Add powerup model, clipping triangle colors (mostly) fixed, and applied blinking state to enemies
This commit is contained in:
parent
9b725bf02a
commit
0291b3ab43
@ -14,6 +14,7 @@ enum EnemyID {
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SHOOTME2,
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ISHOOT,
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ISHOOT2,
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SHOOTME_ARMOR,
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SONAR,
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COIN = 56,
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POWERUP_ARMOR = 57,
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@ -12,7 +12,7 @@ Width*Height 16-bit values
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^ ^ En ID^ ^^^^
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| ^^^ NESW
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| Wave 321
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Blink
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Blink (UNUSED! Changed our minds)
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Armor
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Speed
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11
Faceball2030/assets/Powerup.mtl
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Faceball2030/assets/Powerup.mtl
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@ -0,0 +1,11 @@
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# Exported from Wings 3D 2.2.9
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newmtl sphere1_auv
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Ns 19.999999999999996
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d 1.0
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illum 2
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Kd 1.0 1.0 1.0
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Ka 0.0 0.0 0.0
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Ks 0.19 0.19 0.19
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Ke 0.0 0.0 0.0
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map_Kd sphere1_auv2.png
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BIN
Faceball2030/assets/Powerup.wings
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Faceball2030/assets/Powerup.wings
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11
Faceball2030/assets/Powerup2.mtl
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Faceball2030/assets/Powerup2.mtl
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@ -0,0 +1,11 @@
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# Exported from Wings 3D 2.2.9
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newmtl octahedron3_auv
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Ns 19.999999999999996
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d 1.0
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illum 2
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Kd 1.0 1.0 1.0
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Ka 0.0 0.0 0.0
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Ks 0.19 0.19 0.19
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Ke 0.0 0.0 0.0
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map_Kd octahedron3_auv.png
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BIN
Faceball2030/assets/Powerup2.wings
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Faceball2030/assets/Powerup2.wings
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@ -20,7 +20,7 @@
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8196
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8193
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2
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24580
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25492
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8201
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8204
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8197
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BIN
Faceball2030/assets/octahedron3_auv.png
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Faceball2030/assets/octahedron3_auv.png
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After Width: | Height: | Size: 5.2 KiB |
BIN
Faceball2030/assets/powerup.png
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BIN
Faceball2030/assets/powerup.png
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After Width: | Height: | Size: 77 KiB |
BIN
Faceball2030/assets/powerup2.png
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BIN
Faceball2030/assets/powerup2.png
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After Width: | Height: | Size: 45 KiB |
BIN
Faceball2030/assets/sphere1_auv2.png
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Faceball2030/assets/sphere1_auv2.png
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After Width: | Height: | Size: 8.2 KiB |
@ -11,7 +11,7 @@ using namespace olc;
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FaceBall* game;
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Enemy::Enemy(EnemyID id,vec3d pos,float rot,float radius)
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:id(id), health(game->enemyData[id].health), fireDelay(0),
