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#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include <GL/glew.h>
#include <iostream>
#include <vector>
// 简单的3D向量类
struct Vector3 {
float x, y, z;
Vector3(float x = 0, float y = 0, float z = 0) : x(x), y(y), z(z) {}
};
// 玩家类
class Player {
public:
Vector3 position;
Vector3 direction;
Player() : position(0, 0, -5), direction(0, 0, 1) {}
void move(float deltaTime) {
if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) {
position.z += direction.z * deltaTime * 5.0f;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) {
position.z -= direction.z * deltaTime * 5.0f;
}
}
};
// 子弹类
class Bullet {
public:
Vector3 position;
Vector3 velocity;
Bullet(Vector3 pos, Vector3 vel) : position(pos), velocity(vel) {}
void update(float deltaTime) {
position.x += velocity.x * deltaTime;
position.y += velocity.y * deltaTime;
position.z += velocity.z * deltaTime;
}
};
// 主程序
int main() {
// 创建窗口
sf::Window window(sf::VideoMode(800, 600), "3D Shooting Game", sf::Style::Default, sf::ContextSettings(32));
window.setVerticalSyncEnabled(true);
// 初始化GLEW
glewExperimental = GL_TRUE;
glewInit();
// 启用深度测试
glEnable(GL_DEPTH_TEST);
// 玩家和子弹
Player player;
std::vector<Bullet> bullets;
// 游戏循环
sf::Clock clock;
while (window.isOpen()) {
sf::Event event;
while (window.pollEvent(event)) {
if (event.type == sf::Event::Closed)
window.close();
}
// 处理输入
float deltaTime = clock.restart().asSeconds();
player.move(deltaTime);
// 射击
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Space)) {
bullets.push_back(Bullet(player.position, player.direction));
}
// 更新子弹
for (auto& bullet : bullets) {
bullet.update(deltaTime);
}
// 清除屏幕
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// 设置视角
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, 800.0f / 600.0f, 0.1f, 100.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(player.position.x, player.position.y, player.position.z,
player.position.x + player.direction.x,
player.position.y + player.direction.y,
player.position.z + player.direction.z,
0, 1, 0);
// 绘制玩家(简单的一个点)
glBegin(GL_POINTS);
glVertex3f(player.position.x, player.position.y, player.position.z);
glEnd();
// 绘制子弹
glColor3f(1, 0, 0);
for (auto& bullet : bullets) {
glBegin(GL_POINTS);
glVertex3f(bullet.position.x, bullet.position.y, bullet.position.z);
glEnd();
}
// 显示内容
window.display();
}
return 0;
}