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@ -218,6 +218,11 @@ bool Enemy::Update(float fElapsedTime) { |
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} |
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} |
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} |
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} |
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} |
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} |
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else
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if (fElapsedTime > 3/120.f) { |
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mesh.tris.clear(); |
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return false; |
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} |
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} |
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} |
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return true; |
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return true; |
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} |
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} |
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@ -260,7 +265,7 @@ void FaceBall::InitializeEnemyData() { |
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enemyData[SHOOTME2] = { "SHOOTME2",enemy_ShootMe2,YELLOW,1,1,PI / 6,2,1,0.35f,true }; |
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enemyData[SHOOTME2] = { "SHOOTME2",enemy_ShootMe2,YELLOW,1,1,PI / 6,2,1,0.35f,true }; |
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enemyData[ISHOOT] = { "ISHOOT",enemy_IShoot,YELLOW,1,1,0.5,2,3,0.4f,true }; |
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enemyData[ISHOOT] = { "ISHOOT",enemy_IShoot,YELLOW,1,1,0.5,2,3,0.4f,true }; |
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enemyData[SHOOTME_ARMOR] = { "SHOOTME",enemy_ShootMe,YELLOW,6,1,0.5,2,1,0.3f,true,PowerupType::ARMOR,true }; |
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enemyData[SHOOTME_ARMOR] = { "SHOOTME",enemy_ShootMe,YELLOW,6,1,0.5,2,1,0.3f,true,PowerupType::ARMOR,true }; |
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enemyData[ISHOOT_MAP] = { "ISHOOT",enemy_IShoot,YELLOW,7,1,0.5,2,2,0.3f,true,PowerupType::STOP,true }; |
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enemyData[ISHOOT_MAP] = { "ISHOOT",enemy_IShoot,YELLOW,7,1,0.5,2,2,0.3f,true,PowerupType::MAP,true }; |
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enemyData[SONAR] = { "Sonar",enemy_Sonar,RED,5,1,PI / 8,2,1 }; |
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enemyData[SONAR] = { "Sonar",enemy_Sonar,RED,5,1,PI / 8,2,1 }; |
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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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@ -2017,10 +2022,15 @@ void FaceBall::RenderHud(float fElapsedTime) { |
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for (int x = -1; x <= 1; x++) { |
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for (int x = -1; x <= 1; x++) { |
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for (int y = -1; y <= 1; y++) { |
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for (int y = -1; y <= 1; y++) { |
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if (x != 0 && y != 0) { |
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if (x != 0 && y != 0) { |
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if (lookingAtText != "") { |
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DrawStringDecal(vf2d{ hudOffset + float(ScreenWidth() / 2 - GetTextSize(lookingAtText).x / 2 * 4) + 32,float(ScreenHeight() - 128 - GetTextSize(lookingAtText).y * 4) + 18 } + vf2d{ float(x),float(y) }, lookingAtText, DARK_BLUE, { 4,4 }); |
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} |
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else { |
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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 }); |
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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 }); |
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} |
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} |
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} |
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} |
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} |
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} |
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} |
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for (int x = -1; x <= 1; x++) { |
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for (int x = -1; x <= 1; x++) { |
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for (int y = -1; y <= 1; y++) { |
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for (int y = -1; y <= 1; y++) { |
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if (x != 0 && y != 0) { |
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if (x != 0 && y != 0) { |
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@ -2029,7 +2039,12 @@ void FaceBall::RenderHud(float fElapsedTime) { |
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} |
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} |
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} |
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} |
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DrawStringPropDecal(vf2d{ hudOffset + (float)(ScreenWidth() / 2 - GetTextSizeProp(std::to_string(score)).x * 4 / 2) + 32,(float)(36 - GetTextSizeProp(std::to_string(score)).y * 4) + 18 } + hudAdjustment, std::to_string(score), { 192,96,96 }, { 4,4 }); |
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DrawStringPropDecal(vf2d{ hudOffset + (float)(ScreenWidth() / 2 - GetTextSizeProp(std::to_string(score)).x * 4 / 2) + 32,(float)(36 - GetTextSizeProp(std::to_string(score)).y * 4) + 18 } + hudAdjustment, std::to_string(score), { 192,96,96 }, { 4,4 }); |
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if (lookingAtText != "") { |
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DrawStringDecal(vf2d{ hudOffset + float(ScreenWidth() / 2 - GetTextSize(lookingAtText).x / 2 * 4) + 32,float(ScreenHeight() - 128 - GetTextSize(lookingAtText).y * 4) + 18 }, lookingAtText, { 192,192,255 }, { 4,4 }); |
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} |
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else { |
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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 }); |
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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 }); |
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} |
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DrawStringDecal({float(ScreenWidth()-128),24},std::to_string(wave2Enemies.size())); |
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DrawStringDecal({float(ScreenWidth()-128),24},std::to_string(wave2Enemies.size())); |
