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@ -112,137 +112,16 @@ bool Enemy::Update(float fElapsedTime) { |
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blinkingAmt = std::sinf(30 * aliveTime); |
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} |
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} |
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else { |
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if (!deathAnimationOver()) { |
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std::vector<Triangle>& tris = mesh.tris; |
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uint8_t darkenAmt = 0; |
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while (getColorFactor() >= 1) { |
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darkenAmt++; |
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decreaseColorFactor(); |
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} |
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if (isExploded()) { |
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if (!flippedTriangles) { |
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flippedTriangles = true; |
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for (Triangle& t : tris) { |
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vec3d temp = t.p[1]; |
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t.p[1] = t.p[2]; |
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t.p[2] = t.p[1]; |
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} |
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} |
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for (Triangle& t : tris) { |
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float dir = std::atan2f(t.p[0].z, t.p[0].x); |
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t.p[0].x += std::cosf(dir + (rand() % 200 / 200.f) - 1) * (rand() % 100 / 100.f) * fElapsedTime * 3; |
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t.p[0].z += std::sinf(dir + (rand() % 200 / 200.f) - 1) * (rand() % 100 / 100.f) * fElapsedTime * 3; |
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if (t.p[0].y > 0.041f) { |
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t.p[0].y = std::max(0.04f, t.p[0].y - 0.8f * fElapsedTime * 3); |
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} |
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dir = std::atan2f(t.p[1].z, t.p[1].x); |
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t.p[1].x += std::cosf(dir + (rand() % 200 / 200.f) - 1) * (rand() % 100 / 100.f) * fElapsedTime * 3; |
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t.p[1].z += std::sinf(dir + (rand() % 200 / 200.f) - 1) * (rand() % 100 / 100.f) * fElapsedTime * 3; |
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if (t.p[1].y > 0.041f) { |
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t.p[1].y = std::max(0.04f, t.p[1].y - 0.8f * fElapsedTime * 3); |
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} |
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dir = std::atan2f(t.p[2].z, t.p[2].x); |
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t.p[2].x += std::cosf(dir + (rand() % 200 / 200.f) - 1) * (rand() % 70 / 100.f) * fElapsedTime * 3; |
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t.p[2].z += std::sinf(dir + (rand() % 200 / 200.f) - 1) * (rand() % 70 / 100.f) * fElapsedTime * 3; |
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if (t.p[2].y > 0.041f) { |
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t.p[2].y = std::max(0.04f, t.p[2].y - 0.8f * fElapsedTime * 3); |
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} |
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if (darkenAmt > 0) { |
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t.col[0] -= {darkenAmt, darkenAmt, darkenAmt}; |
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t.col[1] -= {darkenAmt, darkenAmt, darkenAmt}; |
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t.col[2] -= {darkenAmt, darkenAmt, darkenAmt}; |
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} |
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} |
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} |
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else { |
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for (Triangle& t : tris) { |
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if (t.p[0].y > 0.1) { |
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t.p[0].y = std::max(0.1f, t.p[0].y - 0.3f * fElapsedTime); |
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} |
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else { |
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float dir = std::atan2f(t.p[0].z, t.p[0].x); |
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t.p[0].x += std::cosf(dir) * 0.04f * fElapsedTime; |
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t.p[0].z += std::sinf(dir) * 0.04f * fElapsedTime; |
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} |
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if (t.p[1].y > 0.1) { |
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t.p[1].y = std::max(0.1f, t.p[1].y - 0.3f * fElapsedTime); |
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} |
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else { |
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float dir = std::atan2f(t.p[1].z, t.p[1].x); |
