Merge pull request #31 from CrystalPointA4/feature/loadingscreen

Feature/loadingscreen
This commit is contained in:
2016-06-22 02:20:48 +02:00
committed by GitHub
25 changed files with 200 additions and 184 deletions
-1
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@@ -9,7 +9,6 @@ public:
Vec3f ypr;
Vec2f joystick;
bool button, joystickButton, magnetSwitch;
bool lastButton, lastJoystickButton, lastMagetSwitch;
int controllerId;
void setConnected(bool connected);
+1 -6
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@@ -120,13 +120,8 @@ void ControllerHandler::commandControllerData(std::vector<std::string> data) {
c->joystick.x = std::stoi(data[2])/2000.0f;
c->joystick.y = std::stoi(data[3])/2000.0f;
c->lastButton = c->button;
c->lastJoystickButton = c->joystickButton;
c->lastMagetSwitch = c->magnetSwitch;
c->joystickButton = !(data[4] == "0");
c->button = !(data[8] == "0");
c->magnetSwitch = !(data[9] == "0");
}
}
+38 -57
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@@ -24,7 +24,7 @@ void CrystalPoint::init()
cursor = Cursor::getInstance();
menu = new Menu();
buildMenu();
menuIsBuild = false;
lastFrameTime = 0;
state = true;
@@ -64,11 +64,8 @@ void CrystalPoint::update()
lastFrameTime = frameTime;
if (keyboardState.keys[27] && !prevKeyboardState.keys[27])
state = !state;
Controller *rightcontroller = controller.getRightController();
Controller *leftcontroller = controller.getLeftController();
state = !state;
if (state)
{
Player* player = Player::getInstance();
@@ -78,7 +75,7 @@ void CrystalPoint::update()
if (keyboardState.special[GLUT_KEY_RIGHT] && !prevKeyboardState.special[GLUT_KEY_RIGHT])
worldhandler->NextWorld();
if (keyboardState.special[GLUT_KEY_UP] && !prevKeyboardState.special[GLUT_KEY_UP])
player->NextRightWeapon();
player->NextLeftWeapon();
if (keyboardState.special[GLUT_KEY_DOWN] && !prevKeyboardState.special[GLUT_KEY_DOWN])
player->PreviousLeftWeapon();
if (keyboardState.keys[27])
@@ -106,53 +103,42 @@ void CrystalPoint::update()
if (keyboardState.keys['q']) player->setPosition(1, deltaTime*speed, true);
if (keyboardState.keys['e']) player->setPosition(-1, deltaTime*speed, true);
Controller *leftcontroller = controller.getLeftController();
if (leftcontroller != nullptr) {
Vec2f *leftControllerJoystick = &leftcontroller->joystick;
if (leftControllerJoystick->y > 0.3 || leftControllerJoystick->y < -0.3) {
player->rotation.x += leftControllerJoystick->y/4;
if (leftcontroller->joystickButton) {
controller.rumble(leftcontroller->controllerId, 100, 100);
}
if (leftControllerJoystick->x > 0.3 || leftControllerJoystick->x < -0.3) {
player->rotation.y += leftControllerJoystick->x/4;
if (leftControllerJoystick->y > 0.3) {
player->setPosition(270, leftControllerJoystick->y * deltaTime * 2.0f, false);
}
else if (leftControllerJoystick->y < -0.3) {
player->setPosition(90, leftControllerJoystick->y * -1 * deltaTime * 2.0f, false);
}
if (leftControllerJoystick->x > 0.3) {
player->setPosition(180, leftControllerJoystick->x * deltaTime * 2.0f, false);
}
else if (leftControllerJoystick->x < -0.3) {
player->setPosition(0, leftControllerJoystick->x * -1 * deltaTime * 2.0f, false);
}
player->leftWeapon->rotateWeapon(Vec3f(leftcontroller->ypr.y + 140, 0, -leftcontroller->ypr.z));