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:id(id), health(game->enemyData[id].health), fireDelay(0), blinking(game->enemyData[id].blinking),
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Object({game->enemyData[id].mesh,pos,rot,radius}) {}
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EnemyID Enemy::GetID() {
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@ -104,12 +104,31 @@ bool Enemy::isExploded() {
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return exploded;
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}
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bool Enemy::Update(float fElapsedTime) {
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if (!isDead()) {
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aliveTime += fElapsedTime;
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if (isBlinking()) {
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blinkingAmt = std::sinf(30 * aliveTime);
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}
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}
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return true;
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}
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void Enemy::OnDeathEvent() {
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game->SubtractTag();
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if (game->enemyData[id].powerupDrop != PowerupType::NONE) {
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game->SpawnPowerup(game->enemyData[id].powerupDrop, pos);
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}
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blinkingAmt = 1;
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}
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void FaceBall::InitializeEnemyData() {
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enemyData[EnemyID::NONE] = { "VOID",undefined,BLACK };
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enemyData[EXIT] = { "EXIT",undefined,GREEN };
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enemyData[START] = { "SPAWN POSITION",undefined,{128,64,0} };
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enemyData[SHOOTME] = { "SHOOTME",enemy_ShootMe,YELLOW,1,1,PI / 8,2,1,0.2f,true };
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enemyData[SHOOTME2] = { "SHOOTME2",enemy_IShoot,YELLOW,1,1,PI / 6,2,1,0.3f,true };
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enemyData[SHOOTME_ARMOR] = { "SHOOTME_ARMOR",enemy_ShootMe,YELLOW,6,1,PI / 6,2,1,0.3f,true,PowerupType::ARMOR,true };
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enemyData[SONAR] = { "Sonar",enemy_Sonar,RED,5,1,PI / 8,2,1 };
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enemyData[COIN] = { "Coin",undefined,BLUE };
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enemyData[POWERUP_ARMOR] = { "Armor",undefined,{96,0,96} };
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@ -121,6 +140,32 @@ void FaceBall::InitializeEnemyData() {
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enemyData[AREA_MAP] = { "Map",undefined,GREEN };
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}
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void FaceBall::InitializePowerupColors() {
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powerupColorData[PowerupType::ARMOR] = DARK_GREEN;
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powerupColorData[PowerupType::SPEED] = DARK_BLUE;
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powerupColorData[PowerupType::SHOTS] = DARK_RED;
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powerupColorData[PowerupType::STOP] = RED;
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powerupColorData[PowerupType::SHIELD] = CYAN;
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powerupColorData[PowerupType::CAMO] = MAGENTA;
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powerupColorData[PowerupType::MAP] = GREEN;
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powerupColorData[PowerupType::COIN] = BLUE;
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}
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Powerup::Powerup(Mesh mesh, vec3d pos, float rot, PowerupType type)
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: type(type), col(game->powerupColorData[type]), Object{ mesh,pos,rot,0.375f } {}
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bool Powerup::Update(float fElapsedTime) {
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aliveTime += fElapsedTime;
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colorCycle = std::sinf(10 * aliveTime);
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col = game->powerupColorData[type] * colorCycle;
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return true;
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}
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void FaceBall::SpawnPowerup(PowerupType type, vec3d pos) {
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Mesh& mesh = (type <= PowerupType::SHOTS) ? powerup : powerup2;
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powerups.push_back({ mesh,pos,0,type });
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}
