Merge pull request #28 from CrystalPointA4/feature/weaponCollision
Feature/weapon collision
This commit is contained in:
@@ -9,6 +9,7 @@ public:
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Vec3f ypr;
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Vec2f joystick;
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bool button, joystickButton, magnetSwitch;
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bool lastButton, lastJoystickButton, lastMagetSwitch;
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int controllerId;
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void setConnected(bool connected);
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@@ -120,8 +120,13 @@ void ControllerHandler::commandControllerData(std::vector<std::string> data) {
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c->joystick.x = std::stoi(data[2])/2000.0f;
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c->joystick.y = std::stoi(data[3])/2000.0f;
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c->joystickButton = !(data[4] == "0");
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c->lastButton = c->button;
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c->lastJoystickButton = c->joystickButton;
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c->lastMagetSwitch = c->magnetSwitch;
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c->joystickButton = !(data[4] == "0");
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c->button = !(data[8] == "0");
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c->magnetSwitch = !(data[9] == "0");
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}
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}
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+50
-28
@@ -64,8 +64,11 @@ void CrystalPoint::update()
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lastFrameTime = frameTime;
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if (keyboardState.keys[27] && !prevKeyboardState.keys[27])
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state = !state;
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state = !state;
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Controller *rightcontroller = controller.getRightController();
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Controller *leftcontroller = controller.getLeftController();
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if (state)
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{
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Player* player = Player::getInstance();
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@@ -75,7 +78,7 @@ void CrystalPoint::update()
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if (keyboardState.special[GLUT_KEY_RIGHT] && !prevKeyboardState.special[GLUT_KEY_RIGHT])
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worldhandler->NextWorld();
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if (keyboardState.special[GLUT_KEY_UP] && !prevKeyboardState.special[GLUT_KEY_UP])
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player->NextLeftWeapon();
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player->NextRightWeapon();
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if (keyboardState.special[GLUT_KEY_DOWN] && !prevKeyboardState.special[GLUT_KEY_DOWN])
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player->PreviousLeftWeapon();
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if (keyboardState.keys[27])
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@@ -103,42 +106,50 @@ void CrystalPoint::update()
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if (keyboardState.keys['q']) player->setPosition(1, deltaTime*speed, true);
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if (keyboardState.keys['e']) player->setPosition(-1, deltaTime*speed, true);
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Controller *leftcontroller = controller.getLeftController();
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if (leftcontroller != nullptr) {
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Vec2f *leftControllerJoystick = &leftcontroller->joystick;
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if (leftcontroller->joystickButton) {
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controller.rumble(leftcontroller->controllerId, 100, 100);
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if (leftControllerJoystick->y > 0.3 || leftControllerJoystick->y < -0.3) {
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player->rotation.x += leftControllerJoystick->y/4;
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}
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if (leftControllerJoystick->y > 0.3) {
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player->setPosition(270, leftControllerJoystick->y * deltaTime * 2.0f, false);
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}
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else if (leftControllerJoystick->y < -0.3) {
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player->setPosition(90, leftControllerJoystick->y * -1 * deltaTime * 2.0f, false);
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}
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if (leftControllerJoystick->x > 0.3) {
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player->setPosition(180, leftControllerJoystick->x * deltaTime * 2.0f, false);
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}
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else if (leftControllerJoystick->x < -0.3) {
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player->setPosition(0, leftControllerJoystick->x * -1 * deltaTime * 2.0f, false);
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if (leftControllerJoystick->x > 0.3 || leftControllerJoystick->x < -0.3) {
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player->rotation.y += leftControllerJoystick->x/4;
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}
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player->leftWeapon->rotateWeapon(Vec3f(leftcontroller->ypr.y + 140, 0, -leftcontroller->ypr.z));
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if(leftcontroller->button && leftcontroller->joystickButton){
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state = !state;
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}else if(!leftcontroller->lastButton && leftcontroller->button){
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leftcontroller->lastButton = leftcontroller->button;
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controller.rumble(leftcontroller->controllerId, 100, 200);
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player->NextLeftWeapon();
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}
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}
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Controller *rightcontroller = controller.getRightController();
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if(rightcontroller != nullptr){
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Vec2f *rightControllerJoystick = &rightcontroller->joystick;
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if (rightControllerJoystick->y > 0.3 || rightControllerJoystick->y < -0.3) {
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player->rotation.x += rightcontroller->joystick.y/4;
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if (rightControllerJoystick->y > 0.3) {
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player->setPosition(270, rightControllerJoystick->y * deltaTime * 2.0f, false);
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}
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else if (rightControllerJoystick->y < -0.3) {
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player->setPosition(90, rightControllerJoystick->y * -1 * deltaTime * 2.0f, false);
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}
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if (rightControllerJoystick->x > 0.3) {
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player->setPosition(180, rightControllerJoystick->x * deltaTime * 2.0f, false);
