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Requirement
This final project is a group project, each group should have two people. The goal of this project is to develop a java based racing game. The space racing game should provide the following functions:
One computer graphics environment
User-controlled car
User controlled viewpoint
Game AI
The racing vehicle car’s movement can be determined by its velocity and acceleration vectors.
When the user wants to turn the car, the direction of the velocity is changed based on the amount of turning the user provides.
Analysis
本题须要基于 OpenGL 开发一个竞速小游戏,须要理解 OpenGL 的编程框架,以及把握 OpenGL 函数库的根本用法,并以此来实现竞速小游戏。整个游戏地图包含边界、坡度、障碍物等。
本题的学习曲线较为平缓,然而如果把握了 OpenGL 的根本编程办法,难度也不是很大。此外,一个值得注意的中央是,本题的 AI 须要额定设计,对障碍物、边界等地区,进行判断。
Tips
本题代码量很大,上面仅给出 display 的局部代码
public class SpaceRacingSimulatorEventListerer implements
GLEventListener, KeyListener, MouseListener, MouseMotionListener {
…
private GLU glu = new GLU();
@Override
public void display(GLAutoDrawable gLDrawable) {
final GL2 gl = gLDrawable.getGL().getGL2();
gl.glClearColor(0.5f, 0.5f, 0.5f, 1);
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
gl.glPushMatrix();
gl.glRotatef(rot, 0, 1, 0);
gl.glRotatef(rotX, 1, 0, 0);
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_POSITION,lightPos, 0);
gl.glPushMatrix();
gl.glTranslatef(-0.5f, -0.5f, -0.5f);
// The color of the sphere
float materialColor[] = {1.0f, 1.0f, 0.0f, 1.0f};
// The specular (shiny) component of the material
float materialSpecular[] = {0.0f, 0.0f, 1.0f, 1.0f};
// The color emitted by the material
float materialEmission[] = {1.0f, 1.0f, 0.0f, 1.0f};
...
gl.glPushMatrix();
gl.glTranslatef(0, 2, 0);
gl.glColor3f(0.8f, 0.8f, 0.8f);
gl.glPopMatrix();
gl.glTranslatef(2, 0, 0);
gl.glScalef(0.5f, 0.5f, 0.5f);
gl.glTranslatef(-0.5f, -0.5f, -0.5f);
drawCube(gl);
int width = 100, height = 100;
byte[] src = new byte[width * height];
for (int a = 0; a < height; a++) {int color = (int)(a * 1.0f / height * 255);
for(int b = 0; b < width; b++) {src[a * width + b] = (byte)color;
}
}
gl.glPixelStorei(GL2.GL_UNPACK_ALIGNMENT, 1);
gl.glPixelStorei(GL2.GL_UNPACK_SKIP_PIXELS, 0);
gl.glPixelStorei(GL2.GL_UNPACK_SKIP_ROWS, 0);
gl.glPushMatrix();
gl.glLoadIdentity();
gl.glMatrixMode(GL2.GL_PROJECTION);
gl.glPushMatrix();
gl.glLoadIdentity();
glu.gluOrtho2D(0, windowWidth, 0, windowHeight);
gl.glRasterPos2f(windowWidth / 2, windowHeight / 2);
gl.glPopMatrix();
gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glPopMatrix();
}
…
}
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