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void FaceBall::ConvertBulletColor(Mesh& bullet, Pixel col) {
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for (Triangle& t : bullet.tris) {
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t.col[0] = col;
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@ -494,6 +539,8 @@ int FaceBall::Triangle_ClipAgainstPlane(vec3d plane_p, vec3d plane_n, Triangle&
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vec3d* outside_points[3]; int nOutsidePointCount = 0;
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vec2d* inside_tex[3]; int nInsideTexCount = 0;
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vec2d* outside_tex[3]; int nOutsideTexCount = 0;
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Pixel* inside_col[3]; int nInsideColCount = 0;
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Pixel* outside_col[3]; int nOutsideColCount = 0;
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// Get signed distance of each point in triangle to plane
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@ -501,21 +548,21 @@ int FaceBall::Triangle_ClipAgainstPlane(vec3d plane_p, vec3d plane_n, Triangle&
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float d1 = dist(in_tri.p[1]);
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float d2 = dist(in_tri.p[2]);
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if (d0 >= 0) { inside_points[nInsidePointCount++] = &in_tri.p[0]; inside_tex[nInsideTexCount++] = &in_tri.uv[0]; }
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if (d0 >= 0) { inside_points[nInsidePointCount++] = &in_tri.p[0]; inside_tex[nInsideTexCount++] = &in_tri.uv[0]; inside_col[nInsideColCount++] = &in_tri.col[0]; }
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else {
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outside_points[nOutsidePointCount++] = &in_tri.p[0]; outside_tex[nOutsideTexCount++] = &in_tri.uv[0];
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outside_points[nOutsidePointCount++] = &in_tri.p[0]; outside_tex[nOutsideTexCount++] = &in_tri.uv[0]; outside_col[nOutsideColCount++] = &in_tri.col[0];
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}
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if (d1 >= 0) {
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inside_points[nInsidePointCount++] = &in_tri.p[1]; inside_tex[nInsideTexCount++] = &in_tri.uv[1];
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inside_points[nInsidePointCount++] = &in_tri.p[1]; inside_tex[nInsideTexCount++] = &in_tri.uv[1]; inside_col[nInsideColCount++] = &in_tri.col[1];
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}
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else {
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outside_points[nOutsidePointCount++] = &in_tri.p[1]; outside_tex[nOutsideTexCount++] = &in_tri.uv[1];
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outside_points[nOutsidePointCount++] = &in_tri.p[1]; outside_tex[nOutsideTexCount++] = &in_tri.uv[1]; outside_col[nOutsideColCount++] = &in_tri.col[1];
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}
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if (d2 >= 0) {
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inside_points[nInsidePointCount++] = &in_tri.p[2]; inside_tex[nInsideTexCount++] = &in_tri.uv[2];
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inside_points[nInsidePointCount++] = &in_tri.p[2]; inside_tex[nInsideTexCount++] = &in_tri.uv[2]; inside_col[nInsideColCount++] = &in_tri.col[2];
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}
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else {
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outside_points[nOutsidePointCount++] = &in_tri.p[2]; outside_tex[nOutsideTexCount++] = &in_tri.uv[2];
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outside_points[nOutsidePointCount++] = &in_tri.p[2]; outside_tex[nOutsideTexCount++] = &in_tri.uv[2]; outside_col[nOutsideColCount++] = &in_tri.col[2];
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}
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// Now classify triangle points, and break the input triangle into
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@ -553,6 +600,7 @@ int FaceBall::Triangle_ClipAgainstPlane(vec3d plane_p, vec3d plane_n, Triangle&
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// The inside point is valid, so keep that...
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out_tri1.p[0] = *inside_points[0];
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out_tri1.uv[0] = *inside_tex[0];
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out_tri1.col[0] = *inside_col[0];
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// but the two new points are at the locations where the
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// original sides of the triangle (lines) intersect with the plane
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@ -560,11 +608,19 @@ int FaceBall::Triangle_ClipAgainstPlane(vec3d plane_p, vec3d plane_n, Triangle&
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out_tri1.p[1] = Vector_IntersectPlane(plane_p, plane_n, *inside_points[0], *outside_points[0], t);