if(leftcontroller->button && leftcontroller->joystickButton){
state = !state;
}else if(!leftcontroller->lastButton && leftcontroller->button){
leftcontroller->lastButton = leftcontroller->button;
controller.rumble(leftcontroller->controllerId, 100, 200);
player->NextLeftWeapon();
}else if(!leftcontroller->lastJoystickButton && leftcontroller->joystickButton){
leftcontroller->lastJoystickButton = leftcontroller->joystickButton;
player->hit = true;
}
}
Controller *rightcontroller = controller.getRightController();
if(rightcontroller != nullptr){
Vec2f *rightControllerJoystick = &rightcontroller->joystick;
if (rightControllerJoystick->y > 0.3) {
player->setPosition(270, rightControllerJoystick->y * deltaTime * 2.0f, false);
}
else if (rightControllerJoystick->y < -0.3) {
player->setPosition(90, rightControllerJoystick->y * -1 * deltaTime * 2.0f, false);
}
if (rightControllerJoystick->x > 0.3) {
player->setPosition(180, rightControllerJoystick->x * deltaTime * 2.0f, false);
}
else if (rightControllerJoystick->x < -0.3) {
player->setPosition(0, rightControllerJoystick->x * -1 * deltaTime * 2.0f, false);
if (rightControllerJoystick->y > 0.3 || rightControllerJoystick->y < -0.3) {
player->rotation.x += rightcontroller->joystick.y/4;
}
if(!rightcontroller->lastButton && rightcontroller->button){
rightcontroller->lastButton = rightcontroller->button;
controller.rumble(rightcontroller->controllerId, 100, 200);
player->NextRightWeapon();
}
if (rightControllerJoystick->x > 0.3 || rightControllerJoystick->x < -0.3) {
player->rotation.y += rightcontroller->joystick.x/4;
}
player->rightWeapon->rotateWeapon(Vec3f(rightcontroller->ypr.y + 140, 0, -rightcontroller->ypr.z));
}
@@ -165,25 +151,19 @@ void CrystalPoint::update()
if (!worldhandler->isPlayerPositionValid())
player->position = oldPosition;
/*else if (player->position.y > oldPosition.y + 1.2)
player->position = oldPosition;
*/
worldhandler->update(deltaTime);
}
else
{
menu->update();
if (leftcontroller != nullptr) {
Vec2f *leftControllerJoystick = &leftcontroller->joystick;
if (leftControllerJoystick->y > 0.3 || leftControllerJoystick->y < -0.3) {
cursor->update(Vec2f(cursor->mousePosition.x,cursor->mousePosition.y+leftControllerJoystick->y ));
}
if (leftControllerJoystick->x > 0.3 || leftControllerJoystick->x < -0.3) {
cursor->update(Vec2f(cursor->mousePosition.x+leftControllerJoystick->x ,cursor->mousePosition.y));
}
if(leftcontroller->button){
cursor->state = 137;
}else if(cursor->state == 137){
cursor->state = GLUT_UP;
}
if (!menuIsBuild)
{
buildMenu();
menuIsBuild = true;
}
menu->update();
cursor->update(cursor->mousePosition + mouseOffset);
}
@@ -197,7 +177,7 @@ void CrystalPoint::update()
void CrystalPoint::buildMenu()
{
Button* start = new Button("Resume", Vec2f(1920 / 2 - 50, 1080 / 2 - 30), 100, 50);
Button* start = new Button("Resume", Vec2f(width / 2 - 50, height / 2 - 30), 100, 50);
auto toWorld = [](Button* b)
{
state = true;
@@ -206,13 +186,14 @@ void CrystalPoint::buildMenu()
menu->AddMenuElement(start);
Button* test = new Button("Exit", Vec2f(1920 / 2 - 50, 1080 / 2 + 30), 100, 50);
Button* test = new Button("Exit", Vec2f(width / 2 - 50, height / 2 + 30), 100, 50);
test->addAction([](Button* b)
{
exit(0);
});
menu->AddMenuElement(test);
