Add in exit blinking effect.
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8149d1110e
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@ -79,6 +79,7 @@ void FaceBall::InitializeBulletColors() {
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void FaceBall::LoadLevel(int level)
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{
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this->level = level;
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exitWallsCleared = false;
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std::vector<std::vector<Tile>>mapData = editor.LoadLevel(level);
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MAP_SIZE = { (int)mapData[0].size(),(int)mapData.size() };
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map.clear();
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@ -87,7 +88,7 @@ void FaceBall::LoadLevel(int level)
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objects.clear();
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bullets.clear();
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enemies.clear();
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vi2d exitCoords = { 0,0 };
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exitCoords = { 0,0 };
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for (int y = 0; y < MAP_SIZE.y; y++) {
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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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@ -154,9 +155,11 @@ void FaceBall::LoadLevel(int level)
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}
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}
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}
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objects.push_back({ mapWalls,{0,0,0},0,0 });
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walls = { mapWalls };
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MapWallsObjectIndex = objects.size()-1;
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objects.push_back({ mapFloor,{0,0,0},0,0 });
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objects.push_back({ game->mapExit,{(float)exitCoords.x+0.5f,0,(float)exitCoords.y+0.5f},0,0.4f });
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//objects.push_back({ game->mapExit,{(float)exitCoords.x+0.5f,0,(float)exitCoords.y+0.5f},0,0.4f });
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exit = { game->mapExit,{(float)exitCoords.x + 0.5f,0,(float)exitCoords.y + 0.5f},0,0.4f };
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}
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bool FaceBall::CheckCollision(vec3d movementVector,vf2d pos,float radius){
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@ -698,6 +701,11 @@ void FaceBall::RenderWorld() {
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for (auto& obj : objects) {
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RenderMesh(matView,vecTrianglesToRaster,obj);
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}
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RenderMesh(matView, vecTrianglesToRaster, exit);
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for (Triangle& t : exit.mesh.tris) {
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t.col[0] = t.col[1] = t.col[2] = {0,(uint8_t)(std::abs(std::sinf(2*PI*gameTimer)) * 255),0};
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}
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RenderMesh(matView, vecTrianglesToRaster, walls);
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for (auto& enemy : enemies) {
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RenderMesh(matView, vecTrianglesToRaster, enemy);
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}
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@ -984,6 +992,71 @@ bool Bullet::Update(float fElapsedTime) {
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void FaceBall::SubtractTag() {
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tagsRemaining = std::max(0, tagsRemaining - 1);
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if (!exitWallsCleared&&tagsRemaining <= 0) {
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exitWallsCleared = true;
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if (exitCoords.y != 0) {
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map[exitCoords.y][exitCoords.x].wallN = NULL;
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}
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if (exitCoords.y != MAP_SIZE.y-1) {
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map[exitCoords.y][exitCoords.x].wallS = NULL;
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}
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if (exitCoords.x != 0) {
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map[exitCoords.y][exitCoords.x].wallW = NULL;
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}
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if (exitCoords.x != MAP_SIZE.x-1) {
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map[exitCoords.y][exitCoords.x].wallE = NULL;
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}
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if (exitCoords.x-1 > 0) {
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map[exitCoords.y][exitCoords.x - 1].wallE = NULL;
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}
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if (exitCoords.x+1 < MAP_SIZE.x) {
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map[exitCoords.y][exitCoords.x+1].wallW = NULL;
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}
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if (exitCoords.y-1 > 0) {
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map[exitCoords.y - 1][exitCoords.x].wallS = NULL;
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}
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if (exitCoords.y+1 < MAP_SIZE.y) {
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map[exitCoords.y+1][exitCoords.x].wallN = NULL;
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}
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mapWalls.tris.clear();
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for (int y = 0; y < MAP_SIZE.y; y++) {
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for (int x = 0; x < MAP_SIZE.x; x++) {
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if (map[y][x].wallN != NULL) {
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Decal* exitWallTex = wall_tex;
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if (vi2d{ x,y } == vi2d{ exitCoords.x, exitCoords.y + 1 }) {
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exitWallTex = exit_wall_tex;
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}
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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 });
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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 });
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}
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if (map[y][x].wallS != NULL) {
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Decal* exitWallTex = wall_tex;
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if (vi2d{ x,y } == vi2d{ exitCoords.x, exitCoords.y - 1 }) {
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exitWallTex = exit_wall_tex;
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}
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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 });
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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 });
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}
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if (map[y][x].wallW != NULL) {
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Decal* exitWallTex = wall_tex;
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if (vi2d{ x,y } == vi2d{ exitCoords.x + 1, exitCoords.y }) {
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exitWallTex = exit_wall_tex;
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}
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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 });
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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 });
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}
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if (map[y][x].wallE != NULL) {
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Decal* exitWallTex = wall_tex;
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if (vi2d{ x,y } == vi2d{ exitCoords.x - 1, exitCoords.y }) {
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exitWallTex = exit_wall_tex;
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}
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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 });
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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 });
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}
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}
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}
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walls.mesh=mapWalls;
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}
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}
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void FaceBall::RunEnemyAI(Enemy& e,float fElapsedTime) {
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@ -1041,6 +1114,7 @@ void FaceBall::RunEnemyAI(Enemy& e,float fElapsedTime) {
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bool FaceBall::OnUserUpdate(float fElapsedTime)
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{
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gameTimer += fElapsedTime;
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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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@ -209,14 +209,18 @@ class FaceBall : public PixelGameEngine
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Decal* dot, * enemy_ShootMe_tex,*bullet_tex,*wall_tex,*floor_tex,
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*enemy_Sonar_tex,*hud,*exit_wall_tex;
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vi2d MAP_SIZE;
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vi2d exitCoords = { 0,0 };
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std::vector<std::vector<MapSquare>>map;
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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 MapWallsObjectIndex = -1;
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bool exitWallsCleared = false;
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int level=1;
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int tagsRemaining = 10;
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int lives = 3;
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double gameTimer = 0;
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mat4x4 matProj;
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@ -229,6 +233,8 @@ class FaceBall : public PixelGameEngine
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float pitch = -PI / 6;
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Player player = { {3.7,0.3,0.7}, {{0.5,0.5},0.2} };
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Object walls;
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Object exit;
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vec3d freeRoamCamera = { 1,0.5,1 };
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float freeRoamCamera_pitch = pitch;
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float freeRoamCamera_yaw = fYaw;
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