public draw() : base() { this.KeyDown += new KeyEventHandler(LessonView_KeyDown); this.KeyUp += new KeyEventHandler(LessonView_KeyUp); this.finished = false; r1 = new Random(r.Next()); t1 = new My_time(); ttime2 = new Two_time(); t1.Interval = 2000; ttime2.Interval = 1000; MyBall = new List_My_Ball(); limyba.Add(MyBall1); limyba.Add(MyBall2); limyba.Add(MyBall3); }
public void AddTball(List_My_Ball MyBall, int start, int end) { for (int i = start; i < end; i++) { if (MyBall.lmp1[i].counter < as12.MyPath.Count) { MyBall.lmp1[i].counter++; } } if (MyBall.lmp1.Count < 6) { a = r1.Next(6); this.ttball = new Tball(as12.MyPath[0].x, as12.MyPath[0].y, 0, 0, a); MyBall.lmp1.Insert(MyBall.lmp1.Count, ttball); } }
public void MoveBall(List_My_Ball MyBall) { for (int i = 0; (i < MyBall.lmp1.Count) && (t1.Enabled); i++) { if (MyBall.lmp1[i].counter < as12.MyPath.Count) { GL.glLoadIdentity(); GL.glTranslatef(0, 0, this.z); GL.glTranslatef(as12.MyPath[MyBall.lmp1[i].counter].x, as12.MyPath[MyBall.lmp1[i].counter].y, as12.MyPath[MyBall.lmp1[i].counter].z); if (MyBall.lmp1[i].data == 1) { GL.glColor3fv(mycolor.yellow); } if (MyBall.lmp1[i].data == 0) { GL.glColor3fv(mycolor.green); } if (MyBall.lmp1[i].data == 2) { GL.glColor3fv(mycolor.magneta); } if (MyBall.lmp1[i].data == 3) { GL.glColor3fv(mycolor.blue); } if (MyBall.lmp1[i].data == 4) { GL.glColor3fv(mycolor.cyan); } if (MyBall.lmp1[i].data == 5) { GL.glColor3fv(mycolor.red); } sphere1.getbox(); } } }
protected override void InitGLContext() { loading.LoadTextures1(2); MyBall2 = new List_My_Ball(); xb = zb = 0; yy = yb = -1.2f; GL.glEnable(GL.GL_TEXTURE_2D); // Enable Texture Mapping GL.glShadeModel(GL.GL_SMOOTH); // Enable Smooth Shading GL.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background GL.glClearDepth(1.0f); // Depth Buffer Setup GL.glEnable(GL.GL_DEPTH_TEST); // Enables Depth Testing GL.glDepthFunc(GL.GL_LEQUAL); // The Type Of Depth Testing To Do GL.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST); // Really Nice Perspective Calculations GL.glLightfv(GL.GL_LIGHT1, GL.GL_AMBIENT, this.LightAmbient); // Setup The Ambient Light GL.glLightfv(GL.GL_LIGHT1, GL.GL_DIFFUSE, this.LightDiffuse); // Setup The Diffuse Light GL.glLightfv(GL.GL_LIGHT1, GL.GL_POSITION, this.LightPosition); // Position The Light GL.glEnable(GL.GL_LIGHT1); // Enable Light One if (this.light) // If lighting, enable it to start { GL.glEnable(GL.GL_LIGHTING); } }