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SetDecalMode(DecalMode::ADDITIVE); |
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SetDecalMode(DecalMode::ADDITIVE); |
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DrawDecal({ float(ScreenWidth() / 2 - crosshair->sprite->width / 2),float(ScreenHeight() / 2 - crosshair->sprite->height / 2) }, crosshair, { 1,1 }, {255,255,255,128}); |
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DrawDecal({ float(ScreenWidth() / 2 - crosshair->sprite->width / 2),float(ScreenHeight() / 2 - crosshair->sprite->height / 2) }, crosshair, { 1,1 }, {255,255,255,128}); |
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@ -2229,7 +2244,7 @@ bool FaceBall::PlayerHasMapUpgrade(){ |
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bool FaceBall::OnUserUpdate(float fElapsedTime) |
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bool FaceBall::OnUserUpdate(float fElapsedTime) |
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{ |
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{ |
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fElapsedTime = std::min(0.01667f, fElapsedTime); |
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fElapsedTime = std::min(2/60.f, fElapsedTime); |
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gameTimer += fElapsedTime; |
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gameTimer += fElapsedTime; |
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switch (mode) { |
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switch (mode) { |
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case GAME: { |
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case GAME: { |
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@ -2296,14 +2311,21 @@ bool FaceBall::OnUserUpdate(float fElapsedTime) |
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it++; |
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it++; |
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} |
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} |
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} |
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} |
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for (int i = 0; i < enemies.size(); i++) { |
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int counter = 0; |
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Enemy& e = enemies[i]; |
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for (std::vector<Enemy>::iterator it = enemies.begin(); it != enemies.end();) { |
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e.Update(fElapsedTime); |
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Enemy& e = *it; |
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if (!e.Update(fElapsedTime)) { |
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it = enemies.erase(it); |
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} |
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else { |
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if (e.isLastHitTimerActive()) { |
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if (e.isLastHitTimerActive()) { |
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e.reduceLastHitTimer(fElapsedTime); |
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e.reduceLastHitTimer(fElapsedTime); |
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} |
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} |
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if (stopDuration < 0) { |
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if (stopDuration < 0) { |
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RunEnemyAI(e, fElapsedTime, i); |
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RunEnemyAI(e, fElapsedTime, counter); |
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} |
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it++; |
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counter++; |
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} |
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} |
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} |
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} |
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for (std::vector<Powerup>::iterator it = powerups.begin(); it != powerups.end();) { |
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for (std::vector<Powerup>::iterator it = powerups.begin(); it != powerups.end();) { |
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@ -2360,6 +2382,25 @@ bool FaceBall::OnUserUpdate(float fElapsedTime) |
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} |
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} |
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} |
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} |
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if (hp > 0) { |
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if (hp > 0) { |
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vf2d checkPos = {player.GetPos().x, player.GetPos().z}; |
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lookingAtText = ""; |
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while (true) { |
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if (checkPos.x<0 || checkPos.y<0 || checkPos.x>MAP_SIZE.x || checkPos.y>MAP_SIZE.y) break; |
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vf2d checkVec = { std::cosf(fYaw) * 0.1f,std::sinf(fYaw) * 0.1f }; |
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if (CheckCollision({ checkVec.x,0,checkVec.y }, checkPos, 0.1f)) break; |
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checkPos.x += checkVec.x; |
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checkPos.y += checkVec.y; |
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for (Enemy&e : enemies) { |
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if (!e.isDead()) { |
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float dist = std::sqrtf(std::powf(checkPos.x - e.pos.x, 2) + std::powf(checkPos.y - e.pos.z, 2)); |
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if (dist <= e.radius) { |
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lookingAtText = enemyData[e.GetID()].name; |
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goto afterPositionCheck; |
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} |
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} |
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} |
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} |
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afterPositionCheck: |
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HandleKeys(fElapsedTime); |
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HandleKeys(fElapsedTime); |
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RenderWorld(); |
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RenderWorld(); |
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} |
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} |
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