Bullet spawning and rendering.
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3e52016067
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11
Faceball2030/assets/enemies/bullet.mtl
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11
Faceball2030/assets/enemies/bullet.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_auv.png
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BIN
Faceball2030/assets/enemies/bullet.png
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Faceball2030/assets/enemies/bullet.png
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After Width: | Height: | Size: 26 KiB |
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Faceball2030/assets/enemies/bullet.wings
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Faceball2030/assets/enemies/bullet.wings
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@ -75,7 +75,7 @@ void FaceBall::LoadLevel(int level)
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}
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}
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}
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objects.push_back({ mapMesh });
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objects.push_back({ mapMesh,{0,0},0,0 });
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}
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bool FaceBall::CheckCollision(vec3d movementVector,vf2d pos,float radius){
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@ -85,8 +85,8 @@ bool FaceBall::CheckCollision(vec3d movementVector,vf2d pos,float radius){
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for (int x = -1; x <= 1; x++) {
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int offsetX = (int)pos.x + x;
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int offsetY = (int)pos.y + y;
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if (offsetX >= 0 && offsetX < MAP_SIZE.x && offsetY >= 0 && offsetY < MAP_SIZE.y) {
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MapSquare tile = map[offsetY][offsetX];
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if (offsetX >= 0 && offsetX < game->MAP_SIZE.x && offsetY >= 0 && offsetY < game->MAP_SIZE.y) {
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MapSquare tile = game->map[offsetY][offsetX];
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if (tile.wallN != NULL) {
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utils::geom2d::line<float>wall{ {(float)offsetX,(float)offsetY},{(float)offsetX+1,(float)offsetY} };
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if (((int)(newPos.pos.x-radius)==offsetX||
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@ -456,38 +456,13 @@ int FaceBall::Triangle_ClipAgainstPlane(vec3d plane_p, vec3d plane_n, Triangle&
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}
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}
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void FaceBall::RenderWorld() {
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// Set up rotation matrices
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mat4x4 matRotZ, matRotX, matWorld;
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matRotZ = Matrix_MakeRotationZ(fTheta * 0.5f);
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matRotX = Matrix_MakeRotationX(fTheta);
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//matTrans = Matrix_MakeTranslation(0.0f, 0.0f, 0.0f);
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matWorld = Matrix_MakeIdentity();
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matWorld = Matrix_MultiplyMatrix(matRotZ, matRotX);
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//matWorld = Matrix_MultiplyMatrix(matWorld, matTrans);
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vec3d vUp = { 0,1,0 };
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vec3d vTarget = { 0,sinf(pitch),cosf(pitch) };
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mat4x4 matCameraRot = Matrix_MakeRotationY(fYaw);
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vLookDir = Matrix_MultiplyVector(matCameraRot, vTarget);
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vTarget = Vector_Add(freeRoam?freeRoamCamera:player.GetPos(), vLookDir);
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mat4x4 matCamera = Matrix_PointAt(freeRoam?freeRoamCamera:player.GetPos(), vTarget, vUp);
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mat4x4 matView = Matrix_QuickInverse(matCamera);
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std::vector<Triangle>vecTrianglesToRaster;
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// Draw Triangles
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for (auto& obj : objects) {
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for (auto& tri : obj.mesh.tris) {
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void FaceBall::RenderMesh(mat4x4&matView,std::vector<Triangle>&vecTrianglesToRaster, Object&o) {
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for (auto& tri : o.mesh.tris) {
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Triangle triProjected, triTransformed, triViewed;
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//mat4x4 matTrans = Matrix_MakeTranslation(-mesh.size.x/2, 0, -mesh.size.x/2);
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mat4x4 localMat = Matrix_MakeIdentity();
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//localMat = Matrix_MultiplyMatrix(localMat, matTrans);
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mat4x4 rotMat = Matrix_MakeRotationY(obj.rot);
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mat4x4 rotMat = Matrix_MakeRotationY(o.rot);
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localMat = Matrix_MultiplyMatrix(localMat, rotMat);
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mat4x4 matTrans = Matrix_MakeTranslation(obj.pos.x, 0, obj.pos.y);
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mat4x4 matTrans = Matrix_MakeTranslation(o.pos.x-o.radius, o.pos.y-o.radius, o.pos.z - o.radius);
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localMat = Matrix_MultiplyMatrix(localMat, matTrans);
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triTransformed.p[0] = Matrix_MultiplyVector(localMat, tri.p[0]);
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@ -505,7 +480,7 @@ void FaceBall::RenderWorld() {
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normal = Vector_CrossProduct(line1, line2);
