Merge pull request #28 from CrystalPointA4/feature/weaponCollision

Feature/weapon collision
This commit is contained in:
2016-06-22 00:50:22 +02:00
committed by GitHub
15 changed files with 276 additions and 52 deletions
+1
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@@ -9,6 +9,7 @@ public:
Vec3f ypr;
Vec2f joystick;
bool button, joystickButton, magnetSwitch;
bool lastButton, lastJoystickButton, lastMagetSwitch;
int controllerId;
void setConnected(bool connected);
+6 -1
View File
@@ -120,8 +120,13 @@ 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->joystickButton = !(data[4] == "0");
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");
}
}
+50 -28
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@@ -64,8 +64,11 @@ void CrystalPoint::update()
lastFrameTime = frameTime;
if (keyboardState.keys[27] && !prevKeyboardState.keys[27])
state = !state;
state = !state;
Controller *rightcontroller = controller.getRightController();
Controller *leftcontroller = controller.getLeftController();
if (state)
{
Player* player = Player::getInstance();
@@ -75,7 +78,7 @@ 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->NextLeftWeapon();
player->NextRightWeapon();
if (keyboardState.special[GLUT_KEY_DOWN] && !prevKeyboardState.special[GLUT_KEY_DOWN])
player->PreviousLeftWeapon();
if (keyboardState.keys[27])
@@ -103,42 +106,50 @@ 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 (leftcontroller->joystickButton) {
controller.rumble(leftcontroller->controllerId, 100, 100);
if (leftControllerJoystick->y > 0.3 || leftControllerJoystick->y < -0.3) {
player->rotation.x += leftControllerJoystick->y/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);
if (leftControllerJoystick->x > 0.3 || leftControllerJoystick->x < -0.3) {
player->rotation.y += leftControllerJoystick->x/4;
}
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();
}
}
Controller *rightcontroller = controller.getRightController();
if(rightcontroller != nullptr){
Vec2f *rightControllerJoystick = &rightcontroller->joystick;
if (rightControllerJoystick->y > 0.3 || rightControllerJoystick->y < -0.3) {
player->rotation.x += rightcontroller->joystick.y/4;
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->x > 0.3 || rightControllerJoystick->x < -0.3) {
player->rotation.y += rightcontroller->joystick.x/4;
}
if(!rightcontroller->lastButton && rightcontroller->button){
rightcontroller->lastButton = rightcontroller->button;
controller.rumble(rightcontroller->controllerId, 100, 200);
player->NextRightWeapon();
}
player->rightWeapon->rotateWeapon(Vec3f(rightcontroller->ypr.y + 140, 0, -rightcontroller->ypr.z));
}
@@ -151,14 +162,25 @@ 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;
}
}
cursor->update(cursor->mousePosition + mouseOffset);
}
+26
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@@ -2,6 +2,7 @@
#include <cmath>
#include "Enemy.h"
#include "Model.h"
#include "Player.h"
#include <iostream>
Enemy::Enemy(const std::string &fileName,
@@ -80,6 +81,14 @@ 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());
@@ -116,4 +125,21 @@ 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
View File
@@ -21,11 +21,15 @@ 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;
};
+1
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@@ -61,6 +61,7 @@ int main(int argc, char* argv[])
if (button == GLUT_LEFT_BUTTON)
Cursor::getInstance()->state = state;
//std::cout << "Left button is down" << std::endl;
};
+89
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@@ -0,0 +1,89 @@
//
// Created by janco on 6/21/16.
//
#include "Matrix.h"
Matrix::Matrix(int size = 4)
{
data = new float[size][size];
}
Matrix Matrix::identity()
{
Matrix m = new Matrix(4);
m.data[0,0] = 1;
m.data[1,1] = 1;
m.data[2,2] = 1;
m.data[3,3] = 1;
return m;
}
Matrix Matrix::rotation(float angle, Vector3 axis)
{
Matrix m = Matrix.identity();
float c = (float) Math.Cos((double) angle);
float s = (float) Math.Sin((double) angle);
m.data[0, 0] = (float) Math.Pow(axis.x, 2) * (1 - c) + c;
m.data[0, 1] = axis.x * axis.y * (1 - c) - axis.z * s;
m.data[0, 2] = axis.x * axis.z * (1 - c) - axis.y * s;
m.data[1, 0] = axis.x * axis.y * (1 - c) + axis.z * s;
m.data[1, 1] = (float)Math.Pow(axis.y, 2) * (1 - c) + c;
m.data[1, 2] = axis.y * axis.z * (1 - c) + axis.x * s;
m.data[2, 0] = axis.x * axis.z * (1 - c) + axis.y * s;
m.data[2, 1] = axis.y * axis.z * (1 - c) - axis.x * s;
m.data[2, 2] = (float)Math.Pow(axis.z, 2) * (1 - c) + c;
return m;
}
Matrix Matrix::translate(Vector3 offset)
{
Matrix m = Matrix.identity();
for(int i = 0; i < 3; i++)
{
m.data[i, 3] = offset.data[i];
}
return m;
}
Vec3f Matrix::operator * (Matrix mat, Vec3f vec)
{
Vec3f v = Vec3f(0,0,0);
for(int i = 0; i < 4; i++)
{
v.data[i] = 0;
for(int p = 0; p < 4; p++)
{
v.data[i] += mat.data[i, p] * vec.data[p];
}
}
return v;
}
Matrix Matrix::operator * (Matrix mat1, Matrix mat2)
{
Matrix m = Matrix.identity();
for (int i = 0; i < 4; i++)
{
for (int p = 0; p < 4; p++)
{
m.data[i, p] = 0;
for (int q = 0; q < 4; q++)
{
m.data[i, p] += mat1.data[i, q] * mat2.data[q, p];
}
}
}
return m;
}
};
+26
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@@ -0,0 +1,26 @@
//
// Created by janco on 6/21/16.