Text* t = new Text("Pause", Vec2f(1920 / 2 - Util::glutTextWidth("Pause") / 2, 1080 / 2 - 75));
Text* t = new Text("Pause", Vec2f(width / 2 - Util::glutTextWidth("Pause") / 2, height / 2 - 75));
t->setColor(Vec3f(255, 255, 0));
menu->AddMenuElement(t);
}
+1
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@@ -43,6 +43,7 @@ public:
static SoundSystem& GetSoundSystem() { return sound_system; }
bool menuIsBuild;
private:
static SoundSystem sound_system;
+2
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@@ -170,6 +170,7 @@
<ClCompile Include="lib\serial\src\impl\list_ports\list_ports_win.cc" />
<ClCompile Include="lib\serial\src\impl\win.cc" />
<ClCompile Include="lib\serial\src\serial.cc" />
<ClCompile Include="LoadingScreen.cpp" />
<ClCompile Include="Main.cpp" />
<ClCompile Include="Menu.cpp" />
<ClCompile Include="MenuElement.cpp" />
@@ -203,6 +204,7 @@
<ClInclude Include="lib\serial\include\impl\win.h" />
<ClInclude Include="lib\serial\include\serial.h" />
<ClInclude Include="lib\serial\include\v8stdint.h" />
<ClInclude Include="LoadingScreen.h" />
<ClInclude Include="Main.h" />
<ClInclude Include="Menu.h" />
<ClInclude Include="MenuElement.h" />
+6
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@@ -123,6 +123,9 @@
<ClCompile Include="Util.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="LoadingScreen.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="World.h">
@@ -221,6 +224,9 @@
<ClInclude Include="Util.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="LoadingScreen.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="worlds\worlds.json">
+1 -27
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@@ -2,7 +2,6 @@
#include <cmath>
#include "Enemy.h"
#include "Model.h"
#include "Player.h"
#include <iostream>
Enemy::Enemy(const std::string &fileName,
@@ -29,7 +28,7 @@ Enemy::Enemy(const std::string &fileName,
hasTarget = false;
hit_sound_id = CrystalPoint::GetSoundSystem().LoadSound(fileMusic.c_str(), false);
music = CrystalPoint::GetSoundSystem().GetSound(hit_sound_id);
attack = false;
attack = false;
}
@@ -81,14 +80,6 @@ void Enemy::collide(const Entity * entity)
position.z = difference.z + entity->position.z;
}
void Enemy::hit(int damage){
health -= damage;
}
bool Enemy::isDead(){
return health < 0;
}
void Enemy::update(float delta)
{
music->SetPos(position, Vec3f());
@@ -125,21 +116,4 @@ void Enemy::update(float delta)
}
rotation.y = atan2f(dx, dz) * 180 / M_PI;
}
Player *player = Player::getInstance();
if(inObject(player->position + player->leftWeapon->collisionPoint)){
if(!isHit){
isHit = true;
hit(player->leftWeapon->damage);
}
std::cout << "HIT1";
}else if(inObject(player->rightWeapon->collisionPoint)){
if(!isHit){
isHit = true;
hit(player->rightWeapon->damage);
}
std::cout << "HIT2";
}else{
isHit = false;
}
}
-4
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@@ -21,15 +21,11 @@ public:
int xp;
bool attack;
bool isHit;
void update(float);
void draw();
void inEyeSight(Vec3f &);
void collide(const Entity *entity);
void hit(int damage);
bool isDead(void);
private:
int hit_sound_id;
};
+71
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@@ -0,0 +1,71 @@
#include "stb_image.h"
#include "LoadingScreen.h"
#include "CrystalPoint.h"
#include "Util.h"
#include <ostream>
LoadingScreen::LoadingScreen()