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normal = Vector_Normalise(normal);
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vec3d vCameraRay = Vector_Sub(triTransformed.p[0], freeRoam?freeRoamCamera:player.GetPos());
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vec3d vCameraRay = Vector_Sub(triTransformed.p[0], freeRoam ? freeRoamCamera : player.GetPos());
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if (Vector_DotProduct(normal, vCameraRay) < 0) {
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vec3d light_dir = Vector_Mul(vLookDir, -1);
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@ -521,7 +496,7 @@ void FaceBall::RenderWorld() {
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triViewed.uv[2] = triTransformed.uv[2];
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triViewed.col = Pixel(triTransformed.col.r * dp * dp, triTransformed.col.g * dp * dp, triTransformed.col.b * dp * dp);
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float dist = std::sqrtf(std::powf((freeRoam ? freeRoamCamera : player.GetPos()).x - tri.p[0].x, 2) + std::powf((freeRoam ? freeRoamCamera : player.GetPos()).y - tri.p[0].y, 2) + std::powf((freeRoam ? freeRoamCamera : player.GetPos()).z - tri.p[0].z, 2));
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float colorMult = dist>5*PI/3?0:std::sinf(0.3 * dist + PI / 2);
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float colorMult = dist > 5 * PI / 3 ? 0 : std::sinf(0.3 * dist + PI / 2);
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triViewed.col = Pixel(triViewed.col.r * colorMult, triViewed.col.g * colorMult, triViewed.col.b * colorMult);
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//triViewed.col = triTransformed.col;
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@ -573,12 +548,43 @@ void FaceBall::RenderWorld() {
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triProjected.p[1].y *= 0.5f * (float)ScreenHeight();
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triProjected.p[2].x *= 0.5f * (float)ScreenWidth();
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triProjected.p[2].y *= 0.5f * (float)ScreenHeight();
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triProjected.tex = obj.mesh.texture;
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triProjected.tex = o.mesh.texture;
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vecTrianglesToRaster.push_back(triProjected);
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}
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}
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}
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}
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void FaceBall::RenderWorld() {
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// Set up rotation matrices
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mat4x4 matRotZ, matRotX, matWorld;
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matRotZ = Matrix_MakeRotationZ(fTheta * 0.5f);
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matRotX = Matrix_MakeRotationX(fTheta);
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//matTrans = Matrix_MakeTranslation(0.0f, 0.0f, 0.0f);
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matWorld = Matrix_MakeIdentity();
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matWorld = Matrix_MultiplyMatrix(matRotZ, matRotX);
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//matWorld = Matrix_MultiplyMatrix(matWorld, matTrans);
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vec3d vUp = { 0,1,0 };
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vec3d vTarget = { 0,sinf(pitch),cosf(pitch) };
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mat4x4 matCameraRot = Matrix_MakeRotationY(fYaw-PI/2);
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vLookDir = Matrix_MultiplyVector(matCameraRot, vTarget);
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vec3d playerCenter = { player.GetPos().x, player.GetPos().y, player.GetPos().z };
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vTarget = Vector_Add(freeRoam ? freeRoamCamera : playerCenter, vLookDir);
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mat4x4 matCamera = Matrix_PointAt(freeRoam?freeRoamCamera: playerCenter, vTarget, vUp);
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mat4x4 matView = Matrix_QuickInverse(matCamera);
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std::vector<Triangle>vecTrianglesToRaster;
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// Draw Triangles
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for (auto& obj : objects) {
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RenderMesh(matView,vecTrianglesToRaster,obj);
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}
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for (auto& bullet : bullets) {
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RenderMesh(matView, vecTrianglesToRaster, bullet);
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}
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//std::sort(vecTrianglesToRaster.begin(),vecTrianglesToRaster.end(),[](triangle&t1,triangle&t2){return (t1.p[0].z+t1.p[1].z+t1.p[2].z)/3.0f>(t2.p[0].z+t2.p[1].z+t2.p[2].z)/3.0f;});
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@ -668,6 +674,9 @@ void FaceBall::HandleKeys(float fElapsedTime) {
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}
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else {
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pitch = 0;
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if (GetMouse(0).bPressed) {
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bullets.push_back({ bullet,{player.GetPos().x + player.GetRadius(),player.GetPos().y, player.GetPos().z + player.GetRadius()},fYaw,0.25f,{shotSpd * std::cosf(fYaw),shotSpd * std::sinf(fYaw)} });
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}
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}
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if (GetKey(W).bHeld) {
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if (freeRoam) {
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@ -748,10 +757,12 @@ bool FaceBall::OnUserCreate()
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arrow = new Decal(new Sprite("assets/arrow.png"));
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enemy_ShootMe_tex = new Decal(new Sprite("assets/enemies/ShootMe.png"));
