Powerup descriptions now appear.

linux_template
sigonasr2 2 years ago
parent 494caabffa
commit c6d7eac589
  1. 44
      Faceball2030/main.cpp
  2. 8
      Faceball2030/main.h

@ -128,7 +128,7 @@ void FaceBall::InitializeEnemyData() {
enemyData[START] = { "SPAWN POSITION",undefined,{128,64,0} }; enemyData[START] = { "SPAWN POSITION",undefined,{128,64,0} };
enemyData[SHOOTME] = { "SHOOTME",enemy_ShootMe,YELLOW,1,1,PI / 8,2,1,0.2f,true }; enemyData[SHOOTME] = { "SHOOTME",enemy_ShootMe,YELLOW,1,1,PI / 8,2,1,0.2f,true };
enemyData[SHOOTME2] = { "SHOOTME2",enemy_IShoot,YELLOW,1,1,PI / 6,2,1,0.3f,true }; enemyData[SHOOTME2] = { "SHOOTME2",enemy_IShoot,YELLOW,1,1,PI / 6,2,1,0.3f,true };
enemyData[SHOOTME_ARMOR] = { "SHOOTME_ARMOR",enemy_ShootMe,YELLOW,6,1,PI / 6,2,1,0.3f,true,PowerupType::ARMOR,true }; enemyData[SHOOTME_ARMOR] = { "SHOOTME",enemy_ShootMe,YELLOW,6,1,PI / 6,2,1,0.3f,true,PowerupType::ARMOR,true };
enemyData[SONAR] = { "Sonar",enemy_Sonar,RED,5,1,PI / 8,2,1 }; enemyData[SONAR] = { "Sonar",enemy_Sonar,RED,5,1,PI / 8,2,1 };
enemyData[COIN] = { "Coin",undefined,BLUE }; enemyData[COIN] = { "Coin",undefined,BLUE };
enemyData[POWERUP_ARMOR] = { "Armor",undefined,{96,0,96} }; enemyData[POWERUP_ARMOR] = { "Armor",undefined,{96,0,96} };
@ -141,23 +141,23 @@ void FaceBall::InitializeEnemyData() {
} }
void FaceBall::InitializePowerupColors() { void FaceBall::InitializePowerupColors() {
powerupColorData[PowerupType::ARMOR] = DARK_GREEN; powerupData[PowerupType::ARMOR] = { "Armor UP",DARK_GREEN };
powerupColorData[PowerupType::SPEED] = DARK_BLUE; powerupData[PowerupType::SPEED] = { "Speed UP", DARK_BLUE};
powerupColorData[PowerupType::SHOTS] = DARK_RED; powerupData[PowerupType::SHOTS] = { "Shots UP", DARK_RED};
powerupColorData[PowerupType::STOP] = RED; powerupData[PowerupType::STOP] = { "< STOP >", RED};
powerupColorData[PowerupType::SHIELD] = CYAN; powerupData[PowerupType::SHIELD] = { "< Invincibility Shield >", CYAN};
powerupColorData[PowerupType::CAMO] = MAGENTA; powerupData[PowerupType::CAMO] = { "< Camouflage >", MAGENTA};
powerupColorData[PowerupType::MAP] = GREEN; powerupData[PowerupType::MAP] = { "< Minimap >", GREEN};
powerupColorData[PowerupType::COIN] = BLUE; powerupData[PowerupType::COIN] = { "Coin", BLUE };
} }
Powerup::Powerup(Mesh mesh, vec3d pos, float rot, PowerupType type) Powerup::Powerup(Mesh mesh, vec3d pos, float rot, PowerupType type)
: type(type), col(game->powerupColorData[type]), Object{ mesh,pos,rot,0.375f } {} : type(type), col(game->powerupData[type].col), Object{ mesh,pos,rot,0.375f } {}
bool Powerup::Update(float fElapsedTime) { bool Powerup::Update(float fElapsedTime) {
aliveTime += fElapsedTime; aliveTime += fElapsedTime;
colorCycle = std::sinf(10 * aliveTime); colorCycle = std::sinf(10 * aliveTime);
col = game->powerupColorData[type] * colorCycle; col = game->powerupData[type].col * colorCycle;
opened = false; //Open state is false until a player causes it to open. opened = false; //Open state is false until a player causes it to open.
