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No commits in common. '2dd5c990f896dbdf07deb593132bff6896d83f1a' and '0be2bfb35c49f2e496b59c14cf46ede3d71ec2fc' have entirely different histories.

  1. 3
      Faceball2030/Editor.cpp
  2. 1
      Faceball2030/Editor.h
  3. BIN
      Faceball2030/assets/enemies/IShoot.png
  4. 11
      Faceball2030/assets/enemies/IShoot2.mtl
  5. 1016
      Faceball2030/assets/enemies/IShoot2.obj
  6. BIN
      Faceball2030/assets/enemies/IShoot2.png
  7. BIN
      Faceball2030/assets/enemies/IShoot2.wings
  8. BIN
      Faceball2030/assets/enemies/IShoot2.xcf
  9. BIN
      Faceball2030/assets/enemies/sphere1_auv.png
  10. 2
      Faceball2030/assets/map/map1.map
  11. 78
      Faceball2030/assets/map/map3.map
  12. 20
      Faceball2030/assets/worldSkyBox.mtl
  13. 207
      Faceball2030/assets/worldSkyBox.obj
  14. BIN
      Faceball2030/assets/worldSkyBox.png
  15. 292
      Faceball2030/main.cpp
  16. 20
      Faceball2030/main.h
  17. 5
      TODO.txt

@ -295,8 +295,7 @@ void Editor::OnTextEntryComplete(const std::string& sText) {
MAP_SIZE = { (int)map[0].size(),(int)map.size() };
}
else {
game->TextEntryEnable(false);
promptState = PromptState::NONE;
reEnableTextEntry = true;
}
}break;
case PromptState::ENTER_WIDTH: {

@ -28,7 +28,6 @@ enum EnemyID {
ISHOOT2,
SHOOTME_ARMOR,
ISHOOT_MAP,
ISHOOT2_SPEED,
SONAR,
POWERUP_ARMOR = 56,
POWERUP_SPEED = 57,

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@ -1,11 +0,0 @@
# Exported from Wings 3D 2.2.9
newmtl sphere1_auv
Ns 19.999999999999996
d 1.0
illum 2
Kd 1.0 1.0 1.0
Ka 0.0 0.0 0.0
Ks 0.19 0.19 0.19
Ke 0.0 0.0 0.0
map_Kd sphere1_auv.png

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@ -32,7 +32,7 @@
8351
8197
8595
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8198
273
8196
8195

@ -1,51 +1,27 @@
7
7
17193
8202
24586
424
8202
25370
16924
1221
8201
8204
8597
8201
8204
17221
8197
8195
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837
24579
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837
8721
8202
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8192
8202
8202
25444
8197
11
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9
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8197
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8351
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25381
8195
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8197
9027
24986
8202
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24586
278
5
5
8192
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8192
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8192
8192

@ -1,20 +0,0 @@
# Exported from Wings 3D 2.2.9
newmtl Cylinder1_auv
Ns 19.999999999999996
d 1.0
illum 2
Kd 1.0 1.0 1.0
Ka 0.0 0.0 0.0
Ks 0.19 0.19 0.19
Ke 0.0 0.0 0.0
map_Kd Cylinder1_auv.png
newmtl default
Ns 19.999999999999996
d 1.0
illum 2
Kd 0.7898538076923077 0.8133333333333334 0.6940444444444445
Ka 0.0 0.0 0.0
Ks 0.1689853807692308 0.17133333333333334 0.15940444444444446
Ke 0.0 0.0 0.0

@ -1,207 +0,0 @@
# Exported from Wings 3D 2.2.9
mtllib worldSkyBox.mtl
o Cylinder1
#64 vertices, 64 faces
v 1.00000000 20.00000000 0.0000000e+0
v 0.98078528 20.00000000 0.19509032
v 0.92387953 20.00000000 0.38268343
v 0.83146961 20.00000000 0.55557023
v 0.70710678 20.00000000 0.70710678
v 0.55557023 20.00000000 0.83146961
v 0.38268343 20.00000000 0.92387953
v 0.19509032 20.00000000 0.98078528
v 6.1232340e-17 20.00000000 1.00000000
v -0.19509032 20.00000000 0.98078528
v -0.38268343 20.00000000 0.92387953
v -0.55557023 20.00000000 0.83146961
v -0.70710678 20.00000000 0.70710678
v -0.83146961 20.00000000 0.55557023
v -0.92387953 20.00000000 0.38268343
v -0.98078528 20.00000000 0.19509032
v -1.00000000 20.00000000 1.2246468e-16
v -0.98078528 20.00000000 -0.19509032
v -0.92387953 20.00000000 -0.38268343
v -0.83146961 20.00000000 -0.55557023
v -0.70710678 20.00000000 -0.70710678
v -0.55557023 20.00000000 -0.83146961
v -0.38268343 20.00000000 -0.92387953
v -0.19509032 20.00000000 -0.98078528
v -1.8369702e-16 20.00000000 -1.00000000
v 0.19509032 20.00000000 -0.98078528
v 0.38268343 20.00000000 -0.92387953
v 0.55557023 20.00000000 -0.83146961
v 0.70710678 20.00000000 -0.70710678
v 0.83146961 20.00000000 -0.55557023
v 0.92387953 20.00000000 -0.38268343
v 0.98078528 20.00000000 -0.19509032
v 1.00000000 0.0000000e+0 0.0000000e+0
v 0.98078528 0.0000000e+0 0.19509032