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t.p[1].x += std::cosf(dir) * 0.06f * fElapsedTime; |
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t.p[1].z += std::sinf(dir) * 0.06f * fElapsedTime; |
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} |
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if (t.p[2].y > 0.1) { |
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t.p[2].y = std::max(0.1f, t.p[2].y - 0.3f * fElapsedTime); |
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} |
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else { |
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float dir = std::atan2f(t.p[2].z, t.p[2].x); |
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t.p[2].x += std::cosf(dir) * 0.05f * fElapsedTime; |
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t.p[2].z += std::sinf(dir) * 0.05f * fElapsedTime; |
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} |
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if (darkenAmt > 0) { |
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t.col[0] -= {darkenAmt, darkenAmt, darkenAmt}; |
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t.col[1] -= {darkenAmt, darkenAmt, darkenAmt}; |
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t.col[2] -= {darkenAmt, darkenAmt, darkenAmt}; |
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} |
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} |
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} |
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if (isExploded()) { |
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increaseDeathTimer(fElapsedTime * 3); |
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increaseColorFactor(fElapsedTime * 3); |
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} |
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else { |
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increaseDeathTimer(fElapsedTime); |
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increaseColorFactor(fElapsedTime); |
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} |
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} |
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else |
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if (!finishedAnimation) { |
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finishedAnimation = true; |
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if (isExploded()) { |
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for (Triangle& t : mesh.tris) { |
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t.p[0].y = 0.04f + game->restingTriangleYDepth; |
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t.p[1].y = 0.04f + game->restingTriangleYDepth; |
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t.p[2].y = 0.04f + game->restingTriangleYDepth; |
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game->restingTriangleYDepth += 0.000001f; |
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if (game->restingTriangleYDepth > 0.001f) { |
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game->restingTriangleYDepth = 0.f; |
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} |
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} |
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} |
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} |
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} |
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return true; |
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} |
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//Has Camo powerup code so camo masks the player position.
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vf2d Enemy::GetPlayerPosition() { |
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if (game->PlayerHasCamo()) { |
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return { float(int(id) % game->MAP_SIZE.x) + 0.5f,float(int(id) % game->MAP_SIZE.y)+0.5f }; |
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} |
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else { |
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return game->GetPlayerPos(); |
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} |
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} |
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void Enemy::OnDeathEvent() { |
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game->AddScore(game->enemyData[id].health*10); |
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game->SubtractTag(); |
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if (game->enemyData[id].powerupDrop != PowerupType::NONE) { |
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game->SpawnPowerup(game->enemyData[id].powerupDrop, pos); |
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} |
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} |
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vf2d FaceBall::GetPlayerPos() { |
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return { player.GetPos().x,player.GetPos().z }; |
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} |
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bool FaceBall::PlayerHasCamo() { |
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return camoDuration >= 0; |
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} |
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void FaceBall::InitializeEnemyData() { |