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out_tri1.uv[1].u = t * (outside_tex[0]->u - inside_tex[0]->u) + inside_tex[0]->u;
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out_tri1.uv[1].v = t * (outside_tex[0]->v - inside_tex[0]->v) + inside_tex[0]->v;
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out_tri1.col[1].r = t * (outside_col[0]->r - inside_col[0]->r) + inside_col[0]->r;
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out_tri1.col[1].g = t * (outside_col[0]->g - inside_col[0]->g) + inside_col[0]->g;
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out_tri1.col[1].b = t * (outside_col[0]->b - inside_col[0]->b) + inside_col[0]->b;
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//out_tri1.col[1].a = t * (outside_col[0]->a - inside_col[0]->a) + inside_col[0]->a;
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out_tri1.uv[1].w = t * (outside_tex[0]->w - inside_tex[0]->w) + inside_tex[0]->w;
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out_tri1.p[2] = Vector_IntersectPlane(plane_p, plane_n, *inside_points[0], *outside_points[1], t);
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out_tri1.uv[2].u = t * (outside_tex[1]->u - inside_tex[0]->u) + inside_tex[0]->u;
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out_tri1.uv[2].v = t * (outside_tex[1]->v - inside_tex[0]->v) + inside_tex[0]->v;
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out_tri1.col[2].r = t * (outside_col[1]->r - inside_col[0]->r) + inside_col[0]->r;
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out_tri1.col[2].g = t * (outside_col[1]->g - inside_col[0]->g) + inside_col[0]->g;
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out_tri1.col[2].b = t * (outside_col[1]->b - inside_col[0]->b) + inside_col[0]->b;
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//out_tri1.col[2].a = t * (outside_col[1]->a - inside_col[0]->a) + inside_col[0]->a;
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out_tri1.uv[2].w = t * (outside_tex[1]->w - inside_tex[0]->w) + inside_tex[0]->w;
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return 1; // Return the newly formed single triangle
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@ -593,11 +649,17 @@ int FaceBall::Triangle_ClipAgainstPlane(vec3d plane_p, vec3d plane_n, Triangle&
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out_tri1.p[1] = *inside_points[1];
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out_tri1.uv[0] = *inside_tex[0];
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out_tri1.uv[1] = *inside_tex[1];
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out_tri1.col[0] = *inside_col[0];
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out_tri1.col[1] = *inside_col[1];
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float t;
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out_tri1.p[2] = Vector_IntersectPlane(plane_p, plane_n, *inside_points[0], *outside_points[0], t);
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out_tri1.uv[2].u = t * (outside_tex[0]->u - inside_tex[0]->u) + inside_tex[0]->u;
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out_tri1.uv[2].v = t * (outside_tex[0]->v - inside_tex[0]->v) + inside_tex[0]->v;
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out_tri1.col[2].r = t * (outside_col[0]->r - inside_col[0]->r) + inside_col[0]->r;
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out_tri1.col[2].g = t * (outside_col[0]->g - inside_col[0]->g) + inside_col[0]->g;
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out_tri1.col[2].b = t * (outside_col[0]->b - inside_col[0]->b) + inside_col[0]->b;
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//out_tri1.col[2].a = t * (outside_col[0]->a - inside_col[0]->a) + inside_col[0]->a;
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out_tri1.uv[2].w = t * (outside_tex[0]->w - inside_tex[0]->w) + inside_tex[0]->w;
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// The second triangle is composed of one of he inside points, a
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@ -605,11 +667,17 @@ int FaceBall::Triangle_ClipAgainstPlane(vec3d plane_p, vec3d plane_n, Triangle&
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// triangle and the plane, and the newly created point above
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out_tri2.p[0] = *inside_points[1];
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out_tri2.uv[0] = *inside_tex[1];
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out_tri2.col[0] = *inside_col[1];
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out_tri2.p[1] = out_tri1.p[2];
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out_tri2.uv[1] = out_tri1.uv[2];
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out_tri2.col[1] = out_tri1.col[2];
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out_tri2.p[2] = Vector_IntersectPlane(plane_p, plane_n, *inside_points[1], *outside_points[0], t);
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out_tri2.uv[2].u = t * (outside_tex[0]->u - inside_tex[1]->u) + inside_tex[1]->u;
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out_tri2.uv[2].v = t * (outside_tex[0]->v - inside_tex[1]->v) + inside_tex[1]->v;