v 0.92387953 0.0000000e+0 0.38268343
v 0.83146961 0.0000000e+0 0.55557023
v 0.70710678 0.0000000e+0 0.70710678
v 0.55557023 0.0000000e+0 0.83146961
v 0.38268343 0.0000000e+0 0.92387953
v 0.19509032 0.0000000e+0 0.98078528
v 6.1232340e-17 0.0000000e+0 1.00000000
v -0.19509032 0.0000000e+0 0.98078528
v -0.38268343 0.0000000e+0 0.92387953
v -0.55557023 0.0000000e+0 0.83146961
v -0.70710678 0.0000000e+0 0.70710678
v -0.83146961 0.0000000e+0 0.55557023
v -0.92387953 0.0000000e+0 0.38268343
v -0.98078528 0.0000000e+0 0.19509032
v -1.00000000 0.0000000e+0 1.2246468e-16
v -0.98078528 0.0000000e+0 -0.19509032
v -0.92387953 0.0000000e+0 -0.38268343
v -0.83146961 0.0000000e+0 -0.55557023
v -0.70710678 0.0000000e+0 -0.70710678
v -0.55557023 0.0000000e+0 -0.83146961
v -0.38268343 0.0000000e+0 -0.92387953
v -0.19509032 0.0000000e+0 -0.98078528
v -1.8369702e-16 0.0000000e+0 -1.00000000
v 0.19509032 0.0000000e+0 -0.98078528
v 0.38268343 0.0000000e+0 -0.92387953
v 0.55557023 0.0000000e+0 -0.83146961
v 0.70710678 0.0000000e+0 -0.70710678
v 0.83146961 0.0000000e+0 -0.55557023
v 0.92387953 0.0000000e+0 -0.38268343
v 0.98078528 0.0000000e+0 -0.19509032
vt 0.0000000e+0 1.00000000
vt 2.2648550e-14 1.1657342e-15
vt 9.8017140e-3 1.00000000
vt 9.8017140e-3 7.2164497e-16
vt 1.9603428e-2 1.00000000
vt 1.9603428e-2 4.4408921e-16
vt 2.9405142e-2 1.00000000
vt 2.9405142e-2 2.2204460e-16
vt 3.9206856e-2 1.00000000
vt 3.9206856e-2 0.0000000e+0
vt 4.9008570e-2 1.00000000
vt 4.9008570e-2 0.0000000e+0
vt 5.8810284e-2 1.00000000
vt 5.8810284e-2 0.0000000e+0
vt 6.8611998e-2 1.00000000
vt 6.8611998e-2 2.2204460e-16
vt 7.8413712e-2 1.00000000
vt 7.8413712e-2 1.00000000
vt 7.8413712e-2 3.8857806e-16
vt 7.8413712e-2 2.6645353e-15
vt 8.8215426e-2 1.00000000
vt 8.8215426e-2 2.0539126e-15
vt 9.8017140e-2 1.00000000
vt 9.8017140e-2 1.5543122e-15
vt 0.10781885 1.00000000
vt 0.10781885 9.9920072e-16
vt 0.11762057 1.00000000
vt 0.11762057 5.5511151e-16
vt 0.12742228 1.00000000
vt 0.12742228 3.8857806e-16
vt 0.13722400 1.00000000
vt 0.13722400 2.2204460e-16
vt 0.14702571 1.00000000
vt 0.14702571 0.0000000e+0
vt 0.15682742 1.00000000
vt 0.15682742 0.0000000e+0
vt 0.15682742 1.00000000
vt 0.15682742 1.6653345e-16
vt 0.16662914 1.00000000
vt 0.16662914 0.0000000e+0
vt 0.17643085 1.00000000
vt 0.17643085 0.0000000e+0
vt 0.18623257 1.00000000
vt 0.18623257 0.0000000e+0
vt 0.19603428 1.00000000
vt 0.19603428 0.0000000e+0
vt 0.20583599 1.00000000
vt 0.20583599 2.7755576e-16
vt 0.21563771 1.00000000
vt 0.21563771 5.5511151e-16
vt 0.22543942 1.00000000
vt 0.22543942 8.8817842e-16
vt 0.23524114 1.00000000
vt 0.23524114 1.4432899e-15
vt 0.23524114 3.8857806e-16
vt 0.23524114 1.00000000
vt 0.24504285 2.2204460e-16
vt 0.24504285 1.00000000
vt 0.25484456 0.0000000e+0
vt 0.25484456 1.00000000
vt 0.26464628 0.0000000e+0
vt 0.26464628 1.00000000
vt 0.27444799 0.0000000e+0
vt 0.27444799 1.00000000
vt 0.28424971 2.2204460e-16
vt 0.28424971 1.00000000
vt 0.29405142 3.8857806e-16
vt 0.29405142 1.00000000
vt 0.30385314 7.2164497e-16
vt 0.30385314 1.00000000
vt 0.31365485 3.8857806e-16
vt 0.31365485 1.00000000
g Cylinder1_Cylinder1_auv
usemtl Cylinder1_auv
s 1
f 1/64/ 33/63/ 32/66/
f 2/62/ 33/63/ 1/64/
f 2/62/ 35/59/ 34/61/
f 3/60/ 35/59/ 2/62/
f 4/58/ 35/59/ 3/60/
f 4/58/ 37/55/ 36/57/
f 5/56/ 37/55/ 4/58/
f 6/33/ 37/36/ 5/35/
f 6/33/ 39/32/ 38/34/
f 7/31/ 39/32/ 6/33/
f 8/29/ 39/32/ 7/31/
f 8/29/ 41/28/ 40/30/
f 9/27/ 41/28/ 8/29/
f 10/25/ 41/28/ 9/27/
f 10/25/ 43/24/ 42/26/
f 11/23/ 43/24/ 10/25/
f 12/21/ 43/24/ 11/23/
f 12/21/ 45/20/ 44/22/
f 13/18/ 45/20/ 12/21/
f 14/51/ 45/54/ 13/53/
f 14/51/ 47/50/ 46/52/
f 15/49/ 47/50/ 14/51/
f 16/47/ 47/50/ 15/49/
f 16/47/ 49/46/ 48/48/
f 17/45/ 49/46/ 16/47/
f 18/43/ 49/46/ 17/45/
f 18/43/ 51/42/ 50/44/
f 19/41/ 51/42/ 18/43/
f 20/39/ 51/42/ 19/41/
f 20/39/ 53/38/ 52/40/
f 21/37/ 53/38/ 20/39/
f 22/15/ 53/19/ 21/17/
f 22/15/ 55/14/ 54/16/
f 23/13/ 55/14/ 22/15/
f 24/11/ 55/14/ 23/13/
f 24/11/ 57/10/ 56/12/
f 25/9/ 57/10/ 24/11/
f 26/7/ 57/10/ 25/9/
f 26/7/ 59/6/ 58/8/
f 27/5/ 59/6/ 26/7/
f 28/3/ 59/6/ 27/5/
f 28/3/ 61/2/ 60/4/
f 29/1/ 61/2/ 28/3/
f 30/70/ 61/71/ 29/72/
f 30/70/ 63/67/ 62/69/
f 31/68/ 63/67/ 30/70/
f 32/66/ 33/63/ 64/65/
f 32/66/ 63/67/ 31/68/
f 34/61/ 33/63/ 2/62/
f 36/57/ 35/59/ 4/58/
f 38/34/ 37/36/ 6/33/
f 40/30/ 39/32/ 8/29/
f 42/26/ 41/28/ 10/25/
f 44/22/ 43/24/ 12/21/
f 46/52/ 45/54/ 14/51/
f 48/48/ 47/50/ 16/47/
f 50/44/ 49/46/ 18/43/