return true; return true;
} }
@ -165,9 +165,9 @@ bool Powerup::Update(float fElapsedTime) {
void FaceBall::SpawnPowerup(PowerupType type, vec3d pos) { void FaceBall::SpawnPowerup(PowerupType type, vec3d pos) {
Mesh mesh = (type <= PowerupType::SHOTS) ? powerup : powerup2; Mesh mesh = (type <= PowerupType::SHOTS) ? powerup : powerup2;
for (Triangle& t : mesh.tris) { for (Triangle& t : mesh.tris) {
t.col[0] = powerupColorData[type]; t.col[0] = powerupData[type].col;
t.col[1] = powerupColorData[type]; t.col[1] = powerupData[type].col;
t.col[2] = powerupColorData[type]; t.col[2] = powerupData[type].col;
} }
powerups.push_back({ mesh,pos,0,type }); powerups.push_back({ mesh,pos,0,type });
} }
@ -1206,7 +1206,7 @@ void FaceBall::RenderWorld() {
{t.uv[1].u,t.uv[1].v}, {t.uv[1].u,t.uv[1].v},
{t.uv[2].u,t.uv[2].v}, {t.uv[2].u,t.uv[2].v},
}, { t.uv[0].w,t.uv[1].w,t.uv[2].w }, { t.p[0].z,t.p[1].z,t.p[2].z }, { t.col[0],t.col[1],t.col[2]}); }, { t.uv[0].w,t.uv[1].w,t.uv[2].w }, { t.p[0].z,t.p[1].z,t.p[2].z }, { t.col[0],t.col[1],t.col[2]});
SetDecalMode(DecalMode::WIREFRAME); /*SetDecalMode(DecalMode::WIREFRAME);
DrawPolygonDecal(nullptr,{ DrawPolygonDecal(nullptr,{
{t.p[0].x, t.p[0].y}, {t.p[0].x, t.p[0].y},
{t.p[1].x, t.p[1].y}, {t.p[1].x, t.p[1].y},
@ -1215,7 +1215,7 @@ void FaceBall::RenderWorld() {
{0,0}, {0,0},
{0,0}, {0,0},
{0,0}, {0,0},
}, { t.uv[0].w,t.uv[1].w,t.uv[2].w }, { t.p[0].z,t.p[1].z,t.p[2].z }, { WHITE,WHITE,WHITE}); }, { t.uv[0].w,t.uv[1].w,t.uv[2].w }, { t.p[0].z,t.p[1].z,t.p[2].z }, { WHITE,WHITE,WHITE});*/
SetDecalStructure(DecalStructure::FAN); SetDecalStructure(DecalStructure::FAN);
triRenderCount++; triRenderCount++;
} }
@ -1784,7 +1784,15 @@ void FaceBall::RenderHud(float fElapsedTime) {
if (hp > 0) { if (hp > 0) {
DrawStringDecal(vf2d{ 112 + hudOffset+32,4+18 }+hudAdjustment, "Triangles: " + std::to_string(triRenderCount), BLACK, { 2,4 }); DrawStringDecal(vf2d{ 112 + hudOffset+32,4+18 }+hudAdjustment, "Triangles: " + std::to_string(triRenderCount), BLACK, { 2,4 });
std::string hudText = "Tags Left: " + std::to_string(tagsRemaining) + " Lives: " + std::to_string(lives); std::string hudText = "Tags Left: " + std::to_string(tagsRemaining) + " Lives: " + std::to_string(lives);
DrawStringPropDecal(vf2d{ hudOffset + (float)(ScreenWidth() / 2 - GetTextSizeProp(hudText).x * 3 / 2)+32,(float)(ScreenHeight() - 64 - GetTextSizeProp(hudText).y * 6)+18 } + hudAdjustment, hudText, WHITE, { 3,6 }); DrawStringPropDecal(vf2d{ hudOffset + (float)(ScreenWidth() / 2 - GetTextSizeProp(hudText).x * 3 / 2)+32,(float)(ScreenHeight() - 2 - GetTextSizeProp(hudText).y * 5)+18 } + hudAdjustment, hudText, WHITE, { 3,5 });
for (int x = -1; x <= 1; x++) {
for (int y = -1; y <= 1; y++) {
if (x != 0 && y != 0) {
DrawStringDecal(vf2d{ hudOffset + float(ScreenWidth() / 2 - GetTextSize(hudDisplayText).x / 2 * 4) + 32,float(ScreenHeight() - 128 - GetTextSize(hudDisplayText).y * 4) + 18 } + vf2d{ float(x),float(y) }, hudDisplayText, DARK_BLUE, { 4,4 });
}
}
}
DrawStringDecal(vf2d{ hudOffset + float(ScreenWidth() / 2 - GetTextSize(hudDisplayText).x / 2 * 4) + 32,float(ScreenHeight() - 128 - GetTextSize(hudDisplayText).y * 4) + 18 }, hudDisplayText, { 192,192,255 }, { 4,4 });
DrawDecal({ float(ScreenWidth() / 2 - crosshair->sprite->width / 2),float(ScreenHeight() / 2 - crosshair->sprite->height / 2) }, crosshair, { 1,1 }, {255,255,255,128}); DrawDecal({ float(ScreenWidth() / 2 - crosshair->sprite->width / 2),float(ScreenHeight() / 2 - crosshair->sprite->height / 2) }, crosshair, { 1,1 }, {255,255,255,128});
} }
