diff --git a/ControllerHandler.cpp b/ControllerHandler.cpp index 5e12a15..300d253 100644 --- a/ControllerHandler.cpp +++ b/ControllerHandler.cpp @@ -121,7 +121,7 @@ void ControllerHandler::commandControllerData(std::vector 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"); } } diff --git a/CrystalPoint.cpp b/CrystalPoint.cpp index a37683f..915532d 100644 --- a/CrystalPoint.cpp +++ b/CrystalPoint.cpp @@ -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); } diff --git a/Enemy.cpp b/Enemy.cpp index efe6147..f602596 100644 --- a/Enemy.cpp +++ b/Enemy.cpp @@ -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; } diff --git a/Main.cpp b/Main.cpp index c119e64..4ac85b1 100644 --- a/Main.cpp +++ b/Main.cpp @@ -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; }; diff --git a/Matrix.cpp b/Matrix.cpp new file mode 100644 index 0000000..97d91c3 --- /dev/null +++ b/Matrix.cpp @@ -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; + } +}; \ No newline at end of file diff --git a/Matrix.h b/Matrix.h new file mode 100644 index 0000000..9e631ea --- /dev/null +++ b/Matrix.h @@ -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 diff --git a/Vector.cpp b/Vector.cpp index 35a6d41..c7ea763 100644 --- a/Vector.cpp +++ b/Vector.cpp @@ -2,6 +2,7 @@ #include #include "Vector.h" + Vec3f::Vec3f(float x, float y, float z) { this->x = x; diff --git a/Weapon.cpp b/Weapon.cpp index 55e1514..83f7349 100644 --- a/Weapon.cpp +++ b/Weapon.cpp @@ -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(); - } } + + + diff --git a/Weapon.h b/Weapon.h index b31f5e9..4176806 100644 --- a/Weapon.h +++ b/Weapon.h @@ -28,6 +28,7 @@ public: Vec3f position, rotation, rotationWeapon; Vec3f offsetPlayer, ankerPoint, collisionPoint; Vec2f maxRotation, minRotation; + }; diff --git a/World.cpp b/World.cpp index b3321ac..97562a7 100644 --- a/World.cpp +++ b/World.cpp @@ -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++; }