f 52/40/ 51/42/ 20/39/
f 54/16/ 53/19/ 22/15/
f 56/12/ 55/14/ 24/11/
f 58/8/ 57/10/ 26/7/
f 60/4/ 59/6/ 28/3/
f 62/69/ 61/71/ 30/70/
f 64/65/ 63/67/ 32/66/

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@ -66,7 +66,7 @@ bool Enemy::CanShoot() {
void Enemy::ShootBullet(int myIndex) {
fireDelay = game->enemyData[GetID()].fireDelay;
game->bullets.push_back({ game->bullet, {pos.x,pos.y+0.15f,pos.z},rot,0.2f,1,true,{std::cosf(rot) * game->shotSpd,std::sinf(rot) * game->shotSpd }, YELLOW,false,GetID(),myIndex,blinking});
game->bullets.push_back({ game->bullet, {pos.x,pos.y+0.15f,pos.z},rot,0.2f,{std::cosf(rot) * game->shotSpd,std::sinf(rot) * game->shotSpd }, YELLOW,false,GetID(),myIndex,blinking});
}
void Enemy::ReloadBullet(float fElapsedTime) {
@ -94,7 +94,6 @@ bool Enemy::isExplosive() {
void Enemy::setExploded(bool exploded) {
this->exploded = exploded;
game->RegenerateMinimap();
}
Enemy Enemy::freshCopy(bool randomizeLoc){
@ -217,11 +216,6 @@ bool Enemy::Update(float fElapsedTime) {
}
}
}
else
if (fElapsedTime > 3/120.f) {
mesh.tris.clear();
return false;
}
}
return true;
}
@ -243,9 +237,6 @@ void Enemy::OnDeathEvent() {
if (game->enemyData[id].powerupDrop != PowerupType::NONE) {
game->SpawnPowerup(game->enemyData[id].powerupDrop, pos);
}
if (game->PlayerHasMapUpgrade()){
game->RegenerateMinimap();
}
}
vf2d FaceBall::GetPlayerPos() {
@ -263,10 +254,8 @@ void FaceBall::InitializeEnemyData() {
enemyData[SHOOTME] = { "SHOOTME",enemy_ShootMe,YELLOW,1,1,0.5,2,1,0.2f,true };
enemyData[SHOOTME2] = { "SHOOTME2",enemy_ShootMe2,YELLOW,1,1,PI / 6,2,1,0.35f,true };
enemyData[ISHOOT] = { "ISHOOT",enemy_IShoot,YELLOW,1,1,0.5,2,3,0.4f,true };
enemyData[ISHOOT2] = { "ISHOOT2",enemy_IShoot2,YELLOW,1,1,PI / 6,2,1,0.35f,true };
enemyData[SHOOTME_ARMOR] = { "SHOOTME",enemy_ShootMe,YELLOW,6,1,0.5,2,1,0.3f,true,PowerupType::ARMOR,true };
enemyData[ISHOOT_MAP] = { "ISHOOT",enemy_IShoot,YELLOW,7,1,0.5,2,2,0.3f,true,PowerupType::MAP,true };
enemyData[ISHOOT2_SPEED] = { "ISHOOT2",enemy_IShoot2,YELLOW,6,1,PI / 6,2,1,0.35f,true,PowerupType::SPEED,true };
enemyData[SONAR] = { "Sonar",enemy_Sonar,RED,5,1,PI / 8,2,1 };
enemyData[COIN] = { "Coin",undefined,BLUE };
enemyData[POWERUP_ARMOR] = { "Armor",undefined,{96,0,96} };
@ -435,65 +424,8 @@ void FaceBall::LoadLevel(int level)
walls = { mapWalls };
MapWallsObjectIndex = objects.size()-1;
objects.push_back({ mapFloor,{0,0,0},0,0 });
objects.push_back({ worldSkyBox,{MAP_SIZE.x/2.f,0,MAP_SIZE.y/2.f},0,0,std::max(float(MAP_SIZE.x),float(MAP_SIZE.y))*2,false });
//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,0.02f,(float)exitCoords.y + 0.5f},0,0.4f };
RegenerateMinimap();
}
void FaceBall::RegenerateMinimap(){
vf2d mapCenter = {float(ScreenWidth()-364),float(164)};
vf2d mapSprSize = {float(mapSpr->width),float(mapSpr->height)};
SetDrawTarget(mapSpr);
Clear(BLACK);
const int MAP_VISIBILITY=6;
for (int x=0;x<MAP_SIZE.x;x++){
for (int y=0;y<MAP_SIZE.y;y++){
float dist = std::sqrtf(std::pow(player.GetPos().x-x,2)+std::pow(player.GetPos().z-y,2));
if (dist<MAP_VISIBILITY){
try{
MapSquare&square=map.at(y).at(x);
vf2d squareLoc = vf2d{x*minimapGridSize.x,y*minimapGridSize.y};
uint8_t transparency=uint8_t((1-(float(dist)/MAP_VISIBILITY))*255);
if (square.wallN){
DrawLine(squareLoc,squareLoc+vf2d{1.f,0.f}*minimapGridSize,Pixel{255,255,255,transparency});
}
if (square.wallS){
DrawLine(squareLoc+vf2d{0,1.f}*minimapGridSize,squareLoc+vf2d{1,1}*minimapGridSize,Pixel{255,255,255,transparency});
}
if (square.wallE){
DrawLine(squareLoc+vf2d{1,0}*minimapGridSize,squareLoc+vf2d{1,1}*minimapGridSize,Pixel{255,255,255,transparency});
}
if (square.wallW){
DrawLine(squareLoc,squareLoc+vf2d{0,1}*minimapGridSize,Pixel{255,255,255,transparency});
}
if (hasMapUpgrade){
for (Enemy&e:enemies){
if (!e.isDead()){
if (vi2d{int(e.pos.x),int(e.pos.z)}==vi2d{x,y}){
FillCircle(vi2d{int(squareLoc.x+0.5*minimapGridSize.x),int(squareLoc.y+0.5*minimapGridSize.y)},3,enemyData[e.GetID()].col*(1-(float(dist)/MAP_VISIBILITY)));
}
}
}
}
} catch (std::out_of_range const& exc) {
std::cout << exc.what() << '\n';
}
}
}
}
float dist = std::sqrtf(std::pow(player.GetPos().x-exitCoords.x,2)+std::pow(player.GetPos().z-exitCoords.y,2));
if (tagsRemaining>0){
vf2d squareLoc = vf2d{exitCoords.x*minimapGridSize.x,exitCoords.y*minimapGridSize.y};
uint8_t transparency=uint8_t((1-(float(dist)/MAP_VISIBILITY))*255);
