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@ -36,8 +36,8 @@ void FaceBall::LoadLevel(int level) |
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std::vector<MapSquare>row; |
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for (int x = 0; x < MAP_SIZE.x; x++) { |
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row.push_back({}); |
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mapMesh.tris.push_back({ {{(float)x,0,(float)y},{(float)x,0,(float)y + 1},{(float)x + 1,0,(float)y}},{{0,0},{1,0},{0,1}},BLUE }); |
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mapMesh.tris.push_back({ {{(float)x + 1,0,(float)y},{(float)x,0,(float)y + 1},{(float)x + 1,0,(float)y + 1}},{{0,0},{1,0},{0,1}},BLUE }); |
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mapMesh.tris.push_back({ {{(float)x,0,(float)y},{(float)x,0,(float)y + 1},{(float)x + 1,0,(float)y}},{{0,0},{0,1},{1,0}},BLUE }); |
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mapMesh.tris.push_back({ {{(float)x + 1,0,(float)y},{(float)x,0,(float)y + 1},{(float)x + 1,0,(float)y + 1}},{{1,0},{0,1},{1,1}},BLUE }); |
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} |
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map.push_back(row); |
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} |
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@ -58,20 +58,20 @@ void FaceBall::LoadLevel(int level) |
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} |
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AddWall(wallData, { x,y }); |
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if (map[y][x].wallN != NULL) { |
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mapMesh.tris.push_back({ {{(float)x,1,(float)y},{(float)x,0,(float)y},{(float)x + 1,1,(float)y}},{{0,0},{1,0},{0,1}},YELLOW }); |
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mapMesh.tris.push_back({ {{(float)x,0,(float)y},{(float)x + 1,0,(float)y},{(float)x + 1,1,(float)y}},{{0,0},{1,0},{0,1}},YELLOW }); |
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mapMesh.tris.push_back({ {{(float)x,1,(float)y},{(float)x,0,(float)y},{(float)x + 1,1,(float)y}},{{0,0},{0,1},{1,0}},YELLOW }); |
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mapMesh.tris.push_back({ {{(float)x,0,(float)y},{(float)x + 1,0,(float)y},{(float)x + 1,1,(float)y}},{{0,1},{1,1},{1,0}},YELLOW }); |
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} |
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if (map[y][x].wallS != NULL) { |
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mapMesh.tris.push_back({ {{(float)x + 1,1,(float)y + 1},{(float)x,0,(float)y + 1},{(float)x,1,(float)y + 1}},{{0,0},{1,0},{0,1}},DARK_RED }); |
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mapMesh.tris.push_back({ {{(float)x + 1,1,(float)y + 1},{(float)x + 1,0,(float)y + 1},{(float)x,0,(float)y + 1}},{{0,0},{1,0},{0,1}},DARK_RED }); |
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mapMesh.tris.push_back({ {{(float)x + 1,1,(float)y + 1},{(float)x,0,(float)y + 1},{(float)x,1,(float)y + 1}},{{0,0},{1,1},{1,0}},DARK_RED }); |
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mapMesh.tris.push_back({ {{(float)x + 1,1,(float)y + 1},{(float)x + 1,0,(float)y + 1},{(float)x,0,(float)y + 1}},{{0,0},{0,1},{1,1}},DARK_RED }); |
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} |
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if (map[y][x].wallW != NULL) { |
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mapMesh.tris.push_back({ {{(float)x,1,(float)y},{(float)x,1,(float)y + 1}, {(float)x,0,(float)y + 1}},{{0,0},{1,0},{0,1}},MAGENTA }); |
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mapMesh.tris.push_back({ {{(float)x,0,(float)y},{(float)x,1,(float)y}, {(float)x,0,(float)y + 1}}, {{0,0},{1,0},{0,1}},MAGENTA }); |
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mapMesh.tris.push_back({ {{(float)x,1,(float)y},{(float)x,1,(float)y + 1}, {(float)x,0,(float)y + 1}},{{1,0},{0,0},{0,1}},MAGENTA }); |
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mapMesh.tris.push_back({ {{(float)x,0,(float)y},{(float)x,1,(float)y}, {(float)x,0,(float)y + 1}}, {{1,1},{1,0},{0,1}},MAGENTA }); |
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} |
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if (map[y][x].wallE != NULL) { |
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mapMesh.tris.push_back({ {{(float)x + 1,0,(float)y + 1},{(float)x + 1,1,(float)y + 1},{(float)x + 1,1,(float)y}},{{0,0},{1,0},{0,1}},CYAN }); |
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mapMesh.tris.push_back({ {{(float)x + 1,0,(float)y + 1} ,{(float)x + 1,1,(float)y},{(float)x + 1,0,(float)y}},{{0,0},{1,0},{0,1}},CYAN }); |
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mapMesh.tris.push_back({ {{(float)x + 1,0,(float)y + 1},{(float)x + 1,1,(float)y + 1},{(float)x + 1,1,(float)y}},{{1,1},{1,0},{0,0}},CYAN }); |
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mapMesh.tris.push_back({ {{(float)x + 1,0,(float)y + 1} ,{(float)x + 1,1,(float)y},{(float)x + 1,0,(float)y}},{{1,1},{0,0},{0,1}},CYAN }); |
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} |
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} |
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} |
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@ -472,8 +472,8 @@ void FaceBall::RenderWorld() { |
