Add in exit blinking effect.

linux_template
sigonasr2 2 years ago
parent 8149d1110e
commit e4216d5769
  1. 36
      Faceball2030/assets/map/map1.map
  2. 80
      Faceball2030/main.cpp
  3. 6
      Faceball2030/main.h

@ -1,34 +1,34 @@
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@ -79,6 +79,7 @@ void FaceBall::InitializeBulletColors() {
void FaceBall::LoadLevel(int level) void FaceBall::LoadLevel(int level)
{ {
this->level = level; this->level = level;
exitWallsCleared = false;
std::vector<std::vector<Tile>>mapData = editor.LoadLevel(level); std::vector<std::vector<Tile>>mapData = editor.LoadLevel(level);
MAP_SIZE = { (int)mapData[0].size(),(int)mapData.size() }; MAP_SIZE = { (int)mapData[0].size(),(int)mapData.size() };
map.clear(); map.clear();
@ -87,7 +88,7 @@ void FaceBall::LoadLevel(int level)
objects.clear(); objects.clear();
bullets.clear(); bullets.clear();
enemies.clear(); enemies.clear();
vi2d exitCoords = { 0,0 }; exitCoords = { 0,0 };
for (int y = 0; y < MAP_SIZE.y; y++) { for (int y = 0; y < MAP_SIZE.y; y++) {
std::vector<MapSquare>row; std::vector<MapSquare>row;
for (int x = 0; x < MAP_SIZE.x; x++) { for (int x = 0; x < MAP_SIZE.x; x++) {
@ -154,9 +155,11 @@ void FaceBall::LoadLevel(int level)
} }
} }
} }
objects.push_back({ mapWalls,{0,0,0},0,0 }); walls = { mapWalls };
MapWallsObjectIndex = objects.size()-1;
objects.push_back({ mapFloor,{0,0,0},0,0 }); objects.push_back({ mapFloor,{0,0,0},0,0 });
objects.push_back({ game->mapExit,{(float)exitCoords.x+0.5f,0,(float)exitCoords.y+0.5f},0,0.4f }); //objects.push_back({ game->mapExit,{(float)exitCoords.x+0.5f,0,(float)exitCoords.y+0.5f},0,0.4f });
exit = { game->mapExit,{(float)exitCoords.x + 0.5f,0,(float)exitCoords.y + 0.5f},0,0.4f };
} }
bool FaceBall::CheckCollision(vec3d movementVector,vf2d pos,float radius){ bool FaceBall::CheckCollision(vec3d movementVector,vf2d pos,float radius){
@ -698,6 +701,11 @@ void FaceBall::RenderWorld() {
for (auto& obj : objects) { for (auto& obj : objects) {
RenderMesh(matView,vecTrianglesToRaster,obj); RenderMesh(matView,vecTrianglesToRaster,obj);
} }
RenderMesh(matView, vecTrianglesToRaster, exit);
for (Triangle& t : exit.mesh.tris) {
t.col[0] = t.col[1] = t.col[2] = {0,(uint8_t)(std::abs(std::sinf(2*PI*gameTimer)) * 255),0};
}
RenderMesh(matView, vecTrianglesToRaster, walls);
for (auto& enemy : enemies) { for (auto& enemy : enemies) {
RenderMesh(matView, vecTrianglesToRaster, enemy); RenderMesh(matView, vecTrianglesToRaster, enemy);
} }
@ -984,6 +992,71 @@ bool Bullet::Update(float fElapsedTime) {
void FaceBall::SubtractTag() { void FaceBall::SubtractTag() {
tagsRemaining = std::max(0, tagsRemaining - 1); tagsRemaining = std::max(0, tagsRemaining - 1);
if (!exitWallsCleared&&tagsRemaining <= 0) {
exitWallsCleared = true;
if (exitCoords.y != 0) {
map[exitCoords.y][exitCoords.x].wallN = NULL;
}
if (exitCoords.y != MAP_SIZE.y-1) {
map[exitCoords.y][exitCoords.x].wallS = NULL;
}
if (exitCoords.x != 0) {
map[exitCoords.y][exitCoords.x].wallW = NULL;
}
if (exitCoords.x != MAP_SIZE.x-1) {
map[exitCoords.y][exitCoords.x].wallE = NULL;
}
if (exitCoords.x-1 > 0) {
map[exitCoords.y][exitCoords.x - 1].wallE = NULL;
}
if (exitCoords.x+1 < MAP_SIZE.x) {
map[exitCoords.y][exitCoords.x+1].wallW = NULL;
}
if (exitCoords.y-1 > 0) {
map[exitCoords.y - 1][exitCoords.x].wallS = NULL;
}
if (exitCoords.y+1 < MAP_SIZE.y) {
map[exitCoords.y+1][exitCoords.x].wallN = NULL;
}
mapWalls.tris.clear();
for (int y = 0; y < MAP_SIZE.y; y++) {
for (int x = 0; x < MAP_SIZE.x; x++) {
if (map[y][x].wallN != NULL) {
Decal* exitWallTex = wall_tex;
if (vi2d{ x,y } == vi2d{ exitCoords.x, exitCoords.y + 1 }) {
exitWallTex = exit_wall_tex;
}
mapWalls.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}},{WHITE,WHITE,WHITE}, exitWallTex });
mapWalls.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}},{WHITE,WHITE,WHITE}, exitWallTex });
}
if (map[y][x].wallS != NULL) {
Decal* exitWallTex = wall_tex;
if (vi2d{ x,y } == vi2d{ exitCoords.x, exitCoords.y - 1 }) {
exitWallTex = exit_wall_tex;
}
mapWalls.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}},{WHITE,WHITE,WHITE}, exitWallTex });
mapWalls.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}},{WHITE,WHITE,WHITE}, exitWallTex });
}
if (map[y][x].wallW != NULL) {
Decal* exitWallTex = wall_tex;
if (vi2d{ x,y } == vi2d{ exitCoords.x + 1, exitCoords.y }) {
exitWallTex = exit_wall_tex;
}
mapWalls.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}},{WHITE,WHITE,WHITE}, exitWallTex });
mapWalls.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}},{WHITE,WHITE,WHITE}, exitWallTex });
}
if (map[y][x].wallE != NULL) {
Decal* exitWallTex = wall_tex;
if (vi2d{ x,y } == vi2d{ exitCoords.x - 1, exitCoords.y }) {
exitWallTex = exit_wall_tex;
}
mapWalls.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}},{WHITE,WHITE,WHITE}, exitWallTex });
mapWalls.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}},{WHITE,WHITE,WHITE}, exitWallTex });
}
}
}
walls.mesh=mapWalls;
}
} }
void FaceBall::RunEnemyAI(Enemy& e,float fElapsedTime) { void FaceBall::RunEnemyAI(Enemy& e,float fElapsedTime) {
@ -1041,6 +1114,7 @@ void FaceBall::RunEnemyAI(Enemy& e,float fElapsedTime) {
bool FaceBall::OnUserUpdate(float fElapsedTime) bool FaceBall::OnUserUpdate(float fElapsedTime)
{ {
gameTimer += fElapsedTime;
for (std::vector<Bullet>::iterator it = bullets.begin(); it != bullets.end(); ++it) { for (std::vector<Bullet>::iterator it = bullets.begin(); it != bullets.end(); ++it) {
Bullet& b = *it; Bullet& b = *it;
if (!b.Update(fElapsedTime)) { if (!b.Update(fElapsedTime)) {