DrawLine(squareLoc,squareLoc+vf2d{1.f,0.f}*minimapGridSize,Pixel{DARK_RED.r,DARK_RED.g,DARK_RED.b,transparency});
DrawLine(squareLoc+vf2d{0,1.f}*minimapGridSize,squareLoc+vf2d{1,1}*minimapGridSize,Pixel{DARK_RED.r,DARK_RED.g,DARK_RED.b,transparency});
DrawLine(squareLoc+vf2d{1,0}*minimapGridSize,squareLoc+vf2d{1,1}*minimapGridSize,Pixel{DARK_RED.r,DARK_RED.g,DARK_RED.b,transparency});
DrawLine(squareLoc,squareLoc+vf2d{0,1}*minimapGridSize,Pixel{DARK_RED.r,DARK_RED.g,DARK_RED.b,transparency});
}
FillCircle(vi2d{int(exitCoords.x*minimapGridSize.x+0.5*minimapGridSize.x),int(exitCoords.y*minimapGridSize.x+0.5*minimapGridSize.y)},3,MAGENTA*(1-(float(dist)/MAP_VISIBILITY)));
SetDrawTarget(nullptr);
mapDecal->Update();
}
bool FaceBall::CheckCollision(vec3d movementVector,vf2d pos,float radius){
@ -918,32 +850,23 @@ void FaceBall::RenderBulletMesh(mat4x4& matView, std::vector<Triangle>& vecTrian
void FaceBall::RenderMesh(mat4x4&matView,std::vector<Triangle>&vecTrianglesToRaster, Object&o,bool translucent) {
for (auto& tri : o.mesh.tris) {
if (translucent&&tri.tex != exit_wall_tex && tri.tex != bullet_tex ||!translucent&&(tri.tex==exit_wall_tex || tri.tex == bullet_tex)) { continue; }
Triangle triScaled,triProjected, triTransformed, triViewed;
Triangle triProjected, triTransformed, triViewed;
mat4x4 localMat = Matrix_MakeIdentity();
mat4x4 rotMat = Matrix_MakeRotationY(o.rot);
localMat = Matrix_MultiplyMatrix(localMat, rotMat);
mat4x4 matTrans = Matrix_MakeTranslation(o.pos.x, o.pos.y, o.pos.z);
localMat = Matrix_MultiplyMatrix(localMat, matTrans);
for (int i = 0; i < 3; i++) {
triScaled.p[i].x = tri.p[i].x*o.scale;
triScaled.p[i].y = tri.p[i].y * o.scale;
triScaled.p[i].z = tri.p[i].z * o.scale;
triScaled.uv[i] = tri.uv[i];
triScaled.col[i] = tri.col[i];
}
triScaled.tex = tri.tex;
triTransformed.p[0] = Matrix_MultiplyVector(localMat, triScaled.p[0]);
triTransformed.p[1] = Matrix_MultiplyVector(localMat, triScaled.p[1]);
triTransformed.p[2] = Matrix_MultiplyVector(localMat, triScaled.p[2]);
triTransformed.uv[0] = triScaled.uv[0];
triTransformed.uv[1] = triScaled.uv[1];
triTransformed.uv[2] = triScaled.uv[2];
triTransformed.col[0] = triScaled.col[0];
triTransformed.col[1] = triScaled.col[1];
triTransformed.col[2] = triScaled.col[2];
triTransformed.tex = triScaled.tex;
triTransformed.p[0] = Matrix_MultiplyVector(localMat, tri.p[0]);
triTransformed.p[1] = Matrix_MultiplyVector(localMat, tri.p[1]);
triTransformed.p[2] = Matrix_MultiplyVector(localMat, tri.p[2]);
triTransformed.uv[0] = tri.uv[0];
triTransformed.uv[1] = tri.uv[1];
triTransformed.uv[2] = tri.uv[2];
triTransformed.col[0] = tri.col[0];
triTransformed.col[1] = tri.col[1];
triTransformed.col[2] = tri.col[2];
triTransformed.tex = tri.tex;
vec3d normal, line1, line2;
line1 = Vector_Sub(triTransformed.p[1], triTransformed.p[0]);
@ -954,7 +877,7 @@ void FaceBall::RenderMesh(mat4x4&matView,std::vector<Triangle>&vecTrianglesToRas
vec3d vCameraRay = Vector_Sub(triTransformed.p[0], freeRoam ? freeRoamCamera : player.GetPos());
if (Vector_DotProduct(normal, vCameraRay) < 0||!o.affectedByLighting) {
if (Vector_DotProduct(normal, vCameraRay) < 0) {
vec3d light_dir = Vector_Mul(vLookDir, -1);
light_dir = Vector_Normalise(light_dir);
@ -966,11 +889,9 @@ void FaceBall::RenderMesh(mat4x4&matView,std::vector<Triangle>&vecTrianglesToRas
triViewed.uv[0] = triTransformed.uv[0];
triViewed.uv[1] = triTransformed.uv[1];
triViewed.uv[2] = triTransformed.uv[2];
if (o.affectedByLighting) {
triViewed.col[0] = Pixel(triTransformed.col[0].r * dp * dp, triTransformed.col[0].g * dp * dp, triTransformed.col[0].b * dp * dp);
triViewed.col[1] = Pixel(triTransformed.col[1].r * dp * dp, triTransformed.col[1].g * dp * dp, triTransformed.col[1].b * dp * dp);
triViewed.col[2] = Pixel(triTransformed.col[2].r * dp * dp, triTransformed.col[2].g * dp * dp, triTransformed.col[2].b * dp * dp);
}
triViewed.col[0] = Pixel(triTransformed.col[0].r * dp * dp, triTransformed.col[0].g * dp * dp, triTransformed.col[0].b * dp * dp);
triViewed.col[1] = Pixel(triTransformed.col[1].r * dp * dp, triTransformed.col[1].g * dp * dp, triTransformed.col[1].b * dp * dp);
triViewed.col[2] = Pixel(triTransformed.col[2].r * dp * dp, triTransformed.col[2].g * dp * dp, triTransformed.col[2].b * dp * dp);
Pixel originalCol[3] = { triViewed.col[0],triViewed.col[1],triViewed.col[2] };