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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(player.GetPos(), vLookDir); |
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mat4x4 matCamera = Matrix_PointAt(player.GetPos(), vTarget, vUp); |
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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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@ -505,7 +505,7 @@ 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], 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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@ -666,24 +666,34 @@ void FaceBall::HandleKeys(float fElapsedTime) { |
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pitch = 0; |
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} |
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if (GetKey(W).bHeld) { |
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if (!CheckCollision({ vForward.x,0,0 })) { |
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vec3d xMovement{ vForward.x,0,0 }; |
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player.UpdatePos(Vector_Add(player.GetPos(), xMovement)); |
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if (freeRoam) { |
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freeRoamCamera = Vector_Add(freeRoamCamera, vForward); |
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} |
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if (!CheckCollision({0,0,vForward.z})) { |
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vec3d zMovement{ 0,0,vForward.z }; |
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player.UpdatePos(Vector_Add(player.GetPos(), zMovement)); |
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else { |
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if (!CheckCollision({ vForward.x,0,0 })) { |
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vec3d xMovement{ vForward.x,0,0 }; |
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player.UpdatePos(Vector_Add(player.GetPos(), xMovement)); |
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} |
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if (!CheckCollision({ 0,0,vForward.z })) { |
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vec3d zMovement{ 0,0,vForward.z }; |
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player.UpdatePos(Vector_Add(player.GetPos(), zMovement)); |
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} |
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} |
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} |
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if (GetKey(S).bHeld) { |
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vec3d vReverse = { -vForward.x,-vForward.y,-vForward.z }; |
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if (!CheckCollision({ vReverse.x,0,0 })) { |
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vec3d xMovement{ vReverse.x,0,0 }; |
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player.UpdatePos(Vector_Add(player.GetPos(), xMovement)); |
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if (freeRoam) { |
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freeRoamCamera = Vector_Add(freeRoamCamera, vReverse); |
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} |
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if (!CheckCollision({ 0,0,vReverse.z })) { |
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vec3d zMovement{ 0,0,vReverse.z }; |
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player.UpdatePos(Vector_Add(player.GetPos(), zMovement)); |
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else { |
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if (!CheckCollision({ vReverse.x,0,0 })) { |
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vec3d xMovement{ vReverse.x,0,0 }; |
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player.UpdatePos(Vector_Add(player.GetPos(), xMovement)); |
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} |
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if (!CheckCollision({ 0,0,vReverse.z })) { |
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vec3d zMovement{ 0,0,vReverse.z }; |
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player.UpdatePos(Vector_Add(player.GetPos(), zMovement)); |
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} |
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} |
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} |
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if (GetKey(olc::A).bHeld) { |
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@ -733,11 +743,12 @@ bool FaceBall::OnUserCreate() |
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circle = new Decal(new Sprite("assets/circle.png")); |
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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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InitializeEnemyData(); |
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Mesh testEnemy("assets/enemies/ShootMe.obj", enemy_ShootMe_tex); |
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mapMesh.texture = dot; |
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mapMesh.texture = YAZAWA; |
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LoadLevel(1); |
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