@ -209,14 +209,18 @@ class FaceBall : public PixelGameEngine
Decal* dot, * enemy_ShootMe_tex,*bullet_tex,*wall_tex,*floor_tex, Decal* dot, * enemy_ShootMe_tex,*bullet_tex,*wall_tex,*floor_tex,
*enemy_Sonar_tex,*hud,*exit_wall_tex; *enemy_Sonar_tex,*hud,*exit_wall_tex;
vi2d MAP_SIZE; vi2d MAP_SIZE;
vi2d exitCoords = { 0,0 };
std::vector<std::vector<MapSquare>>map; std::vector<std::vector<MapSquare>>map;
std::vector<Object>objects; std::vector<Object>objects;
std::vector<Bullet>bullets; std::vector<Bullet>bullets;
GAMEMODE mode=GAMEMODE::GAME; GAMEMODE mode=GAMEMODE::GAME;
Editor editor; Editor editor;
int MapWallsObjectIndex = -1;
bool exitWallsCleared = false;
int level=1; int level=1;
int tagsRemaining = 10; int tagsRemaining = 10;
int lives = 3; int lives = 3;
double gameTimer = 0;
mat4x4 matProj; mat4x4 matProj;
@ -229,6 +233,8 @@ class FaceBall : public PixelGameEngine
float pitch = -PI / 6; float pitch = -PI / 6;
Player player = { {3.7,0.3,0.7}, {{0.5,0.5},0.2} }; Player player = { {3.7,0.3,0.7}, {{0.5,0.5},0.2} };
Object walls;
Object exit;
vec3d freeRoamCamera = { 1,0.5,1 }; vec3d freeRoamCamera = { 1,0.5,1 };
float freeRoamCamera_pitch = pitch; float freeRoamCamera_pitch = pitch;
float freeRoamCamera_yaw = fYaw; float freeRoamCamera_yaw = fYaw;

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