Example #1
0
  public void createGameActions() {
    super.createGameActions();
    moveLeft = new GameAction("moveLeft", GameAction.NORMAL, Keyboard.KEY_LEFT);
    moveRight = new GameAction("moveRight", GameAction.NORMAL, Keyboard.KEY_RIGHT);
    moveUp = new GameAction("moveUp", GameAction.DETECT_INITIAL_PRESS_ONLY, Keyboard.KEY_UP);
    moveDown = new GameAction("moveDown", GameAction.NORMAL, Keyboard.KEY_DOWN);
    zoomIn = new GameAction("zoomIn", GameAction.NORMAL, Keyboard.KEY_HOME);
    zoomOut = new GameAction("zoomOut", GameAction.NORMAL, Keyboard.KEY_END);

    drawMode = new GameAction("drawMode", GameAction.DETECT_INITIAL_PRESS_ONLY, Keyboard.KEY_T);
    modTex = new GameAction("modTex", GameAction.DETECT_INITIAL_PRESS_ONLY, Keyboard.KEY_M);
    debug = new GameAction("debug", GameAction.DETECT_INITIAL_PRESS_ONLY, Keyboard.KEY_SPACE);
  }
Example #2
0
  @Override
  public void init() throws IOException {
    super.init();

    screen.setTitle("MD2 Loader");

    createGameActions();

    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(45.0f, 800 / 600, 1.0f, 2000.0f);
    glMatrixMode(GL_MODELVIEW);
    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);

    // Here, we turn on a lighting and enable lighting.  We don't need to
    // set anything else for lighting because we will just take the defaults.
    // We also want color, so we turn that on

    // Habilita Z-Buffer
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_LIGHT0); // Turn on a light with defaults set
    glEnable(GL_LIGHTING); // Turn on lighting
    glEnable(GL_COLOR_MATERIAL); // Allow color

    // To make our model render somewhat faster, we do some front back culling.
    // It seems that Quake2 orders their polygons clock-wise.
    // Seleciona o modo de aplicação da textura
    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, modo);
    glEnable(GL_CULL_FACE); // Turn culling on
    glCullFace(GL_FRONT);
    glEnable(GL_TEXTURE_2D);
    g_World.load(FILE_NAME);
    // g_LoadMd2.importMD2(g_World, "modelsd2/model8/head.md2", "modelsd2/model8/head.png");
    // g_LoadMd2.importMD2(g_World, "modelsd2/model8/throne.md2", "modelsd2/model8/throne.png");
  }