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enemyData[EnemyID::NONE] = { "VOID",undefined,BLACK }; |
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enemyData[EXIT] = { "EXIT",undefined,GREEN }; |
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@ -1422,9 +1301,6 @@ void FaceBall::HandleKeys(float fElapsedTime) { |
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else { |
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pitch = 0; |
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if (GetMouse(0).bPressed) { |
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if (bullets.size() >= shotLimit) { |
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bullets.erase(bullets.begin()); |
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} |
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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 }); |
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} |
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} |
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@ -1445,7 +1321,7 @@ void FaceBall::HandleKeys(float fElapsedTime) { |
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e.Hurt(999); |
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e.setExploded(true); |
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HurtPlayer(e.GetID(), 1, e.isBlinking()); |
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hudShakeTime = shieldDuration >= 0?0.2f:0.6f; |
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hudShakeTime = 0.6f; |
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} |
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player.UpdatePos(Vector_Add(player.GetPos(), xMovement)); |
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} |
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@ -1458,7 +1334,7 @@ void FaceBall::HandleKeys(float fElapsedTime) { |
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e.Hurt(999); |
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e.setExploded(true); |
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HurtPlayer(e.GetID(), 1, e.isBlinking()); |
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hudShakeTime = shieldDuration >= 0 ? 0.2f : 0.6f; |
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hudShakeTime = 0.6f; |
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} |
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player.UpdatePos(Vector_Add(player.GetPos(), zMovement)); |
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} |
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@ -1481,7 +1357,7 @@ void FaceBall::HandleKeys(float fElapsedTime) { |
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e.Hurt(999); |
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e.setExploded(true); |
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HurtPlayer(e.GetID(), 1, e.isBlinking()); |
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hudShakeTime = shieldDuration >= 0 ? 0.2f : 0.6f; |
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hudShakeTime = 0.6f; |
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} |
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player.UpdatePos(Vector_Add(player.GetPos(), xMovement)); |
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} |
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@ -1494,7 +1370,7 @@ void FaceBall::HandleKeys(float fElapsedTime) { |
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e.Hurt(999); |
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e.setExploded(true); |
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HurtPlayer(e.GetID(), 1, e.isBlinking()); |
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hudShakeTime = shieldDuration >= 0 ? 0.2f : 0.6f; |
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hudShakeTime = 0.6f; |
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} |
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player.UpdatePos(Vector_Add(player.GetPos(), zMovement)); |
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} |
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@ -1514,7 +1390,7 @@ void FaceBall::HandleKeys(float fElapsedTime) { |
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e.Hurt(999); |
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e.setExploded(true); |
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HurtPlayer(e.GetID(), 1, e.isBlinking()); |
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hudShakeTime = shieldDuration >= 0 ? 0.2f : 0.6f; |
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hudShakeTime = 0.6f; |
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} |
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player.UpdatePos(Vector_Add(player.GetPos(), xMovement)); |
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} |
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@ -1527,7 +1403,7 @@ void FaceBall::HandleKeys(float fElapsedTime) { |
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e.Hurt(999); |
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e.setExploded(true); |
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HurtPlayer(e.GetID(), 1, e.isBlinking()); |
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hudShakeTime = shieldDuration >= 0 ? 0.2f : 0.6f; |
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hudShakeTime = 0.6f; |
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} |
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player.UpdatePos(Vector_Add(player.GetPos(), zMovement)); |
