Added controller cursor in menu

This commit is contained in:
jancoow
2016-06-21 22:12:08 +02:00
parent 0431e9c230
commit e7163fc07c
10 changed files with 202 additions and 30 deletions
+1 -1
View File
@@ -121,7 +121,7 @@ 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->button = !(data[8] == "0");
c->magnetSwitch = !(data[9] == "0");
}
}
+38 -23
View File
@@ -65,7 +65,10 @@ void CrystalPoint::update()
if (keyboardState.keys[27] && !prevKeyboardState.keys[27])
state = !state;
Controller *rightcontroller = controller.getRightController();
Controller *leftcontroller = controller.getLeftController();
if (state)
{
if (keyboardState.special[GLUT_KEY_LEFT] && !prevKeyboardState.special[GLUT_KEY_LEFT])
@@ -100,42 +103,43 @@ 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;
}
}
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;
}
player->rightWeapon->rotateWeapon(Vec3f(rightcontroller->ypr.y + 140, 0, -rightcontroller->ypr.z));
}
@@ -151,10 +155,21 @@ void CrystalPoint::update()
}
else
{
if (keyboardState.keys[27]){
glutExit();
}
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);
}
+4 -1
View File
@@ -133,16 +133,19 @@ void Enemy::update(float delta)
rotation.y = atan2f(dx, dz) * 180 / M_PI;
}
Player *player = Player::getInstance();
if(inObject(player->leftWeapon->collisionPoint)){
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;
}
+1
View File
@@ -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
View File
@@ -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
View File
@@ -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
+1
View File
@@ -2,6 +2,7 @@
#include <cmath>
#include "Vector.h"
Vec3f::Vec3f(float x, float y, float z)
{
this->x = x;
+38 -4
View File
@@ -22,6 +22,8 @@ Weapon::Weapon(std::string modelFilename, float scale, Vec3f location, Vec2f rot
this->maxRotation = maxRotation;
this->minRotation = minRotation;
this->collisionPoint = collisionPoint;
this->damage = 1;
};
Weapon::~Weapon(){
@@ -46,6 +48,22 @@ 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)
{
@@ -67,13 +85,27 @@ void Weapon::draw(){
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);
//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));
glScalef(scale, scale, scale);
glPopMatrix();
glPushMatrix();
glTranslatef(point.x, point.y, point.z);
glColor3ub(255, 255, 0);
glBegin(GL_LINES);
glVertex2f(0, 4);
glVertex2f(0, -4);
@@ -82,6 +114,8 @@ void Weapon::draw(){
glEnd();
glPopMatrix();
}
}
+1
View File
@@ -28,6 +28,7 @@ public:
Vec3f position, rotation, rotationWeapon;
Vec3f offsetPlayer, ankerPoint, collisionPoint;
Vec2f maxRotation, minRotation;
};
+3 -1
View File
@@ -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++;
}