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}
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else if (rightControllerJoystick->x < -0.3) {
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player->setPosition(0, rightControllerJoystick->x * -1 * deltaTime * 2.0f, false);
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}
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if (rightControllerJoystick->x > 0.3 || rightControllerJoystick->x < -0.3) {
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player->rotation.y += rightcontroller->joystick.x/4;
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}
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if(!rightcontroller->lastButton && rightcontroller->button){
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rightcontroller->lastButton = rightcontroller->button;
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controller.rumble(rightcontroller->controllerId, 100, 200);
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player->NextRightWeapon();
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}
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player->rightWeapon->rotateWeapon(Vec3f(rightcontroller->ypr.y + 140, 0, -rightcontroller->ypr.z));
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}
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@@ -151,14 +162,25 @@ void CrystalPoint::update()
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if (!worldhandler->isPlayerPositionValid())
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player->position = oldPosition;
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/*else if (player->position.y > oldPosition.y + 1.2)
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player->position = oldPosition;
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*/
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worldhandler->update(deltaTime);
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}
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else
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{
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menu->update();
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if (leftcontroller != nullptr) {
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Vec2f *leftControllerJoystick = &leftcontroller->joystick;
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if (leftControllerJoystick->y > 0.3 || leftControllerJoystick->y < -0.3) {
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cursor->update(Vec2f(cursor->mousePosition.x,cursor->mousePosition.y+leftControllerJoystick->y ));
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}
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if (leftControllerJoystick->x > 0.3 || leftControllerJoystick->x < -0.3) {
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cursor->update(Vec2f(cursor->mousePosition.x+leftControllerJoystick->x ,cursor->mousePosition.y));
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}
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if(leftcontroller->button){
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cursor->state = 137;
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}else if(cursor->state == 137){
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cursor->state = GLUT_UP;
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}
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}
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cursor->update(cursor->mousePosition + mouseOffset);
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}
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@@ -2,6 +2,7 @@
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#include <cmath>
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#include "Enemy.h"
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#include "Model.h"
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#include "Player.h"
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#include <iostream>
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Enemy::Enemy(const std::string &fileName,
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@@ -80,6 +81,14 @@ void Enemy::collide(const Entity * entity)
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position.z = difference.z + entity->position.z;
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}
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void Enemy::hit(int damage){
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health -= damage;
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}
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bool Enemy::isDead(){
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return health < 0;
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}
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void Enemy::update(float delta)
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{
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music->SetPos(position, Vec3f());
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@@ -116,4 +125,21 @@ void Enemy::update(float delta)
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}
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rotation.y = atan2f(dx, dz) * 180 / M_PI;
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}
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Player *player = Player::getInstance();
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if(inObject(player->position + player->leftWeapon->collisionPoint)){
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if(!isHit){
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isHit = true;
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hit(player->leftWeapon->damage);
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}
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std::cout << "HIT1";
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}else if(inObject(player->rightWeapon->collisionPoint)){
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if(!isHit){
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isHit = true;
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hit(player->rightWeapon->damage);
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}
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std::cout << "HIT2";
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}else{
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isHit = false;
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}
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}
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@@ -21,11 +21,15 @@ public:
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int xp;
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bool attack;
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bool isHit;
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void update(float);
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void draw();
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void inEyeSight(Vec3f &);
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void collide(const Entity *entity);
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void hit(int damage);
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bool isDead(void);
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private:
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int hit_sound_id;
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};
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@@ -61,6 +61,7 @@ int main(int argc, char* argv[])
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if (button == GLUT_LEFT_BUTTON)
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Cursor::getInstance()->state = state;
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//std::cout << "Left button is down" << std::endl;
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};
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+89
@@ -0,0 +1,89 @@
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//
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// Created by janco on 6/21/16.