{
points = 0;
}
LoadingScreen::~LoadingScreen()
{
}
void LoadingScreen::draw()
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, CrystalPoint::width, CrystalPoint::height, 0, -10, 10);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glDisable(GL_COLOR_MATERIAL);
glEnable(GL_TEXTURE_2D);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glBindTexture(GL_TEXTURE_2D, textureId);
glBegin(GL_QUADS);
glTexCoord2f(0, 1);
glVertex2f(0, 0);
glTexCoord2f(0, 0);
glVertex2f(0, CrystalPoint::height);
glTexCoord2f(1, 0);
glVertex2f(CrystalPoint::width, CrystalPoint::height);
glTexCoord2f(1, 1);
glVertex2f(CrystalPoint::width, 0);
glEnd();
/*glColor4f(1.0f, 1.0f, 0.0f, 1.0f);
std::ostringstream oss;
oss << loading << points << std::endl;
Util::glutBitmapString(oss.str(),
CrystalPoint::width / 2 - Util::glutTextWidth(oss.str()),
CrystalPoint::height / 2 - 7);*/
glDisable(GL_TEXTURE_2D);
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
glutSwapBuffers();
}
void LoadingScreen::rise()
{
points++;
draw();
}
void LoadingScreen::setTexture(const std::string filename)
{
textureId = Util::loadTexture(filename);
}
+22
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@@ -0,0 +1,22 @@
#pragma once
#include <string>
#include <GL\freeglut.h>
class LoadingScreen
{
public:
LoadingScreen();
~LoadingScreen();
void draw();
void rise();
int points;
GLuint textureId;
void setTexture(const std::string fileName);
private:
const std::string loading = "Loaded: ";
};
+3 -3
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@@ -61,7 +61,6 @@ int main(int argc, char* argv[])
if (button == GLUT_LEFT_BUTTON)
Cursor::getInstance()->state = state;
//std::cout << "Left button is down" << std::endl;
};
@@ -80,8 +79,9 @@ void configureOpenGL()
{
//Init window and glut display mode
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(1440, 900);
//glutInitWindowPosition(glutGet(GLUT_WINDOW_WIDTH) / 2 - 800/2, glutGet(GLUT_WINDOW_HEIGHT) / 2 - 600/2);
glutInitWindowSize(1440, 900);
//glutInitWindowPosition((glutGet(GLUT_SCREEN_WIDTH) / 2) - (glutGet(GLUT_WINDOW_WIDTH) / 2), (glutGet(GLUT_SCREEN_HEIGHT) / 2) - (glutGet(GLUT_WINDOW_HEIGHT) / 2));
glutCreateWindow("Crystal Point");
//glutFullScreen();
+2 -12
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@@ -18,7 +18,6 @@ Player::Player()
maxXp = 100;
level = 1;
crystals = 0;
hit = false;
loadWeapons();
@@ -151,7 +150,6 @@ void Player::loadWeapons()
std::string name = w["name"].asString();
std::string fileN = w["file"].asString();
float damage = w["damage"].asFloat();
float scale = w["scale"].asFloat();
Weapon::Element e = Weapon::FIRE;
@@ -176,8 +174,8 @@ void Player::loadWeapons()
Vec2f maxRot = Vec2f(w["maxRotation"][0].asFloat(), w["maxRotation"][1].asFloat());
Vec2f minRot = Vec2f(w["minRotation"][0].asFloat(), w["minRotation"][1].asFloat());
lweapon = new Weapon(name, damage, e, fileN, scale, position, rotation, leftoffset, anchor, maxRot, minRot, collision);
rweapon = new Weapon(name, damage, e, fileN, scale, position, rotation, rightoffset, anchor, maxRot, minRot, collision);
lweapon = new Weapon(name, damage, e, fileN, 1, position, rotation, leftoffset, anchor, maxRot, minRot, collision);
rweapon = new Weapon(name, damage, e, fileN, 1, position, rotation, rightoffset, anchor, maxRot, minRot, collision);