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out_tri1.col[2].r = t * (outside_col[0]->r - inside_col[1]->r) + inside_col[1]->r;
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out_tri1.col[2].g = t * (outside_col[0]->g - inside_col[1]->g) + inside_col[1]->g;
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out_tri1.col[2].b = t * (outside_col[0]->b - inside_col[1]->b) + inside_col[1]->b;
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//out_tri1.col[2].a = t * (outside_col[0]->a - inside_col[1]->a) + inside_col[1]->a;
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out_tri2.uv[2].w = t * (outside_tex[0]->w - inside_tex[1]->w) + inside_tex[1]->w;
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return 2; // Return two newly formed triangles which form a quad
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}
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@ -914,8 +982,13 @@ void FaceBall::RenderWorld() {
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t.col[0] = t.col[1] = t.col[2] = {0,(uint8_t)(std::abs(std::sinf(2*PI*gameTimer)) * 255),0};
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}
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for (auto& enemy : enemies) {
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if (enemy.blinkingAmt > 0.4f) {
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RenderMesh(matView, vecTrianglesToRaster, enemy);
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}
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}
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for (auto& powerup : powerups) {
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RenderMesh(matView, vecTrianglesToRaster, powerup);
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}
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for (auto& bullet : bullets) {
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RenderBulletMesh(matView, vecTrianglesToRasterTranslucent, bullet);
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}
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@ -1286,11 +1359,15 @@ bool FaceBall::OnUserCreate()
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life1 = new Decal(new Sprite("assets/life1.png"));
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crosshair = new Decal(new Sprite("assets/crosshair.png"));
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hudmeter = new Decal(new Sprite("assets/hudmeter.png"));
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powerup_tex = new Decal(new Sprite("assets/powerup.png"));
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powerup2_tex = new Decal(new Sprite("assets/powerup2.png"));
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enemy_ShootMe = { "assets/enemies/ShootMe.obj", enemy_ShootMe_tex };
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enemy_IShoot = { "assets/enemies/IShoot.obj", enemy_IShoot_tex };
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enemy_Sonar = { "assets/enemies/Sonar.obj", enemy_Sonar_tex };
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bullet = { "assets/enemies/bullet.obj",bullet_tex };
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powerup = { "assets/Powerup.obj",powerup_tex};
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powerup2 = { "assets/Powerup2.obj",powerup2_tex };
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mapExit = { "assets/Exit.obj",dot };
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mapWalls.texture = wall_tex;
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mapFloor.texture = floor_tex;
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@ -1356,7 +1433,7 @@ bool Bullet::Update(float fElapsedTime) {
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Enemy& enemy = game->enemies[collided_enemy];
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enemy.Hurt();
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if (enemy.isDead()) {
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game->SubtractTag();
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enemy.OnDeathEvent();
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}
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return false;
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}
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@ -1396,22 +1473,7 @@ void FaceBall::HurtPlayer(EnemyID id,int damage,bool blinking) {
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screenCol = enemyData[lastHitBy].col;
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}
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void FaceBall::RenderHud(float fElapsedTime) {
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if (hudShakeTime > 0) {
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hudShakeTime -= fElapsedTime;
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}
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if (!GetKey(olc::D).bHeld && !GetKey(olc::A).bHeld) {
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hudOffsetAcc += 20 * fElapsedTime;
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while (hudOffsetAcc >= 1) {
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hudOffset /= 2;
