Implemented Sonar model.
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@ -11,6 +11,7 @@ enum EnemyID {
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EXIT,
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EXIT,
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START,
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START,
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SHOOTME,
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SHOOTME,
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SONAR,
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COIN = 56,
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COIN = 56,
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POWERUP_ARMOR = 57,
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POWERUP_ARMOR = 57,
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POWERUP_SPEED = 58,
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POWERUP_SPEED = 58,
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BIN
Faceball2030/assets/enemies/Cylinder1_auv.png
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BIN
Faceball2030/assets/enemies/Cylinder1_auv.png
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After Width: | Height: | Size: 7.2 KiB |
11
Faceball2030/assets/enemies/Sonar.mtl
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11
Faceball2030/assets/enemies/Sonar.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 Cylinder1_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 Cylinder1_auv.png
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BIN
Faceball2030/assets/enemies/Sonar.png
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Faceball2030/assets/enemies/Sonar.png
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After Width: | Height: | Size: 19 KiB |
BIN
Faceball2030/assets/enemies/Sonar.wings
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Faceball2030/assets/enemies/Sonar.wings
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@ -30,5 +30,5 @@
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8195
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8195
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8194
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8194
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8202
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8202
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8202
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25114
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8206
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24590
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@ -36,6 +36,7 @@ void FaceBall::InitializeEnemyData() {
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enemyData[EXIT] = { "EXIT",undefined,GREEN };
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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[START] = { "SPAWN POSITION",undefined,{128,64,0} };
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enemyData[SHOOTME] = { "SHOOTME",enemy_ShootMe,YELLOW,1,1,PI / 8,2,1,3 };
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enemyData[SHOOTME] = { "SHOOTME",enemy_ShootMe,YELLOW,1,1,PI / 8,2,1,3 };
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enemyData[SONAR] = { "Sonar",enemy_Sonar,RED,5,1,PI / 8,2,1,3 };
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enemyData[COIN] = { "Coin",undefined,BLUE };
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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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enemyData[POWERUP_ARMOR] = { "Armor",undefined,{96,0,96} };
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enemyData[POWERUP_SPEED] = { "Speed",undefined,{96,0,96} };
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enemyData[POWERUP_SPEED] = { "Speed",undefined,{96,0,96} };
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@ -844,8 +845,10 @@ bool FaceBall::OnUserCreate()
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wall_tex = new Decal(new Sprite("assets/wall.png"));
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wall_tex = new Decal(new Sprite("assets/wall.png"));
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bullet_tex = new Decal(new Sprite("assets/enemies/bullet.png"));
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bullet_tex = new Decal(new Sprite("assets/enemies/bullet.png"));
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floor_tex = new Decal(new Sprite("assets/floor.png"));
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floor_tex = new Decal(new Sprite("assets/floor.png"));
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enemy_Sonar_tex = new Decal(new Sprite("assets/enemies/Sonar.png"));
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enemy_ShootMe = { "assets/enemies/ShootMe.obj", enemy_ShootMe_tex };
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enemy_ShootMe = { "assets/enemies/ShootMe.obj", enemy_ShootMe_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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bullet = { "assets/enemies/bullet.obj",bullet_tex };
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mapWalls.texture = wall_tex;
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mapWalls.texture = wall_tex;
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mapFloor.texture = floor_tex;
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mapFloor.texture = floor_tex;
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@ -196,9 +196,11 @@ class FaceBall : public PixelGameEngine
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std::map<EnemyID, EnemyData>enemyData;
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std::map<EnemyID, EnemyData>enemyData;
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std::vector<Enemy>enemies;
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std::vector<Enemy>enemies;
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private:
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private:
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Mesh mapWalls,mapFloor,enemy_ShootMe,bullet,green_bullet,undefined;
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Mesh mapWalls,mapFloor,enemy_ShootMe,bullet,green_bullet,undefined,
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enemy_Sonar;
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Decal* dot, * enemy_ShootMe_tex,*bullet_tex,*wall_tex,*floor_tex;
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Decal* dot, * enemy_ShootMe_tex,*bullet_tex,*wall_tex,*floor_tex,
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*enemy_Sonar_tex;
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vi2d MAP_SIZE;
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vi2d MAP_SIZE;
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std::vector<std::vector<MapSquare>>map;
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std::vector<std::vector<MapSquare>>map;
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std::vector<Object>objects;
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std::vector<Object>objects;
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