leftweapons.push_back(lweapon);
rightweapons.push_back(rweapon);
@@ -193,8 +191,6 @@ void Player::PreviousRightWeapon()
currentrightweapon = (rightweapons.size() > level ? level - 1 : rightweapons.size() - 1);
rightWeapon = rightweapons[currentrightweapon];
rightWeapon->move(position);
rightWeapon->rotate(rotation);
}
void Player::NextRightWeapon(void)
{
@@ -204,8 +200,6 @@ void Player::NextRightWeapon(void)
currentrightweapon = 0;
rightWeapon = rightweapons[currentrightweapon];
rightWeapon->move(position);
rightWeapon->rotate(rotation);
}
void Player::PreviousLeftWeapon(void)
{
@@ -215,8 +209,6 @@ void Player::PreviousLeftWeapon(void)
currentleftweapon = (leftweapons.size() > level ? level - 1 : leftweapons.size() - 1);
leftWeapon = leftweapons[currentleftweapon];
leftWeapon->move(position);
leftWeapon->rotate(rotation);
}
void Player::NextLeftWeapon(void)
{
@@ -226,6 +218,4 @@ void Player::NextLeftWeapon(void)
currentleftweapon = 0;
leftWeapon = leftweapons[currentleftweapon];
leftWeapon->move(position);
leftWeapon->rotate(rotation);
}
-2
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@@ -40,8 +40,6 @@ public:
int level;
int crystals;
bool hit;
float speed;
void HpUp(int);
-1
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@@ -2,7 +2,6 @@
#include <cmath>
#include "Vector.h"
Vec3f::Vec3f(float x, float y, float z)
{
this->x = x;
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+10 -44
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@@ -27,8 +27,7 @@ Weapon::Weapon(std::string name, int damage, Element e, std::string modelFilenam
this->ankerPoint = ankerPoint;
this->maxRotation = maxRotation;
this->minRotation = minRotation;
this->collisionPoint = collisionPoint;
this->collision = collision;
};
Weapon::~Weapon(){
@@ -53,28 +52,11 @@ void Weapon::move(Vec3f location){
position = location;
}
Vec3f multiply(float matrix[16], Vec3f vec)
{
Vec3f result;
for(int i = 0; i < 4; i++)
{
for(int p = 0; p < 4; p++)
{
result[i] += matrix[i * p] * vec[p];
}
}
return result;
}
void Weapon::draw(){
if (weaponmodel != nullptr)
{
glPushMatrix();
//Player position and rotation
glTranslatef(position.x, position.y, position.z);
glRotatef(rotation.x, 1, 0, 0);
@@ -84,44 +66,28 @@ void Weapon::draw(){
//offset from player
glTranslatef(offsetPlayer.x, offsetPlayer.y, offsetPlayer.z);
glScalef(scale, scale, scale);
//Rotate weapon itself, from specific anker point
glTranslatef(ankerPoint.x, ankerPoint.y, ankerPoint.z);
glRotatef(rotationWeapon.z, 0, 0, 1);
glRotatef(rotationWeapon.y, 0, 1, 0);
glRotatef(rotationWeapon.x, 1, 0, 0);
/*
glTranslatef(-ankerPoint.x, -ankerPoint.y, -ankerPoint.z);
glScalef(scale, scale, scale);
weaponmodel->draw();
//Test code for finding anker point
glColor3ub(255, 255, 0);
glTranslatef(ankerPoint.x, ankerPoint.y, ankerPoint.z);
glBegin(GL_LINES);
glVertex2f(0, 4);
glVertex2f(0, -4);
glVertex2f(4, 0);
glVertex2f(-4, 0);
glEnd();*/
glTranslatef(-ankerPoint.x, -ankerPoint.y, -ankerPoint.z);
weaponmodel->draw();
//Test code for finding anchor point
glTranslatef(collisionPoint.x, collisionPoint.y, collisionPoint.z);
float matrix[16];
glGetFloatv(GL_MODELVIEW_MATRIX, matrix);
Vec3f point = multiply(matrix, Vec3f(1,1,1));
glEnd();
glPopMatrix();