//
#ifndef CRYSTALPOINT_MATRIX_H
#define CRYSTALPOINT_MATRIX_H
class Matrix {
private:
public:
float *data;
Matrix(int i = 4);
~Matrix();
static Matrix rotation(int angle, Vec3f axis);
static Matrix identity(void);
static Matrix translate(Vec3f offset);
Matrix operator * (Matrix m1, Matrix m2);
Vec3f operator * (Matrix m, Vec3f v);
}
#endif //CRYSTALPOINT_MATRIX_H
+11 -2
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@@ -150,6 +150,7 @@ 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;
@@ -174,8 +175,8 @@ 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, 1, position, rotation, leftoffset, anchor, maxRot, minRot, collision);
rweapon = new Weapon(name, damage, e, fileN, 1, position, rotation, rightoffset, anchor, maxRot, minRot, collision);
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);
leftweapons.push_back(lweapon);
rightweapons.push_back(rweapon);
@@ -191,6 +192,8 @@ 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)
{
@@ -200,6 +203,8 @@ void Player::NextRightWeapon(void)
currentrightweapon = 0;
rightWeapon = rightweapons[currentrightweapon];
rightWeapon->move(position);
rightWeapon->rotate(rotation);
}
void Player::PreviousLeftWeapon(void)
{
@@ -209,6 +214,8 @@ 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)
{
@@ -218,4 +225,6 @@ void Player::NextLeftWeapon(void)
currentleftweapon = 0;
leftWeapon = leftweapons[currentleftweapon];
leftWeapon->move(position);
leftWeapon->rotate(rotation);
}
+1
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@@ -2,6 +2,7 @@
#include <cmath>
#include "Vector.h"
Vec3f::Vec3f(float x, float y, float z)
{
this->x = x;
+44 -10
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@@ -27,7 +27,8 @@ Weapon::Weapon(std::string name, int damage, Element e, std::string modelFilenam
this->ankerPoint = ankerPoint;
this->maxRotation = maxRotation;
this->minRotation = minRotation;
this->collision = collision;
this->collisionPoint = collisionPoint;
};
Weapon::~Weapon(){
@@ -52,11 +53,28 @@ 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);
@@ -66,28 +84,44 @@ 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();
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));
glPopMatrix();
glPushMatrix();
glPopMatrix();
}
}
+3 -2
View File
@@ -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 collision);
Vec3f collisionPoint);
~Weapon();
void draw();
@@ -32,8 +32,9 @@ public:
float scale;
Vec3f position, rotation, rotationWeapon;
Vec3f offsetPlayer, ankerPoint, collision;
Vec3f offsetPlayer, ankerPoint, collisionPoint;
Vec2f maxRotation, minRotation;
};
+5 -2
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@@ -249,6 +249,7 @@ 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);
@@ -260,7 +261,6 @@ void World::draw()
skybox->draw();
player->setCamera();
player->draw();
heightmap->Draw();
@@ -320,7 +320,9 @@ void World::update(float elapsedTime)
}
}
enemy->position.y = getHeight(enemy->position.x, enemy->position.z) + 2.0f;
if(enemy->isDead()){
remove = true;
}
if(!remove)
count++;
}
@@ -360,3 +362,4 @@ bool World::isPlayerPositionValid()
}
return true;
}
+6 -4
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@@ -10,12 +10,13 @@
"collision": [ 0, 0, 0 ],
"maxRotation": [ 170, 70 ],
"minRotation": [ 20, -80 ],
"scale": 0.3,
"left": {
"offset": [ 4.5, -8, -1 ]
"offset": [ 1.5, -2.6, 0 ]
},
"right": {
"offset": [ 0.5, -8, -1 ]
"offset": [ -0.1, -2.6, 0 ]
}
},
{
@@ -28,12 +29,13 @@
"collision": [ 0, 0, 0 ],
"maxRotation": [ 170, 70 ],
"minRotation": [ 20, -80 ],
"scale": 0.3,
"left": {
"offset": [ 4.5, -8, -1 ]
"offset": [ 1.5, -2.6, 0 ]
},
"right": {
"offset": [ 0.5, -8, -1 ]
"offset": [ -0.1, -2.6, 0 ]
}
}
]
+3 -3
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@@ -12,7 +12,7 @@
"music": "WAVE/world1.wav"
},
"player": {
"startposition": [ 20, 0, 20 ]
"startposition": [ -10, -10, -10 ]
},
"objects": [ ],
"portal": {
@@ -24,7 +24,7 @@
"file": "models/squid/Blooper.obj",
"pos": [ 20, 5, 10 ],
"scale": 0.01,
"music": "WAVE/ghostEnemy.wav"
"music": "WAVE/ghostEnemy.wav",
"health": 10,
"damage": 2
},
@@ -32,7 +32,7 @@
"file": "models/squid/Blooper.obj",
"pos": [ 30, 10, 10 ],
"scale": 0.01,
"music": "WAVE/ghostEnemy.wav"
"music": "WAVE/ghostEnemy.wav",
"health": 15,
"damage": 2
}],