class Bullet

GLUT.load_lib()

Constants

COOLDOWN_DELAY
DAMAGE
MAX_SPEED

Friendly projects are + speeds

Public Class Methods

new(scale, screen_width, screen_height, object, options = {}) click to toggle source
Calls superclass method DumbProjectile::new
# File line-em-up/models/bullet.rb, line 40
def initialize(scale, screen_width, screen_height, object, options = {})
  super(scale, screen_width, screen_height, object, options)
end

Public Instance Methods

draw() click to toggle source

include Gl include Glu include Glut

# File line-em-up/models/bullet.rb, line 35
def draw
  # draw nothing
  @image.draw(@x - get_width / 2, @y - get_height / 2, get_draw_ordering, @scale, @scale)
end
draw_gl() click to toggle source

end

# File line-em-up/models/bullet.rb, line 89
  def draw_gl
#     height = 20 * @scale
#     width = 30 * @scale
#     new_pos_x, new_pos_y, increment_x, increment_y = Bullet.convert_x_and_y_to_opengl_coords(@x, @y, @screen_width, @screen_height)
#     new_width1, new_height1, increment_x, increment_y = Bullet.convert_x_and_y_to_opengl_coords(@x + width / 2, @y, @screen_width, @screen_height)
#     new_width2, new_height2, increment_x, increment_y = Bullet.convert_x_and_y_to_opengl_coords(@x, @y + height, @screen_width, @screen_height)
#     new_width3, new_height3, increment_x, increment_y = Bullet.convert_x_and_y_to_opengl_coords(@x - width / 2, @y, @screen_width, @screen_height)

#     # height = 55 * increment_y * @scale
#     # width  = 55 * increment_x * @scale

#     z = ZOrder::Projectile

#     # glLineWidth(5 * @scale)
#     # scale = 1.0 * @scale


#     glBegin(GL_TRIANGLES)
#       glColor4f(1, 0.5, 0.5, get_draw_ordering)
#       glVertex3f(new_width1, new_height1, 0.0)
#       glVertex3f(new_width2, new_height2, 0.0)
#       glVertex3f(new_width3, new_height3, 0.0)
#     glEnd

#     # glBegin(GL_TRIANGLES)
#     #   glColor4f(1, 1, 1, 1)
#     #   glVertex3f(new_width1, new_height3 + 0.1, 0.0)
#     #   glVertex3f(new_width3, new_height2 + 0.1, 0.0)
#     #   glVertex3f(new_width2, new_height1 + 0.1, 0.0)
#     # glEnd

#     new_width1, new_height1, increment_x, increment_y = Bullet.convert_x_and_y_to_opengl_coords(@x - width / 2, @y + height, @screen_width         , @screen_height)
#     new_width2, new_height2, increment_x, increment_y = Bullet.convert_x_and_y_to_opengl_coords(@x            , @y         , @screen_width, @screen_height)
#     new_width3, new_height3, increment_x, increment_y = Bullet.convert_x_and_y_to_opengl_coords(@x + width / 2, @y + height, @screen_width         , @screen_height)
#     glBegin(GL_TRIANGLES)
#       glColor4f(0.5, 1, 0.5, get_draw_ordering)
#       glVertex3f(new_width1, new_height1, 0.0)
#       glVertex3f(new_width2, new_height2, 0.0)
#       glVertex3f(new_width3, new_height3, 0.0)
#     glEnd


# # =======
# #     glLineWidth(20 * @scale)
# #     glBegin(GL_LINES)
# #     # 22.4% red, 100% green and 7.8% blue
# #       glColor3f(1, 1.0, 1.0)
# #       glVertex3d(new_pos_x, new_pos_y, z)
# #       glVertex3d(new_pos_x, new_pos_y + height, z)
#     # glEnd
# # >>>>>>> 8012b34281af3e19bb5f897bcab2161c1a00e7b0


  end
get_image() click to toggle source
# File line-em-up/models/bullet.rb, line 25
def get_image
  # Gosu::Image.new("#{MEDIA_DIRECTORY}/laserbolt.png")
  Gosu::Image.new("#{MEDIA_DIRECTORY}/bullet-mini.png")
end