|
+
GL_FRONT_AND_BACK,//GLenum face,
|
240
|
+
|
241
|
+
GL_LINE);//線で描画 //GLenum mode);
|
242
|
+
|
243
|
+
glRectfv(
|
244
|
+
|
245
|
+
(GLfloat*)&m_position,//const GLfloat *v1,
|
246
|
+
|
247
|
+
(GLfloat*)&(m_position+m_size)//const GLfloat *v2
|
248
|
+
|
249
|
+
);
|
250
|
+
|
251
|
+
|
252
|
+
|
253
|
+
glPopAttrib();//終了
|
254
|
+
|
255
|
+
}
|
256
|
+
|
257
|
+
|
258
|
+
|
259
|
+
bool Rect::Intersect(vec2 const & _point)
|
260
|
+
|
261
|
+
{
|
262
|
+
|
263
|
+
//当たり判定
|
264
|
+
|
265
|
+
return (_point.x >= m_position.x&&
|
266
|
+
|
267
|
+
_point.x < m_position.x + m_size.x
|
268
|
+
|
269
|
+
&&_point.y >= m_position.y
|
270
|
+
|
271
|
+
&&_point.y < m_position.y + m_size.y);
|
272
|
+
|
273
|
+
|
274
|
+
|
275
|
+
}
|
276
|
+
|
277
|
+
|
278
|
+
|
279
|
+
bool Rect::Intersect(Rect const & _rect)
|
280
|
+
|
281
|
+
{
|
282
|
+
|
283
|
+
return (m_position.x + m_size.x >= _rect.m_position.x&&
|
284
|
+
|
285
|
+
m_position.x <= _rect.m_position.x + _rect.m_size.x&&
|
286
|
+
|
287
|
+
m_position.y + m_size.y >= _rect.m_position.y&&
|
288
|
+
|
289
|
+
m_position.y <= _rect.m_position.y + _rect.m_size.y);
|
290
|
+
|
291
|
+
|
292
|
+
|
293
|
+
|
294
|
+
|
295
|
+
}
|
296
|
+
|
297
|
+
|
298
|
+
|
299
|
+
```
|
300
|
+
|
301
|
+
|
302
|
+
|
303
|
+
```C++
|
304
|
+
|
305
|
+
#pragma once
|
306
|
+
|
307
|
+
#include"glm/glm.hpp"
|
308
|
+
|
309
|
+
|
310
|
+
|
311
|
+
using namespace glm;
|
312
|
+
|
313
|
+
|
314
|
+
|
315
|
+
|
316
|
+
|
317
|
+
#define RECT_FLIP_NONE 0 //初期化
|
318
|
+
|
319
|
+
#define RECT_FLIP_HORIZONTAL (1<<0)//横反転フラグ
|
320
|
+
|
321
|
+
#define RECT_FLIP_VERTICAL (1<<1)//縦反転フラグ
|
322
|
+
|
323
|
+
|
324
|
+
|
325
|
+
struct Rect
|
326
|
+
|
327
|
+
{
|
328
|
+
|
329
|
+
vec2 m_position;//位置を保持
|
330
|
+
|
331
|
+
vec2 m_size;//大きさを保持
|
332
|
+
|
333
|
+
int m_flip;//反転を指示
|
334
|
+
|
335
|
+
|
336
|
+
|
337
|
+
//コンストラクタ
|
338
|
+
|
339
|
+
Rect(float _width, float _height);
|
340
|
+
|
341
|
+
Rect( vec2 const&_size,vec2 const & _position );
|
342
|
+
|
343
|
+
|
344
|
+
|
345
|
+
//描画
|
346
|
+
|
347
|
+
void Draw();
|
348
|
+
|
349
|
+
|
350
|
+
|
351
|
+
void DrawWire();//ワイヤーを描画
|
352
|
+
|
353
|
+
//当たり判定
|
354
|
+
|
355
|
+
bool Intersect(vec2 const& _point);
|
356
|
+
|
357
|
+
bool Intersect(Rect const& _rect);
|
358
|
+
|
359
|
+
};
|
360
|
+
|
361
|
+
```
|
362
|
+
|
123
363
|
### 試したこと
|
124
364
|
|
125
365
|
|