glPushMatrix();
glPopMatrix();
}
}
+2 -3
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@@ -16,7 +16,7 @@ public:
Weapon(std::string name, int damage, Element element, std::string modelFilename, float scale, Vec3f location, Vec2f rotation,
Vec3f offsetPlayer, Vec3f ankerPoint,
Vec2f maxRotation, Vec2f minXRotation,
Vec3f collisionPoint);
Vec3f collision);
~Weapon();
void draw();
@@ -32,9 +32,8 @@ public:
float scale;
Vec3f position, rotation, rotationWeapon;
Vec3f offsetPlayer, ankerPoint, collisionPoint;
Vec3f offsetPlayer, ankerPoint, collision;
Vec2f maxRotation, minRotation;
};
+31 -17
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@@ -9,14 +9,16 @@
#include "WorldHandler.h"
World::World(const std::string &fileName)
{
{
nextworld = false;
//Store player instance
player = Player::getInstance();
//Create the interface
interface = new Interface();
//Open world json file
std::ifstream file(fileName);
@@ -25,6 +27,7 @@ World::World(const std::string &fileName)
json::Value v = json::readJson(file);
file.close();
//Check file
if(v["world"].isNull() || v["world"]["heightmap"].isNull() || v["world"]["skybox"].isNull())
@@ -39,6 +42,13 @@ World::World(const std::string &fileName)
std::cout << "Invalid world file: enemies - " << fileName << "\n";
if (v["crystal"].isNull())
std::cout << "Invalid world file: crystals - " << fileName << "\n";
if (!v["world"]["loadingscreen"].isNull())
{
ls.setTexture(v["world"]["loadingscreen"].asString());
ls.draw();
}
//Load object templates
for (auto objt : v["world"]["object-templates"])
@@ -49,23 +59,28 @@ World::World(const std::string &fileName)
cancollide = objt["collision"].asBool();
objecttemplates.push_back(std::pair<int, std::pair<std::string, bool>>(objt["color"], std::pair<std::string, bool>(objt["file"], cancollide)));
}
//Generate heightmap for this world
heightmap = new HeightMap(v["world"]["heightmap"].asString(), this);
//Load skybox
skybox = new Skybox(15000.0f, v["world"]["skybox"].asString());
skybox->init();
//Map different texture to heightmap if available
if(!v["world"]["texture"].isNull())
heightmap->SetTexture(v["world"]["texture"].asString());
//Set player starting position
player->position.x = v["player"]["startposition"][0].asFloat();
player->position.z = v["player"]["startposition"][2].asFloat();
player->position.y = heightmap->GetHeight(player->position.x, player->position.z);
//Load and place objects into world
for (auto object : v["objects"])
@@ -98,6 +113,7 @@ World::World(const std::string &fileName)
position.y = getHeight(position.x, position.z);
entities.push_back(new LevelObject(object["file"].asString(), position, rotation, scale, hasCollision));
}
maxEnemies = 0;
@@ -140,6 +156,7 @@ World::World(const std::string &fileName)
maxEnemies++;
enemies.push_back(new Enemy(e["file"].asString(), e["music"].asString(), e["damage"].asFloat(), e["health"].asFloat(), position, rotation, scale));
}
maxCrystals = 0;
if (!v["crystal"].isNull())
@@ -183,6 +200,7 @@ World::World(const std::string &fileName)
Crystal *c = new Crystal(filled, empty, position, rotation, scale);
entities.push_back(c);
}
interface->maxCrystals = maxCrystals;
}
@@ -192,6 +210,7 @@ World::World(const std::string &fileName)
{
sound_id = CrystalPoint::GetSoundSystem().LoadSound(v["world"]["music"].asString().c_str(), true);