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hudOffsetAcc--;
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}
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}
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SetDecalMode(DecalMode::NORMAL);
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if (hp <= 0) {
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FillRectDecal({ 0,0 }, { float(ScreenWidth()),float(ScreenHeight()) });
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std::string topText = enemyData[lastHitBy].name + " SAYS";
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std::string bottomText = "HAVE A NICE DAY !";
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void FaceBall::Display3DKillerModel() {
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// Set up rotation matrices
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mat4x4 matRotZ, matRotX, matWorld;
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@ -1502,6 +1564,25 @@ void FaceBall::RenderHud(float fElapsedTime) {
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triRenderCount++;
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}
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}
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}
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void FaceBall::RenderHud(float fElapsedTime) {
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if (hudShakeTime > 0) {
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hudShakeTime -= fElapsedTime;
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}
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if (!GetKey(olc::D).bHeld && !GetKey(olc::A).bHeld) {
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hudOffsetAcc += 20 * fElapsedTime;
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while (hudOffsetAcc >= 1) {
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hudOffset /= 2;
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hudOffsetAcc--;
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}
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}
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SetDecalMode(DecalMode::NORMAL);
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if (hp <= 0) {
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FillRectDecal({ 0,0 }, { float(ScreenWidth()),float(ScreenHeight()) });
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std::string topText = enemyData[lastHitBy].name + " SAYS";
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std::string bottomText = "HAVE A NICE DAY !";
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Display3DKillerModel();
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DrawStringDecal({ (float)(ScreenWidth() / 2 - GetTextSize(topText).x / 2 * 3),140.f }, topText, { 96,96,255 }, { 3,6 });
|
||||
DrawStringDecal({ float(ScreenWidth() / 2 - GetTextSize(bottomText).x / 2 * 3),float(ScreenHeight() - 140.f) }, bottomText, { 96,96,255 }, { 3,6 });
|
||||
}
|
||||
@ -1785,22 +1866,26 @@ void FaceBall::RunEnemyAI(Enemy& e,float fElapsedTime,int myIndex) {
|
||||
bool FaceBall::OnUserUpdate(float fElapsedTime)
|
||||
{
|
||||
gameTimer += fElapsedTime;
|
||||
for (std::vector<Bullet>::iterator it = bullets.begin(); it != bullets.end(); ++it) {
|
||||
Bullet& b = *it;
|
||||
for (std::vector<Bullet>::iterator it = bullets.end(); it != bullets.begin();) {
|
||||
Bullet& b = *--it;
|
||||
if (!b.Update(fElapsedTime)) {
|
||||
it=bullets.erase(it);
|
||||
if (it == bullets.end()) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
for (int i = 0; i < enemies.size(); i++) {
|
||||
Enemy& e = enemies[i];
|
||||
e.Update(fElapsedTime);
|
||||
if (e.isLastHitTimerActive()) {
|
||||
e.reduceLastHitTimer(fElapsedTime);
|
||||
}
|
||||
RunEnemyAI(e, fElapsedTime,i);
|
||||
}
|
||||
for (std::vector<Powerup>::iterator it = powerups.end(); it != powerups.begin();) {
|
||||
Powerup& p = *--it;
|
||||
if (!p.Update(fElapsedTime)) {
|
||||
it = powerups.erase(it);
|
||||
}
|
||||
}
|
||||
switch (mode) {
|
||||
case GAME: {
|
||||
if (hp > 0) {
|
||||
|
@ -156,6 +156,27 @@ struct Bullet : Object{
|
||||
bool Update(float fElapsedTime);
|
||||
};
|
||||
|
||||
enum class PowerupType {
|
||||
NONE,
|
||||
ARMOR,
|
||||
SPEED,
|
||||
SHOTS,
|
||||
STOP,
|
||||
SHIELD,
|
||||
CAMO,
|
||||
MAP,
|
||||
COIN
|
||||
};
|
||||
|
||||
struct Powerup : Object {
|
||||
PowerupType type;
|
||||
Powerup(Mesh mesh, vec3d pos, float rot, PowerupType type);
|
||||
Pixel col;
|
||||
float colorCycle=1;
|
||||
float aliveTime=0;
|
||||
bool Update(float fElapsedTime);
|
||||
};
|
||||
|
||||
struct EnemyData {
|
||||
std::string name;
|
||||
Mesh mesh;
|
||||
@ -167,6 +188,8 @@ struct EnemyData {
|
||||
float fireDelay = 1;
|
||||
float radius = 0.2f;
|
||||
bool explosive = false; //Explodes on contact.
|
||||
PowerupType powerupDrop=PowerupType::NONE;
|
||||
bool blinking = false;
|
||||
};
|
||||
|
||||
struct mat4x4
|
||||
@ -189,12 +212,14 @@ struct Enemy : public Object {
|
||||
bool exploded = false; //If contacted and explosive, then explosion flag is set instead.
|
||||
float colorFactor = 0;
|
||||
Phase phase=Phase::DEFAULT;
|
||||
bool blinking = false; //TODO TO BE IMPLEMENTED.