GradientFillRectDecal({ 0,0 }, vf2d{ (float)ScreenWidth()/2,(float)ScreenHeight()/2 }, { (uint8_t)screenCol.r,(uint8_t)screenCol.g,(uint8_t)screenCol.b,(uint8_t)(hudShakeTime>0.2f?120:hudShakeTime>0?64:0) }, { (uint8_t)screenCol.r,(uint8_t)screenCol.g,(uint8_t)screenCol.b,(uint8_t)(hudShakeTime>0.2f?120:hudShakeTime>0?64:0) }, { (uint8_t)screenCol.r,(uint8_t)screenCol.g,(uint8_t)screenCol.b,(uint8_t)(hudShakeTime > 0.2f ? 64 : 0) }, { (uint8_t)screenCol.r,(uint8_t)screenCol.g,(uint8_t)screenCol.b,(uint8_t)(hudShakeTime>0.2f?120:hudShakeTime>0?64:0) }); GradientFillRectDecal({ 0,0 }, vf2d{ (float)ScreenWidth()/2,(float)ScreenHeight()/2 }, { (uint8_t)screenCol.r,(uint8_t)screenCol.g,(uint8_t)screenCol.b,(uint8_t)(hudShakeTime>0.2f?120:hudShakeTime>0?64:0) }, { (uint8_t)screenCol.r,(uint8_t)screenCol.g,(uint8_t)screenCol.b,(uint8_t)(hudShakeTime>0.2f?120:hudShakeTime>0?64:0) }, { (uint8_t)screenCol.r,(uint8_t)screenCol.g,(uint8_t)screenCol.b,(uint8_t)(hudShakeTime > 0.2f ? 64 : 0) }, { (uint8_t)screenCol.r,(uint8_t)screenCol.g,(uint8_t)screenCol.b,(uint8_t)(hudShakeTime>0.2f?120:hudShakeTime>0?64:0) });
@ -2048,6 +2056,7 @@ bool FaceBall::OnUserUpdate(float fElapsedTime)
gameTimer += fElapsedTime; gameTimer += fElapsedTime;
switch (mode) { switch (mode) {
case GAME: { case GAME: {
hudDisplayText = "";
for (std::vector<Bullet>::iterator it = bullets.begin(); it != bullets.end();) { for (std::vector<Bullet>::iterator it = bullets.begin(); it != bullets.end();) {
Bullet& b = *it; Bullet& b = *it;
if (!b.Update(fElapsedTime)) { if (!b.Update(fElapsedTime)) {
@ -2078,6 +2087,7 @@ bool FaceBall::OnUserUpdate(float fElapsedTime)
vec3d vForward = Vector_Mul(vLookDir, std::min(player.GetRadius() - 0.00001f, moveSpd * fElapsedTime)); vec3d vForward = Vector_Mul(vLookDir, std::min(player.GetRadius() - 0.00001f, moveSpd * fElapsedTime));
if (CheckPowerupCollision({ vForward.x,0,vForward.z }, { player.GetPos().x,player.GetPos().z }, player.GetRadius() * 1.25) != -1) { if (CheckPowerupCollision({ vForward.x,0,vForward.z }, { player.GetPos().x,player.GetPos().z }, player.GetRadius() * 1.25) != -1) {
powerups[lastPowerupCollidedWith].opened = true; powerups[lastPowerupCollidedWith].opened = true;
hudDisplayText = powerupData[powerups[lastPowerupCollidedWith].type].name;
if (GetKey(F).bPressed) { if (GetKey(F).bPressed) {
powerups.erase(powerups.begin() + lastPowerupCollidedWith); powerups.erase(powerups.begin() + lastPowerupCollidedWith);
lastPowerupCollidedWith = -1; lastPowerupCollidedWith = -1;

@ -178,6 +178,11 @@ struct Powerup : Object {
bool Update(float fElapsedTime); bool Update(float fElapsedTime);
}; };
struct PowerupData {
std::string name;
Pixel col;
};
struct EnemyData { struct EnemyData {
std::string name; std::string name;
Mesh mesh; Mesh mesh;
@ -258,7 +263,7 @@ class FaceBall : public PixelGameEngine
EnemyData GetData(EnemyID id); EnemyData GetData(EnemyID id);
Decal* circle,*arrow,*YAZAWA; Decal* circle,*arrow,*YAZAWA;
std::map<EnemyID, EnemyData>enemyData; std::map<EnemyID, EnemyData>enemyData;
std::map<PowerupType, Pixel>powerupColorData; std::map<PowerupType, PowerupData>powerupData;
std::vector<Enemy>enemies; std::vector<Enemy>enemies;
std::vector<Powerup>powerups; std::vector<Powerup>powerups;
private: private:
@ -281,6 +286,7 @@ class FaceBall : public PixelGameEngine
int lives = 3; int lives = 3;
double gameTimer = 0; double gameTimer = 0;
int lastPowerupCollidedWith = -1; int lastPowerupCollidedWith = -1;
std::string hudDisplayText = "";
mat4x4 matProj; mat4x4 matProj;

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