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} |
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@ -1552,7 +1428,7 @@ void FaceBall::HandleKeys(float fElapsedTime) { |
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e.Hurt(999); |
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e.setExploded(true); |
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HurtPlayer(e.GetID(), 1, e.isBlinking()); |
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hudShakeTime = shieldDuration >= 0 ? 0.2f : 0.6f; |
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hudShakeTime = 0.6f; |
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} |
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player.UpdatePos(Vector_Add(player.GetPos(), xMovement)); |
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} |
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@ -1565,7 +1441,7 @@ void FaceBall::HandleKeys(float fElapsedTime) { |
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e.Hurt(999); |
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e.setExploded(true); |
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HurtPlayer(e.GetID(), 1, e.isBlinking()); |
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hudShakeTime = shieldDuration >= 0 ? 0.2f : 0.6f; |
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hudShakeTime = 0.6f; |
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} |
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player.UpdatePos(Vector_Add(player.GetPos(), zMovement)); |
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} |
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@ -1573,10 +1449,10 @@ void FaceBall::HandleKeys(float fElapsedTime) { |
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} |
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if (GetKey(olc::A).bHeld) { |
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if (freeRoam) { |
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freeRoamCamera_yaw -= turnSpd * fElapsedTime; |
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freeRoamCamera_yaw -= 2 * fElapsedTime; |
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} |
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else { |
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fYaw -= turnSpd * fElapsedTime; |
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fYaw -= 2 * fElapsedTime; |
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if (hudOffset < 20) { |
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hudOffset = std::min(20.f, hudOffset + 128 * fElapsedTime); |
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} |
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@ -1584,10 +1460,10 @@ void FaceBall::HandleKeys(float fElapsedTime) { |
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} |
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if (GetKey(olc::D).bHeld) { |
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if (freeRoam) { |
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freeRoamCamera_yaw += turnSpd * fElapsedTime; |
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freeRoamCamera_yaw += 2 * fElapsedTime; |
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} |
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else { |
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fYaw += turnSpd * fElapsedTime; |
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fYaw += 2 * fElapsedTime; |
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if (hudOffset > -20) { |
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hudOffset = std::max(-20.f,hudOffset-128 * fElapsedTime); |
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} |
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@ -1768,21 +1644,13 @@ bool Bullet::Update(float fElapsedTime) { |
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} |
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void FaceBall::HurtPlayer(EnemyID id,int damage,bool blinking) { |
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if (shieldDuration >= 0) { |
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damage = 0; |
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} |
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hp = std::max(0, hp - damage); |
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if (hp <= 0) { |
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respawnTimer = 3.0f; |
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} |
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lastHitBy = id; |
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lastHitByBlinking = blinking; |
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if (shieldDuration < 0) { |
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screenCol = enemyData[lastHitBy].col; |
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} |
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else { |
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screenCol = WHITE; |
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} |
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} |
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void FaceBall::Display3DKillerModel() { |
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@ -1929,14 +1797,6 @@ void FaceBall::RenderHud(float fElapsedTime) { |