float dist = std::sqrtf(std::powf((freeRoam ? freeRoamCamera : player.GetPos()).x - triTransformed.p[0].x, 2) + std::powf((freeRoam ? freeRoamCamera : player.GetPos()).y - triTransformed.p[0].y, 2) + std::powf((freeRoam ? freeRoamCamera : player.GetPos()).z - triTransformed.p[0].z, 2));
float dist2 = std::sqrtf(std::powf((freeRoam ? freeRoamCamera : player.GetPos()).x - triTransformed.p[1].x, 2) + std::powf((freeRoam ? freeRoamCamera : player.GetPos()).y - triTransformed.p[1].y, 2) + std::powf((freeRoam ? freeRoamCamera : player.GetPos()).z - triTransformed.p[1].z, 2));
@ -978,31 +899,22 @@ void FaceBall::RenderMesh(mat4x4&matView,std::vector<Triangle>&vecTrianglesToRas
float colorMult = dist > 5 * PI / 3 ? 0 : std::sinf(0.3 * dist + PI / 2);
float colorMult2 = dist2 > 5 * PI / 3 ? 0 : std::sinf(0.3 * dist2 + PI / 2);
float colorMult3 = dist3 > 5 * PI / 3 ? 0 : std::sinf(0.3 * dist3 + PI / 2);
if (o.affectedByLighting) {
triViewed.col[0] = Pixel(triViewed.col[0].r * colorMult, triViewed.col[0].g * colorMult, triViewed.col[0].b * colorMult);
triViewed.col[1] = Pixel(triViewed.col[1].r * colorMult2, triViewed.col[1].g * colorMult2, triViewed.col[1].b * colorMult2);
triViewed.col[2] = Pixel(triViewed.col[2].r * colorMult3, triViewed.col[2].g * colorMult3, triViewed.col[2].b * colorMult3);
}
if (!o.affectedByLighting) {
triViewed.col[0] = originalCol[0];
triViewed.col[1] = originalCol[1];
triViewed.col[2] = originalCol[2];
}
triViewed.col[0] = Pixel(triViewed.col[0].r * colorMult, triViewed.col[0].g * colorMult, triViewed.col[0].b * colorMult);
triViewed.col[1] = Pixel(triViewed.col[1].r * colorMult2, triViewed.col[1].g * colorMult2, triViewed.col[1].b * colorMult2);
triViewed.col[2] = Pixel(triViewed.col[2].r * colorMult3, triViewed.col[2].g * colorMult3, triViewed.col[2].b * colorMult3);
triViewed.tex = triTransformed.tex;
if (o.affectedByLighting) {
for (Bullet& b : bullets) {
float dist = std::sqrtf(std::powf(b.pos.x - triTransformed.p[0].x, 2) + std::powf(b.pos.y - triTransformed.p[0].y, 2) + std::powf(b.pos.z - triTransformed.p[0].z, 2));
float dist2 = std::sqrtf(std::powf(b.pos.x - triTransformed.p[1].x, 2) + std::powf(b.pos.y - triTransformed.p[1].y, 2) + std::powf(b.pos.z - triTransformed.p[1].z, 2));
float dist3 = std::sqrtf(std::powf(b.pos.x - triTransformed.p[2].x, 2) + std::powf(b.pos.y - triTransformed.p[2].y, 2) + std::powf(b.pos.z - triTransformed.p[2].z, 2));
float colorMult = (dist < 2 ? std::sinf(0.75 * dist + PI / 2) * 4 : 1);
float colorMult2 = (dist2 < 2 ? std::sinf(0.75 * dist2 + PI / 2) * 4 : 1);
float colorMult3 = (dist3 < 2 ? std::sinf(0.75 * dist3 + PI / 2) * 4 : 1);
Pixel lightCol = b.col / 2 + Pixel{ 128, 128, 128 };
if (dist < 2) { triViewed.col[0] = Pixel(std::min(255, std::max((int)originalCol[0].r, (int)(originalCol[0].r * colorMult / float(255.f / lightCol.r)))), std::min(255, std::max((int)originalCol[0].g, (int)(originalCol[0].g * colorMult / float(255.f / lightCol.g)))), std::min(255, std::max((int)originalCol[0].b, (int)(originalCol[0].b * colorMult / float(255.f / lightCol.b))))); }
if (dist2 < 2) { triViewed.col[1] = Pixel(std::min(255, std::max((int)originalCol[1].r, (int)(originalCol[1].r * colorMult2 / float(255.f / lightCol.r)))), std::min(255, std::max((int)originalCol[1].g, (int)(originalCol[1].g * colorMult2 / float(255.f / lightCol.g)))), std::min(255, std::max((int)originalCol[1].b, (int)(originalCol[1].b * colorMult2 / float(255.f / lightCol.b))))); }
if (dist3 < 2) { triViewed.col[2] = Pixel(std::min(255, std::max((int)originalCol[2].r, (int)(originalCol[2].r * colorMult3 / float(255.f / lightCol.r)))), std::min(255, std::max((int)originalCol[2].g, (int)(originalCol[2].g * colorMult3 / float(255.f / lightCol.g)))), std::min(255, std::max((int)originalCol[2].b, (int)(originalCol[2].b * colorMult3 / float(255.f / lightCol.b))))); }
}
for (Bullet& b : bullets) {
float dist = std::sqrtf(std::powf(b.pos.x - triTransformed.p[0].x, 2) + std::powf(b.pos.y - triTransformed.p[0].y, 2) + std::powf(b.pos.z - triTransformed.p[0].z, 2));
float dist2 = std::sqrtf(std::powf(b.pos.x - triTransformed.p[1].x, 2) + std::powf(b.pos.y - triTransformed.p[1].y, 2) + std::powf(b.pos.z - triTransformed.p[1].z, 2));
float dist3 = std::sqrtf(std::powf(b.pos.x - triTransformed.p[2].x, 2) + std::powf(b.pos.y - triTransformed.p[2].y, 2) + std::powf(b.pos.z - triTransformed.p[2].z, 2));
float colorMult = (dist < 2 ? std::sinf(0.75 * dist + PI / 2) * 4 :1);
float colorMult2 = (dist2 < 2 ? std::sinf(0.75 * dist2 + PI / 2) * 4 : 1);