|
||||
float lastHitTime = 0;
|
||||
bool blinking = false;
|
||||
float aliveTime = 0;
|
||||
public:
|
||||
float turnAmt = 0;
|
||||
bool flippedTriangles = false;
|
||||
bool finishedAnimation = false;
|
||||
float blinkingAmt = 1; //>0.5 the enemy is visible.
|
||||
Enemy(EnemyID id, vec3d pos, float rot, float radius);
|
||||
EnemyID GetID();
|
||||
//Can set the damage to 0 to cause just a visual hit.
|
||||
@ -216,6 +241,8 @@ struct Enemy : public Object {
|
||||
void setExploded(bool exploded);
|
||||
bool isBlinking();
|
||||
bool isExploded();
|
||||
bool Update(float fElapsedTime);
|
||||
void OnDeathEvent();
|
||||
};
|
||||
|
||||
class FaceBall : public PixelGameEngine
|
||||
@ -230,14 +257,16 @@ class FaceBall : public PixelGameEngine
|
||||
EnemyData GetData(EnemyID id);
|
||||
Decal* circle,*arrow,*YAZAWA;
|
||||
std::map<EnemyID, EnemyData>enemyData;
|
||||
std::map<PowerupType, Pixel>powerupColorData;
|
||||
std::vector<Enemy>enemies;
|
||||
std::vector<Powerup>powerups;
|
||||
private:
|
||||
Mesh mapWalls,mapFloor,enemy_ShootMe,undefined,
|
||||
enemy_Sonar, mapExit,enemy_IShoot;
|
||||
enemy_Sonar, mapExit,enemy_IShoot,powerup,powerup2;
|
||||
|
||||
Decal* dot, * enemy_ShootMe_tex,*bullet_tex,*wall_tex,*floor_tex,
|
||||
*enemy_Sonar_tex,*hud,*exit_wall_tex,*enemy_IShoot_tex,
|
||||
*life4,*life3,*life2,*life1,*crosshair,*hudmeter;
|
||||
*life4,*life3,*life2,*life1,*crosshair,*hudmeter,*powerup_tex,*powerup2_tex;
|
||||
vi2d MAP_SIZE;
|
||||
vi2d exitCoords = { 0,0 };
|
||||
std::vector<std::vector<MapSquare>>map;
|
||||
@ -336,6 +365,7 @@ class FaceBall : public PixelGameEngine
|
||||
void OnTextEntryComplete(const std::string& sText) override;
|
||||
void InitializeEnemyData();
|
||||
void InitializeBulletColors();
|
||||
void InitializePowerupColors();
|
||||
void LoadLevel(int level);
|
||||
void RenderBulletMesh(mat4x4& matView, std::vector<Triangle>& vecTrianglesToRaster, Bullet& b,bool translucent=true);
|
||||
void RenderMesh(mat4x4&matView, std::vector<Triangle>&vecTrianglesToRaster,Object&o,bool translucent=false);
|
||||
@ -343,6 +373,7 @@ class FaceBall : public PixelGameEngine
|
||||
void RunEnemyAI(Enemy& e,float fElapsedTime,int myIndex);
|
||||
void RenderHud(float fElapsedTime);
|
||||
void ConvertBulletColor(Mesh& bullet, Pixel col);
|
||||
void Display3DKillerModel();
|
||||
public:
|
||||
float restingTriangleYDepth = 0.f;
|
||||
std::vector<Bullet>bullets;
|
||||
@ -355,4 +386,5 @@ class FaceBall : public PixelGameEngine
|
||||
static bool CheckPlayerCollision(vec3d movementVector, vf2d pos, float radius);
|
||||
void SubtractTag();
|
||||
void HurtPlayer(EnemyID id, int damage=1,bool blinking = false);
|
||||
void SpawnPowerup(PowerupType type, vec3d pos);
|
||||
};
|
Loading…
x
Reference in New Issue
Block a user