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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 y = -1; y <= 1; y++) { |
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if (x != 0 && y != 0) { |
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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 + vf2d{float(x),float(y)}, std::to_string(score), VERY_DARK_RED, {4,4}); |
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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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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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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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@ -2028,12 +1888,112 @@ void FaceBall::SubtractTag() { |
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} |
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void FaceBall::RunEnemyAI(Enemy& e,float fElapsedTime,int myIndex) { |
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if (!e.isDead()) { |
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if (e.isDead()) { |
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if (!e.deathAnimationOver()) { |
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std::vector<Triangle>& tris = e.mesh.tris; |
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uint8_t darkenAmt = 0; |
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while (e.getColorFactor() >= 1) { |
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darkenAmt++; |
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e.decreaseColorFactor(); |
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} |
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if (e.isExploded()) { |
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if (!e.flippedTriangles) { |
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|
e.flippedTriangles = true; |
|
|
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|
for (Triangle& t : tris) { |
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|
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|
vec3d temp=t.p[1]; |
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|
t.p[1] = t.p[2]; |
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|
t.p[2] = t.p[1]; |
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} |
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|
} |
|
|
|
|
for (Triangle& t : tris) { |
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|
float dir = std::atan2f(t.p[0].z, t.p[0].x); |
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|
t.p[0].x += std::cosf(dir+ (rand() % 200 / 200.f)- 1) * (rand() % 100/100.f) * fElapsedTime*3; |
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|
t.p[0].z += std::sinf(dir + (rand() % 200 / 200.f) - 1) * (rand() % 100 / 100.f) * fElapsedTime * 3; |
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|
if (t.p[0].y > 0.041f) { |
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t.p[0].y = std::max(0.04f, t.p[0].y - 0.8f * fElapsedTime * 3); |
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|
} |
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dir = std::atan2f(t.p[1].z, t.p[1].x); |
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t.p[1].x += std::cosf(dir + (rand() % 200 / 200.f) - 1) * (rand() % 100 / 100.f) * fElapsedTime * 3; |
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t.p[1].z += std::sinf(dir + (rand() % 200 / 200.f) - 1) * (rand() % 100 / 100.f) * fElapsedTime * 3; |
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|
if (t.p[1].y > 0.041f) { |
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|
t.p[1].y = std::max(0.04f, t.p[1].y - 0.8f * fElapsedTime * 3); |
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|
} |
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dir = std::atan2f(t.p[2].z, t.p[2].x); |
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t.p[2].x += std::cosf(dir + (rand() % 200 / 200.f) - 1) * (rand() % 70 / 100.f) * fElapsedTime * 3; |
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t.p[2].z += std::sinf(dir + (rand() % 200 / 200.f) - 1) * (rand() % 70 / 100.f) * fElapsedTime * 3; |
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if (t.p[2].y > 0.041f) { |
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|
t.p[2].y = std::max(0.04f, t.p[2].y - 0.8f * fElapsedTime * 3); |
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} |
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if (darkenAmt > 0) { |
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t.col[0] -= {darkenAmt, darkenAmt, darkenAmt}; |
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t.col[1] -= {darkenAmt, darkenAmt, darkenAmt}; |
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|
t.col[2] -= {darkenAmt, darkenAmt, darkenAmt}; |
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} |
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} |
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} |
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else { |
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for (Triangle& t : tris) { |
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|
if (t.p[0].y > 0.1) { |
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|
t.p[0].y = std::max(0.1f, t.p[0].y - 0.3f * fElapsedTime); |
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} |
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|
else { |
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|
