enemy logic added to enemy and out of world

This commit is contained in:
Remco
2016-06-03 11:09:48 +02:00
parent 1c59a3bc6f
commit c3fe041eb1
12 changed files with 49 additions and 39 deletions
+4 -4
View File
@@ -13,7 +13,7 @@ void CrystalPoint::init()
lastFrameTime = 0;
glClearColor(0.7, 0.7, 1.0, 1.0);
glClearColor(0.7f, 0.7f, 1.0f, 1.0f);
mousePosition = Vec2f(width / 2, height / 2);
}
@@ -85,13 +85,13 @@ void CrystalPoint::update()
if (keyboardState.keys['d']) player->setPosition(180, deltaTime*speed, false);
if (keyboardState.keys['w']) player->setPosition(90, deltaTime*speed, false);
if (keyboardState.keys['s']) player->setPosition(270, deltaTime*speed, false);
//if (keyboardState.keys['q']) player->setPosition(1, deltaTime*speed, true);
//if (keyboardState.keys['e']) player->setPosition(-1, deltaTime*speed, true);
if (keyboardState.keys['q']) player->setPosition(1, deltaTime*speed, true);
if (keyboardState.keys['e']) player->setPosition(-1, deltaTime*speed, true);
if (!worldhandler->isPlayerPositionValid())
player->position = oldPosition;
player->position.y = worldhandler->getHeight(player->position.x, player->position.z) + 1.7f;
//player->position.y = worldhandler->getHeight(player->position.x, player->position.z) + 1.7f;
worldhandler->update(deltaTime);
+16
View File
@@ -48,6 +48,22 @@ void Enemy::draw()
glPopMatrix();
}
void Enemy::inEyeSight(Vec3f & TargetPosition)
{
if (position.Distance(TargetPosition) <= radius)
{
hasTarget = true;
target = TargetPosition;
}
else
hasTarget = false;
}
bool Enemy::hasCollison(Vec3f &)
{
}
void Enemy::update(float delta)
{
if (hasTarget)
+3
View File
@@ -16,5 +16,8 @@ public:
void update(float);
void draw();
void inEyeSight(Vec3f &);
bool hasCollison(Vec3f &);
};
+2 -2
View File
@@ -21,17 +21,17 @@ Entity::~Entity()
void Entity::draw()
{
//rotation.y += 0.05f;
if (model)
{
glPushMatrix();
glTranslatef(position.x, position.y, position.z);
glRotatef(rotation.x, 1, 0, 0);
glRotatef(rotation.y, 0, 1, 0);
glRotatef(rotation.z, 0, 0, 1);
glScalef(scale, scale, scale);
glTranslatef(-model->center.x, 0, -model->center.z);
//glTranslatef(-model->center.x, 0, -model->center.z);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
+1 -1
View File
@@ -57,7 +57,7 @@ void configureOpenGL()
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(800, 600);
glutCreateWindow("Crystal Point");
//glutFullScreen();
glutFullScreen();
//Depth testing
glEnable(GL_DEPTH_TEST);
+2 -3
View File
@@ -7,7 +7,7 @@ Player* Player::instance = NULL;
Player::Player()
{
speed = 10;
}
Player* Player::getInstance()
@@ -41,8 +41,7 @@ void Player::setCamera()
}
void Player::setPosition(float angle, float fac, bool height)
{
fac *= speed;
{
if (height)
position.y += angle*fac;
else
-3
View File
@@ -22,7 +22,4 @@ public:
Model* leftWeapon;
Model* rightWeapon;
float speed;
};
+10 -16
View File
@@ -29,10 +29,10 @@ World::World(const std::string &fileName)
if (!v["world"]["scale"].isNull())
scale = v["world"]["scale"].asFloat();
heightmap = new HeightMap(v["world"]["heightmap"].asString(), scale);
//heightmap = new HeightMap(v["world"]["heightmap"].asString(), scale);
if(!v["world"]["texture"].isNull())
heightmap->SetTexture(v["world"]["texture"].asString());
/*if(!v["world"]["texture"].isNull())
heightmap->SetTexture(v["world"]["texture"].asString());*/
player->position.x = v["player"]["startposition"][0].asFloat()*scale;
player->position.y = v["player"]["startposition"][1].asFloat()*scale;
@@ -87,12 +87,12 @@ World::World(const std::string &fileName)
World::~World()
{
delete heightmap;
//delete heightmap;
}
float World::getHeight(float x, float y)
{
return heightmap->GetHeight(x, y);
//return heightmap->GetHeight(x, y);
}
void World::draw()
@@ -104,8 +104,9 @@ void World::draw()
float lightAmbient[4] = { 0.5, 0.5, 0.5, 1 };
glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
heightmap->Draw();
glColor4f(1.0f,1.0f, 1.0f, 1.0f);
//heightmap->Draw();
for (auto &enemy : enemies)
enemy->draw();
@@ -123,16 +124,9 @@ void World::update(float elapsedTime)
{
//Al deze code zou in enemy moeten staan
if (enemy->position.Distance(player->position) <= enemy->radius)
{
enemy->hasTarget = true;
enemy->target.x = player->position.x;
enemy->target.z = player->position.z;
}
else
enemy->hasTarget = false;
enemy->inEyeSight(player->position);
Vec3f oldpos = enemy->position;
enemy->update(elapsedTime);
if (enemy->hasTarget)
{
+1 -1
View File
@@ -17,7 +17,7 @@ public:
std::vector<Enemy*> enemies;
Player* player;
HeightMap* heightmap;
//HeightMap* heightmap;
void draw();
void update(float elapsedTime);
+7 -5
View File
@@ -15,17 +15,19 @@
]
},
"player": {
"startposition": [ 200, 40, 200 ]
"startposition": [ 0, 1.7, 0]
},
"objects": [
{
"file": "models/boom/Boom.obj",
"pos": [ 4, 0, -4 ]
"pos": [ 4, 0, -4 ],
"collide": "true"
},
{
{
"file": "models/boom/Boom.obj",
"pos": [ -4, 0, -4 ]
}
"pos": [ -4, 0, -4 ],
"collide": "true"
}
],
"enemies": [
{
+3 -3
View File
@@ -5,12 +5,12 @@
"scale": 2
},
"player": {
"startposition": [ 100, 20, 100 ]
"startposition": [ 0, 1.7, 0]
},
"objects": [
{
"file": "models/boom/Boom.obj",
"pos": [ 4, 0, -4 ]
"pos": [ 10, 0, -4 ]
},
{
"file": "models/Teleporter/Teleporter.obj",
@@ -20,7 +20,7 @@
"enemies": [
{
"file": "models/squid/Blooper.obj",
"pos": [ 1, 2, -10 ],
"pos": [ 10, 2, -10 ],
"scale": 0.01
}
]
-1
View File
@@ -1,6 +1,5 @@
{
"worlds": [
"worlds/small.json",
"worlds/ice.json",
"worlds/fire.json"
]