float colorMult3 = (dist3 < 2 ? std::sinf(0.75 * dist3 + PI / 2) * 4 : 1);
Pixel lightCol = b.col / 2 + Pixel{ 128, 128, 128 };
if (dist < 2) {triViewed.col[0] = Pixel(std::min(255, std::max((int)originalCol[0].r, (int)(originalCol[0].r * colorMult / float(255.f/lightCol.r)))), std::min(255, std::max((int)originalCol[0].g, (int)(originalCol[0].g * colorMult / float(255.f / lightCol.g)))), std::min(255, std::max((int)originalCol[0].b, (int)(originalCol[0].b * colorMult / float(255.f / lightCol.b)))));}
if (dist2 < 2) {triViewed.col[1] = Pixel(std::min(255, std::max((int)originalCol[1].r, (int)(originalCol[1].r * colorMult2 / float(255.f / lightCol.r)))), std::min(255, std::max((int)originalCol[1].g, (int)(originalCol[1].g * colorMult2 / float(255.f / lightCol.g)))), std::min(255, std::max((int)originalCol[1].b, (int)(originalCol[1].b * colorMult2 / float(255.f / lightCol.b)))));}
if (dist3 < 2) {triViewed.col[2] = Pixel(std::min(255, std::max((int)originalCol[2].r, (int)(originalCol[2].r * colorMult3 / float(255.f / lightCol.r)))), std::min(255, std::max((int)originalCol[2].g, (int)(originalCol[2].g * colorMult3 / float(255.f / lightCol.g)))), std::min(255, std::max((int)originalCol[2].b, (int)(originalCol[2].b * colorMult3 / float(255.f / lightCol.b)))));}
}
//triViewed.col = triTransformed.col;
@ -1531,16 +1443,6 @@ void FaceBall::RenderWorld() {
}
}
int FaceBall::PlayerActiveShotCount(int playerNumb){
int count=0;
for (Bullet&b:bullets){
if (b.playerIndex==playerNumb){
count++;
}
}
return count;
}
void FaceBall::HandleKeys(float fElapsedTime) {
vec3d vForward = Vector_Mul(vLookDir, std::min(player.GetRadius()-0.00001f,moveSpd*fElapsedTime));
if (freeRoam) {
@ -1554,10 +1456,8 @@ void FaceBall::HandleKeys(float fElapsedTime) {
else {
pitch = 0;
if (GetMouse(0).bPressed) {
if (PlayerActiveShotCount(0) < shotLimit) {
Bullet newBullet={ bullet,{player.GetPos().x,player.GetPos().y - 0.15f, player.GetPos().z},fYaw,0.125f,1,true,{shotSpd * std::cosf(fYaw),shotSpd * std::sinf(fYaw)},GREEN,true };
newBullet.playerIndex=0;
bullets.push_back(newBullet);
if (bullets.size() < shotLimit) {
bullets.push_back({ bullet,{player.GetPos().x,player.GetPos().y - 0.15f, player.GetPos().z},fYaw,0.125f,{shotSpd * std::cosf(fYaw),shotSpd * std::sinf(fYaw)},GREEN,true });
}
}
}
@ -1738,10 +1638,6 @@ void FaceBall::HandleKeys(float fElapsedTime) {
if (GetKey(olc::F1).bPressed) {
freeRoam = !freeRoam;
}
if (vi2d{int(player.GetPos().x),int(player.GetPos().z)}!=playerRoundedCoords){
playerRoundedCoords = vi2d{int(player.GetPos().x),int(player.GetPos().z)};
RegenerateMinimap();
}
}
void FaceBall::AddWall(int dir, vi2d gridSquare) {
@ -1789,7 +1685,6 @@ bool FaceBall::OnUserCreate()
exit_wall_tex = new Decal(new Sprite("assets/exitwall.png"));
enemy_ShootMe2_tex = new Decal(new Sprite("assets/enemies/ShootMe2.png"));
enemy_IShoot_tex = new Decal(new Sprite("assets/enemies/IShoot.png"));
enemy_IShoot2_tex = new Decal(new Sprite("assets/enemies/IShoot2.png"));
life4 = new Decal(new Sprite("assets/life4.png"));
life3 = new Decal(new Sprite("assets/life3.png"));
life2 = new Decal(new Sprite("assets/life2.png"));
@ -1799,28 +1694,22 @@ bool FaceBall::OnUserCreate()
powerup_tex = new Decal(new Sprite("assets/powerup.png"));
powerup2_tex = new Decal(new Sprite("assets/powerup2.png"));
powerups_tex = new Decal(new Sprite("assets/powerups.png"));
worldSkyBox_tex = new Decal(new Sprite("assets/worldSkyBox.png"));
enemy_ShootMe = { "assets/enemies/ShootMe.obj", enemy_ShootMe_tex };
enemy_ShootMe2 = { "assets/enemies/ShootMe2.obj", enemy_ShootMe2_tex };
enemy_Sonar = { "assets/enemies/Sonar.obj", enemy_Sonar_tex };
enemy_IShoot = { "assets/enemies/IShoot.obj", enemy_IShoot_tex};
enemy_IShoot2 = { "assets/enemies/IShoot2.obj", enemy_IShoot2_tex};
bullet = { "assets/enemies/bullet.obj",bullet_tex };
powerup = { "assets/Powerup.obj",powerup_tex};
powerup2 = { "assets/Powerup2.obj",powerup2_tex };
mapExit = { "assets/Exit.obj",dot };
worldSkyBox = { "assets/worldSkyBox.obj",worldSkyBox_tex };
mapWalls.texture = wall_tex;
mapFloor.texture = floor_tex;
mapSpr=new Sprite(minimapGridSize.x*20,minimapGridSize.y*20);
mapDecal=new Decal(mapSpr);
InitializeEnemyData();
InitializePowerupColors();
LoadLevel(level);
LoadLevel(1);
return true;
}
@ -1923,23 +1812,20 @@ bool Bullet::Update(float fElapsedTime) {
}
void FaceBall::HurtPlayer(EnemyID id,int damage,bool blinking) {