float dir = std::atan2f(t.p[0].z, t.p[0].x); |
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|
|
t.p[0].x += std::cosf(dir) * 0.04f * fElapsedTime; |
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|
t.p[0].z += std::sinf(dir) * 0.04f * fElapsedTime; |
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|
|
|
} |
|
|
|
|
if (t.p[1].y > 0.1) { |
|
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|
|
t.p[1].y = std::max(0.1f, t.p[1].y - 0.3f * fElapsedTime); |
|
|
|
|
} |
|
|
|
|
else { |
|
|
|
|
float dir = std::atan2f(t.p[1].z, t.p[1].x); |
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|
|
|
t.p[1].x += std::cosf(dir) * 0.06f * fElapsedTime; |
|
|
|
|
t.p[1].z += std::sinf(dir) * 0.06f * fElapsedTime; |
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|
|
|
} |
|
|
|
|
if (t.p[2].y > 0.1) { |
|
|
|
|
t.p[2].y = std::max(0.1f, t.p[2].y - 0.3f * fElapsedTime); |
|
|
|
|
} |
|
|
|
|
else { |
|
|
|
|
float dir = std::atan2f(t.p[2].z, t.p[2].x); |
|
|
|
|
t.p[2].x += std::cosf(dir) * 0.05f * fElapsedTime; |
|
|
|
|
t.p[2].z += std::sinf(dir) * 0.05f * fElapsedTime; |
|
|
|
|
} |
|
|
|
|
if (darkenAmt > 0) { |
|
|
|
|
t.col[0] -= {darkenAmt, darkenAmt, darkenAmt}; |
|
|
|
|
t.col[1] -= {darkenAmt, darkenAmt, darkenAmt}; |
|
|
|
|
t.col[2] -= {darkenAmt, darkenAmt, darkenAmt}; |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
if (e.isExploded()) {
|
|
|
|
|
e.increaseDeathTimer(fElapsedTime*3); |
|
|
|
|
e.increaseColorFactor(fElapsedTime*3); |
|
|
|
|
} |
|
|
|
|
else { |
|
|
|
|
e.increaseDeathTimer(fElapsedTime); |
|
|
|
|
e.increaseColorFactor(fElapsedTime); |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
else
|
|
|
|
|
if (!e.finishedAnimation){ |
|
|
|
|
e.finishedAnimation = true; |
|
|
|
|
if (e.isExploded()) { |
|
|
|
|
for (Triangle& t : e.mesh.tris) { |
|
|
|
|
t.p[0].y = 0.04f+ restingTriangleYDepth; |
|
|
|
|
t.p[1].y = 0.04f + restingTriangleYDepth; |
|
|
|
|
t.p[2].y = 0.04f + restingTriangleYDepth; |
|
|
|
|
restingTriangleYDepth += 0.000001f; |
|
|
|
|
if (restingTriangleYDepth > 0.001f) { |
|
|
|
|
restingTriangleYDepth = 0.f; |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
else { |
|
|
|
|
EnemyData dat = enemyData[e.GetID()]; |
|
|
|
|
e.ReloadBullet(fElapsedTime); |
|
|
|
|
switch (e.GetID()) { |
|
|
|
|
case SHOOTME: |
|
|
|
|
case SHOOTME_ARMOR: { |
|
|
|
|
case SHOOTME: { |
|
|
|
|
e.rot += 0.5 * fElapsedTime; |
|
|
|
|
}break; |
|
|
|
|
case SHOOTME2: { |
|
|
|
@ -2114,13 +2074,13 @@ bool FaceBall::OnUserUpdate(float fElapsedTime) |
|
|
|
|
switch (mode) { |
|
|
|
|
case GAME: { |
|
|
|
|
hudDisplayText = ""; |
|
|
|
|
if (stopDuration >= 0) { |
|
|
|
|
if (stopDuration > 0) { |
|
|
|
|
stopDuration -= fElapsedTime; |
|
|
|
|
} |
|
|
|
|
if (shieldDuration >= 0) { |
|
|
|
|
if (shieldDuration > 0) { |
|
|
|
|
shieldDuration -= fElapsedTime; |
|
|
|
|
} |
|
|
|
|
if (camoDuration >= 0) { |
|
|
|
|
if (camoDuration > 0) { |
|
|
|
|
camoDuration -= fElapsedTime; |
|
|
|
|
} |
|
|
|
|
for (std::vector<Bullet>::iterator it = bullets.begin(); it != bullets.end();) { |
|
|
|
@ -2138,10 +2098,8 @@ bool FaceBall::OnUserUpdate(float fElapsedTime) |
|
|
|
|
if (e.isLastHitTimerActive()) { |
|
|
|
|
e.reduceLastHitTimer(fElapsedTime); |
|
|
|
|
} |
|
|
|
|
if (stopDuration < 0) { |
|
|
|
|
RunEnemyAI(e, fElapsedTime, i); |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
for (std::vector<Powerup>::iterator it = powerups.begin(); it != powerups.end();) { |
|
|
|
|
Powerup& p = *it; |
|
|
|
|
if (!p.Update(fElapsedTime)) { |
|
|
|
@ -2160,18 +2118,13 @@ bool FaceBall::OnUserUpdate(float fElapsedTime) |
|
|
|
|
Powerup& power = powerups[lastPowerupCollidedWith]; |
|
|
|
|
switch (power.type) { |
|
|
|
|
case PowerupType::ARMOR: { |
|
|
|
|
armorUpgrades=std::min(maxArmorUpgrades,armorUpgrades+1); |
|
|
|
|
maxHP = hp = armorUpgrades + baseHP; |
|
|
|
|
armorUpgrades++; |
|
|
|
|
}break; |
|
|
|
|
case PowerupType::SPEED: { |
|
|
|
|
speedUpgrades = std::min(maxSpeedUpgrades, speedUpgrades + 1); |
|
|
|
|
moveSpd = baseMoveSpd + speedUpgrades * 0.5; |
|
|
|
|
turnSpd = baseTurnSpd + speedUpgrades * 0.25; |
|
|
|
|
shotSpd = baseShotSpd + speedUpgrades * 0.5; |
|
|
|
|
speedUpgrades++; |
|
|
|
|
}break; |
|
|
|
|
case PowerupType::SHOTS: { |
|
|
|
|
shotsUpgrades = std::min(maxShotsUpgrades, shotsUpgrades + 1); |
|
|
|
|
shotLimit = baseShotLimit + shotsUpgrades * 1; |
|
|
|
|
shotsUpgrades++; |
|
|
|
|
}break; |
|
|
|
|
case PowerupType::STOP: { |
|
|
|
|
stopDuration = 20; |
|
|
|
@ -2186,7 +2139,7 @@ bool FaceBall::OnUserUpdate(float fElapsedTime) |
|
|
|
|
hasMapUpgrade = true; |
|
|
|
|
}break; |
|
|
|
|
case PowerupType::COIN: { |
|
|
|
|
AddScore(1000); |
|
|
|
|
score += 1000; |
|
|
|
|
}break; |
|
|
|
|
} |
|
|
|
|
powerups.erase(powerups.begin() + lastPowerupCollidedWith); |
|
|
|
@ -2248,20 +2201,6 @@ void FaceBall::OnTextEntryComplete(const std::string& sText) { |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
//This function adds to the game score and increments lives appropriately.
|
|
|
|
|
void FaceBall::AddScore(int score) { |
|
|
|
|
this->score += score; |
|
|
|
|
if (lastAwardedScore/10000 != this->score/10000) { |
|
|
|
|
lives++; |
|
|
|
|
lastAwardedScore = this->score; |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
void FaceBall::ResetScore() { |
|
|
|
|
score = 0; |
|
|
|
|
lastAwardedScore = 0; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
int main() |
|
|
|
|
{ |
|
|
|
|
FaceBall demo; |
|
|
|
|