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//
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#include "Matrix.h"
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Matrix::Matrix(int size = 4)
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{
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data = new float[size][size];
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}
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Matrix Matrix::identity()
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{
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Matrix m = new Matrix(4);
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m.data[0,0] = 1;
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m.data[1,1] = 1;
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m.data[2,2] = 1;
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m.data[3,3] = 1;
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return m;
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}
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Matrix Matrix::rotation(float angle, Vector3 axis)
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{
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Matrix m = Matrix.identity();
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float c = (float) Math.Cos((double) angle);
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float s = (float) Math.Sin((double) angle);
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m.data[0, 0] = (float) Math.Pow(axis.x, 2) * (1 - c) + c;
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m.data[0, 1] = axis.x * axis.y * (1 - c) - axis.z * s;
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m.data[0, 2] = axis.x * axis.z * (1 - c) - axis.y * s;
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m.data[1, 0] = axis.x * axis.y * (1 - c) + axis.z * s;
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m.data[1, 1] = (float)Math.Pow(axis.y, 2) * (1 - c) + c;
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m.data[1, 2] = axis.y * axis.z * (1 - c) + axis.x * s;
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m.data[2, 0] = axis.x * axis.z * (1 - c) + axis.y * s;
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m.data[2, 1] = axis.y * axis.z * (1 - c) - axis.x * s;
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m.data[2, 2] = (float)Math.Pow(axis.z, 2) * (1 - c) + c;
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return m;
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}
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Matrix Matrix::translate(Vector3 offset)
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{
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Matrix m = Matrix.identity();
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for(int i = 0; i < 3; i++)
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{
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m.data[i, 3] = offset.data[i];
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}
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return m;
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}
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Vec3f Matrix::operator * (Matrix mat, Vec3f vec)
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{
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Vec3f v = Vec3f(0,0,0);
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for(int i = 0; i < 4; i++)
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{
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v.data[i] = 0;
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for(int p = 0; p < 4; p++)
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{
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v.data[i] += mat.data[i, p] * vec.data[p];
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}
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}
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return v;
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}
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Matrix Matrix::operator * (Matrix mat1, Matrix mat2)
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{
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Matrix m = Matrix.identity();
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for (int i = 0; i < 4; i++)
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{
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for (int p = 0; p < 4; p++)
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{
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m.data[i, p] = 0;
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for (int q = 0; q < 4; q++)
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{
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m.data[i, p] += mat1.data[i, q] * mat2.data[q, p];
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}
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}
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}
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return m;
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}
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};
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@@ -0,0 +1,26 @@
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//
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// Created by janco on 6/21/16.
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//
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#ifndef CRYSTALPOINT_MATRIX_H
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#define CRYSTALPOINT_MATRIX_H
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class Matrix {
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private:
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public:
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float *data;
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Matrix(int i = 4);
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~Matrix();
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static Matrix rotation(int angle, Vec3f axis);
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static Matrix identity(void);
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static Matrix translate(Vec3f offset);
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Matrix operator * (Matrix m1, Matrix m2);
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Vec3f operator * (Matrix m, Vec3f v);
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}
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#endif //CRYSTALPOINT_MATRIX_H
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+11
-2
@@ -150,6 +150,7 @@ void Player::loadWeapons()
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std::string name = w["name"].asString();
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std::string fileN = w["file"].asString();
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float damage = w["damage"].asFloat();
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float scale = w["scale"].asFloat();
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Weapon::Element e = Weapon::FIRE;
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@@ -174,8 +175,8 @@ void Player::loadWeapons()
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Vec2f maxRot = Vec2f(w["maxRotation"][0].asFloat(), w["maxRotation"][1].asFloat());
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Vec2f minRot = Vec2f(w["minRotation"][0].asFloat(), w["minRotation"][1].asFloat());
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lweapon = new Weapon(name, damage, e, fileN, 1, position, rotation, leftoffset, anchor, maxRot, minRot, collision);
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rweapon = new Weapon(name, damage, e, fileN, 1, position, rotation, rightoffset, anchor, maxRot, minRot, collision);
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lweapon = new Weapon(name, damage, e, fileN, scale, position, rotation, leftoffset, anchor, maxRot, minRot, collision);
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rweapon = new Weapon(name, damage, e, fileN, scale, position, rotation, rightoffset, anchor, maxRot, minRot, collision);