if (respawnTimer<=0.0f){
if (shieldDuration >= 0) {
damage = 0;
}
hp = std::max(0, hp - damage);
if (hp <= 0) {
RegenerateMinimap();
respawnTimer = 3.0f;
}
lastHitBy = id;
lastHitByBlinking = blinking;
if (shieldDuration < 0) {
screenCol = enemyData[lastHitBy].col;
}
else {
screenCol = WHITE;
}
if (shieldDuration >= 0) {
damage = 0;
}
hp = std::max(0, hp - damage);
if (hp <= 0) {
respawnTimer = 3.0f;
}
lastHitBy = id;
lastHitByBlinking = blinking;
if (shieldDuration < 0) {
screenCol = enemyData[lastHitBy].col;
}
else {
screenCol = WHITE;
}
}
@ -2062,7 +1948,6 @@ void FaceBall::RenderHud(float fElapsedTime) {
hudShakeAmt = std::sinf(40 * hudShakeTime);
hudAdjustment.x += hudShakeAmt * 2;
hudAdjustment.y += hudShakeAmt * 4;
hudOffset += hudShakeAmt * 2;
}
vf2d hudLoc = { hudAdjustment.x + (hp>0?hudOffset:0),hudAdjustment.y};
if (hp > 0) {
@ -2084,12 +1969,7 @@ void FaceBall::RenderHud(float fElapsedTime) {
for (int x = -1; x <= 1; x++) {
for (int y = -1; y <= 1; y++) {
if (x != 0 && y != 0) {
if (lookingAtText != "") {
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 });
}
else {
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 } + vf2d{ float(x),float(y) }, hudDisplayText, DARK_BLUE, { 4,4 });
}
}
}
@ -2101,12 +1981,7 @@ void FaceBall::RenderHud(float fElapsedTime) {
}
}
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 });
if (lookingAtText != "") {
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 });
}
else {
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 });
}
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 });
DrawStringDecal({float(ScreenWidth()-128),24},std::to_string(wave2Enemies.size()));
SetDecalMode(DecalMode::ADDITIVE);
DrawDecal({ float(ScreenWidth() / 2 - crosshair->sprite->width / 2),float(ScreenHeight() / 2 - crosshair->sprite->height / 2) }, crosshair, { 1,1 }, {255,255,255,128});
@ -2119,10 +1994,6 @@ void FaceBall::RenderHud(float fElapsedTime) {
if (camoDuration > 0) {
DrawPartialDecal({ hudOffset + float(ScreenWidth() / 10 - 16), float(ScreenHeight() / 4 + ScreenHeight() / 4 * 2 - 16 * 4) }, vf2d{ 32,32 }*4, powerups_tex, { 5 * 32,0 }, { 32,32 },camoDuration>7?WHITE:camoDuration>2?std::abs(std::sin(10*camoDuration))>0.65?WHITE:BLACK: std::abs(std::sin(30 * camoDuration)) > 0.75 ? WHITE : BLACK);
}
vf2d mapCenter = {float(ScreenWidth()-364),float(164)};
SetDrawTarget(nullptr);
DrawDecal(vf2d{mapCenter.x+hudOffset/2,mapCenter.y}-vf2d{2.5f,2.5f},dot,{5,5},GREEN);
DrawRotatedDecal({mapCenter.x+hudOffset/2,mapCenter.y},mapDecal,-fYaw-PI/2,vf2d{int(player.GetPos().x)+0.5f,int(player.GetPos().z)+0.5f}*minimapGridSize,{1,1});
SetDecalMode(DecalMode::NORMAL);
}
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) });
@ -2247,15 +2118,14 @@ void FaceBall::RunEnemyAI(Enemy& e,float fElapsedTime,int myIndex) {
}break;
}
}break;
case ISHOOT:
case ISHOOT:
case ISHOOT_MAP: {
e.rot += dat.rotSpd * fElapsedTime;
if (e.CanShoot()) {
e.ShootBullet(myIndex);
}
}break;
case ISHOOT2:
case ISHOOT2_SPEED:{
case ISHOOT2: {
switch (e.GetPhase()) {
case Phase::DEFAULT: {
vf2d movementVec = { std::cosf(e.rot) * dat.movSpd * fElapsedTime,std::sinf(e.rot) * dat.movSpd * fElapsedTime };
@ -2292,22 +2162,12 @@ void FaceBall::RunEnemyAI(Enemy& e,float fElapsedTime,int myIndex) {
}
}break;
}
if (e.roundedCoords!=vi2d{int(e.pos.x),int(e.pos.z)}){
e.roundedCoords=vi2d{int(e.pos.x),int(e.pos.z)};
if (hasMapUpgrade){
RegenerateMinimap();
}
}
}
}
bool FaceBall::PlayerHasMapUpgrade(){
return hasMapUpgrade;
}
bool FaceBall::OnUserUpdate(float fElapsedTime)
{
fElapsedTime = std::min(2/60.f, fElapsedTime);
fElapsedTime = std::min(0.01667f, fElapsedTime);
gameTimer += fElapsedTime;
switch (mode) {
case GAME: {
@ -2331,7 +2191,6 @@ bool FaceBall::OnUserUpdate(float fElapsedTime)
!CheckPlayerCollision({0,0,0},{e.pos.x,e.pos.z},e.radius*6)){
enemies.push_back(e);
wave2Enemies.erase(wave2Enemies.begin()+i);
RegenerateMinimap();
goto spawningDone;
}
}
@ -2343,7 +2202,6 @@ bool FaceBall::OnUserUpdate(float fElapsedTime)
!CheckPlayerCollision({0,0,0},{e.pos.x,e.pos.z},e.radius*6)){
enemies.push_back(e);
wave3Enemies.erase(wave3Enemies.begin()+i);
RegenerateMinimap();
goto spawningDone;
}
}
@ -2359,7 +2217,6 @@ bool FaceBall::OnUserUpdate(float fElapsedTime)
!CheckPlayerCollision({0,0,0},{e.pos.x,e.pos.z},e.radius*6)){
enemies.push_back(e);
wave2Enemies.erase(wave2Enemies.begin()+i);
RegenerateMinimap();
break;