music = CrystalPoint::GetSoundSystem().GetSound(sound_id);
}
if (!v["portal"].isNull())
@@ -217,6 +236,7 @@ World::World(const std::string &fileName)
portal = new Portal(v["portal"]["file"], pos, rot, scale);
entities.push_back(portal);
portal->maxCrystals = maxCrystals;
}
}
@@ -249,7 +269,6 @@ float World::getHeight(float x, float y)
void World::draw()
{
player->setCamera();
float lightPosition[4] = { 0, 2, 1, 0 };
glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
@@ -261,6 +280,7 @@ void World::draw()
skybox->draw();
player->setCamera();
player->draw();
heightmap->Draw();
@@ -299,14 +319,11 @@ void World::update(float elapsedTime)
//Al deze code zou in enemy moeten staan
enemy->inEyeSight(player->position);
enemy->update(elapsedTime);
if (enemy->hasTarget)
{
if(player->hit)
enemy->hit(player->leftWeapon->damage);
for (auto e : entities)
{
if (e->canCollide && e->inObject(enemy->position))
@@ -315,24 +332,24 @@ void World::update(float elapsedTime)
break;
}
}
}
if (enemy->attack)
{
player->HpDown(enemy->damage / 4);
}
if (enemy->attack)
{
remove = true;
continue;
}
enemy->position.y = getHeight(enemy->position.x, enemy->position.z) + 2.0f;
if(enemy->isDead()){
remove = true;
}
if(!remove)
count++;
}
if (remove)
{
player->XpUp(enemies[count]->xp);
delete enemies[count];
player->XpUp(enemies[count]->xp*2);
enemies.erase(enemies.begin() + count);
player->HpUp(10);
}
@@ -344,8 +361,6 @@ void World::update(float elapsedTime)
if (portal->enter(elapsedTime))
nextworld = true;
}
player->hit = false;
}
@@ -366,4 +381,3 @@ bool World::isPlayerPositionValid()
}
return true;
}
+3
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@@ -10,6 +10,7 @@
#include "Skybox.h"
#include "CrystalPoint.h"
#include "Portal.h"
#include "LoadingScreen.h"
class Entity;
@@ -32,6 +33,8 @@ private:
std::vector<Entity*> entities;
std::vector<Enemy*> enemies;
//std::vector<Crystal*> crystals;
LoadingScreen ls;
public:
World(const std::string &fileName);
~World();
+4 -6
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@@ -10,13 +10,12 @@
"collision": [ 0, 0, 0 ],
"maxRotation": [ 170, 70 ],
"minRotation": [ 20, -80 ],
"scale": 0.3,
"left": {
"offset": [ 1.5, -2.6, 0 ]
"offset": [ 4.5, -8, -1 ]
},
"right": {
"offset": [ -0.1, -2.6, 0 ]
"offset": [ 0.5, -8, -1 ]
}
},
{
@@ -29,13 +28,12 @@
"collision": [ 0, 0, 0 ],
"maxRotation": [ 170, 70 ],
"minRotation": [ 20, -80 ],
"scale": 0.3,
"left": {
"offset": [ 1.5, -2.6, 0 ]
"offset": [ 4.5, -8, -1 ]
},
"right": {
"offset": [ -0.1, -2.6, 0 ]
"offset": [ 0.5, -8, -1 ]
}
}
]
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After

Width:  |  Height:  |  Size: 752 KiB

+1
View File
@@ -2,6 +2,7 @@
"world": {
"heightmap": "worlds/rockHeightmap.png",
"texture": "worlds/rockStone.png",
"loadingscreen": "worlds/loadingScreen_picture.png",
"skybox": "skyboxes/water/",
"music": "WAVE/world1.wav",
"object-templates": [
+2 -1
View File
@@ -1,6 +1,7 @@
{
"world": {
"heightmap": "worlds/small.png",
"loadingscreen": "worlds/loadingScreen_picture.png",
"skybox": "skyboxes/water/",
"object-templates": [
{
@@ -12,7 +13,7 @@
"music": "WAVE/world1.wav"
},
"player": {
"startposition": [ -10, -10, -10 ]
"startposition": [ 20, 0, 20 ]
},
"objects": [ ],
"portal": {