diff --git a/Faceball2030/assets/#Powerup.wings# b/Faceball2030/assets/#Powerup.wings# new file mode 100644 index 0000000..347bb6b Binary files /dev/null and b/Faceball2030/assets/#Powerup.wings# differ diff --git a/Faceball2030/assets/powerup.png b/Faceball2030/assets/powerup.png index 2e482a3..b1250fb 100644 Binary files a/Faceball2030/assets/powerup.png and b/Faceball2030/assets/powerup.png differ diff --git a/Faceball2030/main.cpp b/Faceball2030/main.cpp index 9b906de..3dc4f76 100644 --- a/Faceball2030/main.cpp +++ b/Faceball2030/main.cpp @@ -279,6 +279,9 @@ void FaceBall::LoadLevel(int level) bool FaceBall::CheckCollision(vec3d movementVector,vf2d pos,float radius){ utils::geom2d::circlenewPos{ {pos.x + movementVector.x,pos.y + movementVector.z},radius }; bool collisionOccured = false; + if (pos.x - radius > game->MAP_SIZE.x || pos.x + radius<0 || pos.y - radius>game->MAP_SIZE.y || pos.y + radius < 0) { + return true; + } for (int y = -1; y <= 1; y++) { for (int x = -1; x <= 1; x++) { int offsetX = (int)pos.x + x; @@ -821,6 +824,140 @@ void FaceBall::RenderMesh(mat4x4&matView,std::vector&vecTrianglesToRas } } +void FaceBall::RenderPowerupMesh(mat4x4& matView, std::vector& vecTrianglesToRaster, Powerup&p) { + for (int i = 0; i < 2; i++) { + for (auto& tri : p.mesh.tris) { + Triangle triProjected, triTransformed, triViewed; + mat4x4 localMat = Matrix_MakeIdentity(); + mat4x4 rotMat = Matrix_MakeRotationY(p.rot); + if (i) { + mat4x4 flipMat = Matrix_MakeRotationX(PI); + rotMat = Matrix_MultiplyMatrix(rotMat, flipMat); + } + localMat = Matrix_MultiplyMatrix(localMat, rotMat); + mat4x4 matTrans = Matrix_MakeTranslation(p.pos.x, p.pos.y+(i?0.375f:0), p.pos.z); + localMat = Matrix_MultiplyMatrix(localMat, matTrans); + + triTransformed.p[0] = Matrix_MultiplyVector(localMat, tri.p[0]); + triTransformed.p[1] = Matrix_MultiplyVector(localMat, tri.p[1]); + triTransformed.p[2] = Matrix_MultiplyVector(localMat, tri.p[2]); + triTransformed.uv[0] = tri.uv[0]; + triTransformed.uv[1] = tri.uv[1]; + triTransformed.uv[2] = tri.uv[2]; + triTransformed.col[0] = tri.col[0]; + triTransformed.col[1] = tri.col[1]; + triTransformed.col[2] = tri.col[2]; + triTransformed.tex = tri.tex; + + vec3d normal, line1, line2; + line1 = Vector_Sub(triTransformed.p[1], triTransformed.p[0]); + line2 = Vector_Sub(triTransformed.p[2], triTransformed.p[0]); + + normal = Vector_CrossProduct(line1, line2); + normal = Vector_Normalise(normal); + + vec3d vCameraRay = Vector_Sub(triTransformed.p[0], freeRoam ? freeRoamCamera : player.GetPos()); + + if (Vector_DotProduct(normal, vCameraRay) < 0) { + vec3d light_dir = Vector_Mul(vLookDir, -1); + light_dir = Vector_Normalise(light_dir); + + float dp = std::max(0.7f, Vector_DotProduct(light_dir, normal)); + + triViewed.p[0] = Matrix_MultiplyVector(matView, triTransformed.p[0]); + triViewed.p[1] = Matrix_MultiplyVector(matView, triTransformed.p[1]); + triViewed.p[2] = Matrix_MultiplyVector(matView, triTransformed.p[2]); + triViewed.uv[0] = triTransformed.uv[0]; + triViewed.uv[1] = triTransformed.uv[1]; + triViewed.uv[2] = triTransformed.uv[2]; + triViewed.col[0] = Pixel(triTransformed.col[0].r * dp * dp, triTransformed.col[0].g * dp * dp, triTransformed.col[0].b * dp * dp); + triViewed.col[1] = Pixel(triTransformed.col[1].r * dp * dp, triTransformed.col[1].g * dp * dp, triTransformed.col[1].b * dp * dp); + triViewed.col[2] = Pixel(triTransformed.col[2].r * dp * dp, triTransformed.col[2].g * dp * dp, triTransformed.col[2].b * dp * dp); + Pixel originalCol[3] = { triViewed.col[0],triViewed.col[1],triViewed.col[2] }; + float dist = std::sqrtf(std::powf((freeRoam ? freeRoamCamera : player.GetPos()).x - triTransformed.p[0].x, 2) + std::powf((freeRoam ? freeRoamCamera : player.GetPos()).y - triTransformed.p[0].y, 2) + std::powf((freeRoam ? freeRoamCamera : player.GetPos()).z - triTransformed.p[0].z, 2)); + float dist2 = std::sqrtf(std::powf((freeRoam ? freeRoamCamera : player.GetPos()).x - triTransformed.p[1].x, 2) + std::powf((freeRoam ? freeRoamCamera : player.GetPos()).y - triTransformed.p[1].y, 2) + std::powf((freeRoam ? freeRoamCamera : player.GetPos()).z - triTransformed.p[1].z, 2)); + float dist3 = std::sqrtf(std::powf((freeRoam ? freeRoamCamera : player.GetPos()).x - triTransformed.p[2].x, 2) + std::powf((freeRoam ? freeRoamCamera : player.GetPos()).y - triTransformed.p[2].y, 2) + std::powf((freeRoam ? freeRoamCamera : player.GetPos()).z - triTransformed.p[2].z, 2)); + float colorMult = dist > 5 * PI / 3 ? 0 : std::sinf(0.3 * dist + PI / 2); + float colorMult2 = dist2 > 5 * PI / 3 ? 0 : std::sinf(0.3 * dist2 + PI / 2); + float colorMult3 = dist3 > 5 * PI / 3 ? 0 : std::sinf(0.3 * dist3 + PI / 2); + triViewed.col[0] = Pixel(triViewed.col[0].r * colorMult, triViewed.col[0].g * colorMult, triViewed.col[0].b * colorMult); + triViewed.col[1] = Pixel(triViewed.col[1].r * colorMult2, triViewed.col[1].g * colorMult2, triViewed.col[1].b * colorMult2); + triViewed.col[2] = Pixel(triViewed.col[2].r * colorMult3, triViewed.col[2].g * colorMult3, triViewed.col[2].b * colorMult3); + triViewed.tex = triTransformed.tex; + + for (Bullet& b : bullets) { + float dist = std::sqrtf(std::powf(b.pos.x - triTransformed.p[0].x, 2) + std::powf(b.pos.y - triTransformed.p[0].y, 2) + std::powf(b.pos.z - triTransformed.p[0].z, 2)); + float dist2 = std::sqrtf(std::powf(b.pos.x - triTransformed.p[1].x, 2) + std::powf(b.pos.y - triTransformed.p[1].y, 2) + std::powf(b.pos.z - triTransformed.p[1].z, 2)); + float dist3 = std::sqrtf(std::powf(b.pos.x - triTransformed.p[2].x, 2) + std::powf(b.pos.y - triTransformed.p[2].y, 2) + std::powf(b.pos.z - triTransformed.p[2].z, 2)); + float colorMult = (dist < 2 ? std::sinf(0.75 * dist + PI / 2) * 4 : 1); + float colorMult2 = (dist2 < 2 ? std::sinf(0.75 * dist2 + PI / 2) * 4 : 1); + float colorMult3 = (dist3 < 2 ? std::sinf(0.75 * dist3 + PI / 2) * 4 : 1); + Pixel lightCol = b.col / 2 + Pixel{ 128, 128, 128 }; + if (dist < 2) { triViewed.col[0] = Pixel(std::min(255, std::max((int)originalCol[0].r, (int)(originalCol[0].r * colorMult / float(255.f / lightCol.r)))), std::min(255, std::max((int)originalCol[0].g, (int)(originalCol[0].g * colorMult / float(255.f / lightCol.g)))), std::min(255, std::max((int)originalCol[0].b, (int)(originalCol[0].b * colorMult / float(255.f / lightCol.b))))); } + if (dist2 < 2) { triViewed.col[1] = Pixel(std::min(255, std::max((int)originalCol[1].r, (int)(originalCol[1].r * colorMult2 / float(255.f / lightCol.r)))), std::min(255, std::max((int)originalCol[1].g, (int)(originalCol[1].g * colorMult2 / float(255.f / lightCol.g)))), std::min(255, std::max((int)originalCol[1].b, (int)(originalCol[1].b * colorMult2 / float(255.f / lightCol.b))))); } + if (dist3 < 2) { triViewed.col[2] = Pixel(std::min(255, std::max((int)originalCol[2].r, (int)(originalCol[2].r * colorMult3 / float(255.f / lightCol.r)))), std::min(255, std::max((int)originalCol[2].g, (int)(originalCol[2].g * colorMult3 / float(255.f / lightCol.g)))), std::min(255, std::max((int)originalCol[2].b, (int)(originalCol[2].b * colorMult3 / float(255.f / lightCol.b))))); } + } + //triViewed.col = triTransformed.col; + + int nClippedTriangles = 0; + Triangle clipped[2]; + nClippedTriangles = Triangle_ClipAgainstPlane({ 0.0f, 0.0f, 0.1f }, { 0.0f, 0.0f, 1.0f }, triViewed, clipped[0], clipped[1]); + + for (int n = 0; n < nClippedTriangles; n++) { + // Project triangles from 3D --> 2D + triProjected.p[0] = Matrix_MultiplyVector(matProj, clipped[n].p[0]); + triProjected.p[1] = Matrix_MultiplyVector(matProj, clipped[n].p[1]); + triProjected.p[2] = Matrix_MultiplyVector(matProj, clipped[n].p[2]); + triProjected.col[0] = clipped[n].col[0]; + triProjected.col[1] = clipped[n].col[1]; + triProjected.col[2] = clipped[n].col[2]; + triProjected.tex = clipped[n].tex; + triProjected.uv[0] = clipped[n].uv[0]; + triProjected.uv[1] = clipped[n].uv[1]; + triProjected.uv[2] = clipped[n].uv[2]; + triProjected.uv[0].u = triProjected.uv[0].u / triProjected.p[0].w; + triProjected.uv[1].u = triProjected.uv[1].u / triProjected.p[1].w; + triProjected.uv[2].u = triProjected.uv[2].u / triProjected.p[2].w; + + triProjected.uv[0].v = triProjected.uv[0].v / triProjected.p[0].w; + triProjected.uv[1].v = triProjected.uv[1].v / triProjected.p[1].w; + triProjected.uv[2].v = triProjected.uv[2].v / triProjected.p[2].w; + + triProjected.uv[0].w = 1.0f / triProjected.p[0].w; + triProjected.uv[1].w = 1.0f / triProjected.p[1].w; + triProjected.uv[2].w = 1.0f / triProjected.p[2].w; + + + triProjected.p[0] = Vector_Div(triProjected.p[0], triProjected.p[0].w); + triProjected.p[1] = Vector_Div(triProjected.p[1], triProjected.p[1].w); + triProjected.p[2] = Vector_Div(triProjected.p[2], triProjected.p[2].w); + + triProjected.p[0].x *= -1.0f; + triProjected.p[1].x *= -1.0f; + triProjected.p[2].x *= -1.0f; + triProjected.p[0].y *= -1.0f; + triProjected.p[1].y *= -1.0f; + triProjected.p[2].y *= -1.0f; + + // Scale into view + vec3d vOffsetView = { 1,1,0 }; + triProjected.p[0] = Vector_Add(triProjected.p[0], vOffsetView); + triProjected.p[1] = Vector_Add(triProjected.p[1], vOffsetView); + triProjected.p[2] = Vector_Add(triProjected.p[2], vOffsetView); + triProjected.p[0].x *= 0.5f * (float)ScreenWidth(); + triProjected.p[0].y *= 0.5f * (float)ScreenHeight(); + triProjected.p[1].x *= 0.5f * (float)ScreenWidth(); + triProjected.p[1].y *= 0.5f * (float)ScreenHeight(); + triProjected.p[2].x *= 0.5f * (float)ScreenWidth(); + triProjected.p[2].y *= 0.5f * (float)ScreenHeight(); + + vecTrianglesToRaster.push_back(triProjected); + } + } + } + } +} + void FaceBall::RenderMeshDeathScreen(mat4x4& matView, std::vector& vecTrianglesToRaster, Object& o) { for (auto& tri : o.mesh.tris) { Triangle triProjected, triTransformed, triViewed; @@ -987,7 +1124,7 @@ void FaceBall::RenderWorld() { } } for (auto& powerup : powerups) { - RenderMesh(matView, vecTrianglesToRaster, powerup); + RenderPowerupMesh(matView, vecTrianglesToRaster, powerup); } for (auto& bullet : bullets) { RenderBulletMesh(matView, vecTrianglesToRasterTranslucent, bullet); @@ -1866,11 +2003,14 @@ void FaceBall::RunEnemyAI(Enemy& e,float fElapsedTime,int myIndex) { bool FaceBall::OnUserUpdate(float fElapsedTime) { gameTimer += fElapsedTime; - for (std::vector::iterator it = bullets.end(); it != bullets.begin();) { - Bullet& b = *--it; + for (std::vector::iterator it = bullets.begin(); it != bullets.end();) { + Bullet& b = *it; if (!b.Update(fElapsedTime)) { it=bullets.erase(it); } + else { + it++; + } } for (int i = 0; i < enemies.size(); i++) { Enemy& e = enemies[i]; @@ -1880,11 +2020,14 @@ bool FaceBall::OnUserUpdate(float fElapsedTime) } RunEnemyAI(e, fElapsedTime,i); } - for (std::vector::iterator it = powerups.end(); it != powerups.begin();) { - Powerup& p = *--it; + for (std::vector::iterator it = powerups.begin(); it != powerups.end();) { + Powerup& p = *it; if (!p.Update(fElapsedTime)) { it = powerups.erase(it); } + else { + it++; + } } switch (mode) { case GAME: { diff --git a/Faceball2030/main.h b/Faceball2030/main.h index 40cc480..05d0053 100644 --- a/Faceball2030/main.h +++ b/Faceball2030/main.h @@ -267,7 +267,6 @@ class FaceBall : public PixelGameEngine 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,*powerup_tex,*powerup2_tex; - vi2d MAP_SIZE; vi2d exitCoords = { 0,0 }; std::vector>map; std::vectorobjects; @@ -370,11 +369,13 @@ class FaceBall : public PixelGameEngine void RenderBulletMesh(mat4x4& matView, std::vector& vecTrianglesToRaster, Bullet& b,bool translucent=true); void RenderMesh(mat4x4&matView, std::vector&vecTrianglesToRaster,Object&o,bool translucent=false); void RenderMeshDeathScreen(mat4x4& matView, std::vector& vecTrianglesToRaster, Object& o); + void RenderPowerupMesh(mat4x4& matView, std::vector& vecTrianglesToRaster, Powerup&p); void RunEnemyAI(Enemy& e,float fElapsedTime,int myIndex); void RenderHud(float fElapsedTime); void ConvertBulletColor(Mesh& bullet, Pixel col); void Display3DKillerModel(); public: + vi2d MAP_SIZE; float restingTriangleYDepth = 0.f; std::vectorbullets; float hudShakeTime = 0;