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leftweapons.push_back(lweapon);
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rightweapons.push_back(rweapon);
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@@ -191,6 +192,8 @@ void Player::PreviousRightWeapon()
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currentrightweapon = (rightweapons.size() > level ? level - 1 : rightweapons.size() - 1);
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rightWeapon = rightweapons[currentrightweapon];
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rightWeapon->move(position);
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rightWeapon->rotate(rotation);
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}
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void Player::NextRightWeapon(void)
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{
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@@ -200,6 +203,8 @@ void Player::NextRightWeapon(void)
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currentrightweapon = 0;
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rightWeapon = rightweapons[currentrightweapon];
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rightWeapon->move(position);
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rightWeapon->rotate(rotation);
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}
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void Player::PreviousLeftWeapon(void)
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{
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@@ -209,6 +214,8 @@ void Player::PreviousLeftWeapon(void)
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currentleftweapon = (leftweapons.size() > level ? level - 1 : leftweapons.size() - 1);
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leftWeapon = leftweapons[currentleftweapon];
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leftWeapon->move(position);
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leftWeapon->rotate(rotation);
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}
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void Player::NextLeftWeapon(void)
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{
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@@ -218,4 +225,6 @@ void Player::NextLeftWeapon(void)
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currentleftweapon = 0;
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leftWeapon = leftweapons[currentleftweapon];
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leftWeapon->move(position);
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leftWeapon->rotate(rotation);
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}
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@@ -2,6 +2,7 @@
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#include <cmath>
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#include "Vector.h"
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Vec3f::Vec3f(float x, float y, float z)
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{
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this->x = x;
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+44
-10
@@ -27,7 +27,8 @@ Weapon::Weapon(std::string name, int damage, Element e, std::string modelFilenam
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this->ankerPoint = ankerPoint;
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this->maxRotation = maxRotation;
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this->minRotation = minRotation;
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this->collision = collision;
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this->collisionPoint = collisionPoint;
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};
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Weapon::~Weapon(){
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@@ -52,11 +53,28 @@ void Weapon::move(Vec3f location){
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position = location;
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}
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Vec3f multiply(float matrix[16], Vec3f vec)
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{
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Vec3f result;
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for(int i = 0; i < 4; i++)
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{
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for(int p = 0; p < 4; p++)
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{
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result[i] += matrix[i * p] * vec[p];
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}
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}
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return result;
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}
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void Weapon::draw(){
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if (weaponmodel != nullptr)
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{
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glPushMatrix();
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//Player position and rotation
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glTranslatef(position.x, position.y, position.z);
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glRotatef(rotation.x, 1, 0, 0);
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@@ -66,28 +84,44 @@ void Weapon::draw(){
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//offset from player
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glTranslatef(offsetPlayer.x, offsetPlayer.y, offsetPlayer.z);
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glScalef(scale, scale, scale);
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//Rotate weapon itself, from specific anker point
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glTranslatef(ankerPoint.x, ankerPoint.y, ankerPoint.z);
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glRotatef(rotationWeapon.z, 0, 0, 1);
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glRotatef(rotationWeapon.y, 0, 1, 0);
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glRotatef(rotationWeapon.x, 1, 0, 0);
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glTranslatef(-ankerPoint.x, -ankerPoint.y, -ankerPoint.z);
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glScalef(scale, scale, scale);
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weaponmodel->draw();
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//Test code for finding anker point
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/*
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glColor3ub(255, 255, 0);
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glTranslatef(ankerPoint.x, ankerPoint.y, ankerPoint.z);
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glBegin(GL_LINES);
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glVertex2f(0, 4);
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glVertex2f(0, -4);
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glVertex2f(4, 0);
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glVertex2f(-4, 0);
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glEnd();
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glEnd();*/
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glTranslatef(-ankerPoint.x, -ankerPoint.y, -ankerPoint.z);
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weaponmodel->draw();
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||||
//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();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -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;
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
||||
@@ -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
@@ -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
@@ -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
|
||||
}],
|
||||
|
||||
Reference in New Issue
Block a user