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YAZAWA = new Decal(new Sprite("assets/yazawa.png"));
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bullet_tex = new Decal(new Sprite("assets/enemies/bullet.png"));
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InitializeEnemyData();
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Mesh testEnemy("assets/enemies/ShootMe.obj", enemy_ShootMe_tex);
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bullet = { "assets/enemies/bullet.obj",bullet_tex };
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mapMesh.texture = YAZAWA;
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LoadLevel(1);
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@ -759,8 +770,28 @@ bool FaceBall::OnUserCreate()
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return true;
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}
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bool Bullet::Update(float fElapsedTime) {
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if (!FaceBall::CheckCollision({ spd.x,0,spd.y }, {pos.x,pos.z}, radius)) {
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pos.x += spd.x*fElapsedTime;
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pos.z += spd.y*fElapsedTime;
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}
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else {
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return false;
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}
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return true;
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}
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bool FaceBall::OnUserUpdate(float fElapsedTime)
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{
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for (std::vector<Bullet>::iterator it = bullets.begin(); it != bullets.end(); ++it) {
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Bullet& b = *it;
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if (!b.Update(fElapsedTime)) {
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it=bullets.erase(it);
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if (it == bullets.end()) {
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break;
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}
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}
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}
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switch (mode) {
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case GAME: {
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HandleKeys(fElapsedTime);
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@ -139,8 +139,14 @@ private:
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struct Object {
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Mesh mesh;
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vf2d pos = { 0,0 };
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vec3d pos = { 0,0 };
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float rot = 0;
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float radius = 0.2f;
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};
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struct Bullet : Object{
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vf2d spd = { 0,0 };
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bool Update(float fElapsedTime);
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};
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struct EnemyData {
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@ -171,13 +177,14 @@ class FaceBall : public PixelGameEngine
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EnemyData GetData(EnemyID id);
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Decal* circle,*arrow,*YAZAWA;
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private:
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Mesh mapMesh;
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Mesh mapMesh,enemy_ShootMe,bullet;
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Decal* dot, * enemy_ShootMe_tex;
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vi2d MAP_SIZE = { 10,10 };
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Decal* dot, * enemy_ShootMe_tex,*bullet_tex;
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vi2d MAP_SIZE;
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std::vector<std::vector<MapSquare>>map;
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std::map<EnemyID, EnemyData>enemyData;
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std::vector<Object>objects;
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std::vector<Bullet>bullets;
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GAMEMODE mode=GAMEMODE::GAME;
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Editor editor;
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int level=1;
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@ -195,6 +202,8 @@ class FaceBall : public PixelGameEngine
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Player player = { {3.7,0.3,0.7}, {{0.5,0.5},0.2} };
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vec3d freeRoamCamera = { 1,0.5,1 };
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float shotSpd = 1.5f;
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vec3d Matrix_MultiplyVector(mat4x4& m, vec3d& i);
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mat4x4 Matrix_MakeIdentity();
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mat4x4 Matrix_MakeRotationX(float fAngleRad);
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@ -223,5 +232,7 @@ class FaceBall : public PixelGameEngine
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void OnTextEntryComplete(const std::string& sText) override;
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void InitializeEnemyData();
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void LoadLevel(int level);
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bool CheckCollision(vec3d movementVector,vf2d pos,float radius);
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void RenderMesh(mat4x4&matView, std::vector<Triangle>&vecTrianglesToRaster,Object&o);
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public:
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static bool CheckCollision(vec3d movementVector,vf2d pos,float radius);
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};
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