}
}
@ -2374,21 +2231,14 @@ bool FaceBall::OnUserUpdate(float fElapsedTime)
it++;
}
}
int counter = 0;
for (std::vector<Enemy>::iterator it = enemies.begin(); it != enemies.end();) {
Enemy& e = *it;
if (!e.Update(fElapsedTime)) {
it = enemies.erase(it);
for (int i = 0; i < enemies.size(); i++) {
Enemy& e = enemies[i];
e.Update(fElapsedTime);
if (e.isLastHitTimerActive()) {
e.reduceLastHitTimer(fElapsedTime);
}
else {
if (e.isLastHitTimerActive()) {
e.reduceLastHitTimer(fElapsedTime);
}
if (stopDuration < 0) {
RunEnemyAI(e, fElapsedTime, counter);
}
it++;
counter++;
if (stopDuration < 0) {
RunEnemyAI(e, fElapsedTime, i);
}
}
for (std::vector<Powerup>::iterator it = powerups.begin(); it != powerups.end();) {
@ -2433,7 +2283,6 @@ bool FaceBall::OnUserUpdate(float fElapsedTime)
}break;
case PowerupType::MAP: {
hasMapUpgrade = true;
RegenerateMinimap();
}break;
case PowerupType::COIN: {
AddScore(1000);
@ -2445,25 +2294,6 @@ bool FaceBall::OnUserUpdate(float fElapsedTime)
}
}
if (hp > 0) {
vf2d checkPos = {player.GetPos().x, player.GetPos().z};
lookingAtText = "";
while (true) {
if (checkPos.x<0 || checkPos.y<0 || checkPos.x>MAP_SIZE.x || checkPos.y>MAP_SIZE.y) break;
vf2d checkVec = { std::cosf(fYaw) * 0.1f,std::sinf(fYaw) * 0.1f };
if (CheckCollision({ checkVec.x,0,checkVec.y }, checkPos, 0.05f)) break;
checkPos.x += checkVec.x;
checkPos.y += checkVec.y;
for (Enemy&e : enemies) {
if (!e.isDead()) {
float dist = std::sqrtf(std::powf(checkPos.x - e.pos.x, 2) + std::powf(checkPos.y - e.pos.z, 2));
if (dist <= e.radius*2) {
lookingAtText = enemyData[e.GetID()].name;
goto afterPositionCheck;
}
}
}
}
afterPositionCheck:
HandleKeys(fElapsedTime);
RenderWorld();
}
@ -2578,7 +2408,7 @@ int FaceBall::EnemiesAlive(){
int main()
{
FaceBall demo;
if (demo.Construct(1280, 720, 2, 2, false, true))
if (demo.Construct(1280, 720, 2, 2))
demo.Start();
return 0;
}

@ -144,8 +144,6 @@ struct Object {
vec3d pos = { 0,0 };
float rot = 0;
float radius = 0.2f;
float scale = 1.f;
bool affectedByLighting = true;
};
struct Bullet : Object{
@ -155,7 +153,6 @@ struct Bullet : Object{
EnemyID shooterID;
int shooterIndex = -1;
bool shooterBlinking = false;
int playerIndex = -1;
bool Update(float fElapsedTime);
};
@ -217,7 +214,6 @@ struct Enemy : public Object {
bool flippedTriangles = false;
bool finishedAnimation = false;
float blinkingAmt = 1; //>0.5 the enemy is visible.
vi2d roundedCoords = vi2d{int(pos.x),int(pos.z)};
Enemy(EnemyID id, vec3d pos, float rot, float radius);
EnemyID GetID();
//Can set the damage to 0 to cause just a visual hit.
@ -265,17 +261,12 @@ class FaceBall : public PixelGameEngine
private:
Mesh mapWalls,mapFloor,enemy_ShootMe,undefined,
enemy_Sonar, mapExit,enemy_ShootMe2,powerup,powerup2,
enemy_IShoot,enemy_IShoot2,worldSkyBox;
Sprite*mapSpr;
Decal*mapDecal;
vf2d minimapGridSize={16,16};
enemy_IShoot;
Decal* dot, * enemy_ShootMe_tex,*bullet_tex,*wall_tex,*floor_tex,
*enemy_Sonar_tex,*hud,*exit_wall_tex,*enemy_ShootMe2_tex,*enemy_IShoot_tex,
*life4,*life3,*life2,*life1,*crosshair,*hudmeter,*powerup_tex,*powerup2_tex,
*powerups_tex,*enemy_IShoot2_tex, *worldSkyBox_tex;
*powerups_tex;
vi2d exitCoords = { 0,0 };
std::vector<vf2d>knownGoodPositions;
std::vector<std::vector<MapSquare>>map;
@ -290,7 +281,6 @@ class FaceBall : public PixelGameEngine
double gameTimer = 0;
int lastPowerupCollidedWith = -1;
std::string hudDisplayText = "";
std::string lookingAtText = "";
float stopDuration = 0,shieldDuration=0,camoDuration=0;
bool hasMapUpgrade = false;
std::array<Pixel,14>colorCycle={
@ -343,9 +333,8 @@ class FaceBall : public PixelGameEngine
vf2d{1162,575},
vf2d{1163,525}
};
public:
Player player = { {3.7,0.3,0.7}, {{0.5,0.5},0.2} };
vi2d playerRoundedCoords = {int(player.GetPos().x),int(player.GetPos().z)};
const int baseHP = 3;
int hp = baseHP;
int maxHP=hp;
@ -424,7 +413,6 @@ public:
int CheckPowerupCollision(vec3d movementVector, vf2d pos, float radius);
void ResetScore();
int EnemiesAlive();
int PlayerActiveShotCount(int playerNumb);
public:
vi2d MAP_SIZE;
float restingTriangleYDepth = 0.f;
@ -443,6 +431,4 @@ public:
vf2d GetPlayerPos();
void AddScore(int score);
vf2d GetRandomizedSpawnPosition();
bool PlayerHasMapUpgrade();
void RegenerateMinimap();
};

@ -1,5 +0,0 @@
- Minimap
- Skybox
- Levels have distinguishing elements (skybox, walls, floor, fog color)
- Main Menu
- Sounds & Music
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