add basic shoot on enemy

This commit is contained in:
h4570
2022-08-14 20:48:10 +02:00
parent 37257b253a
commit 26596fa2c3
6 changed files with 39 additions and 13 deletions
+4 -2
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@@ -1,5 +1,9 @@
------------ Tyra's v2.0 roadmap to publish on GitHub ------------
- [Renderer] utility functions
- [Renderer] drawLine()
- [Renderer] drawBBox()
- [Renderer] drawPoint()
- [Demo] Red screen on hit
- [Demo] Count of killed zombies
- [Demo] Crosshair
@@ -36,9 +40,7 @@ because Mesh rendering uses only core.render()
- [renderer] fog
- [renderer] bbox parts optimization
- [md2] refactor
- [3D] Add drawLine(x, y , color, size)
- [2D] Fixed font support
- [3D] Add drawBBox(x, y , color, size)
- [File] Async file loading
- [obj] Add multicolor support to obj
- [Obj] Improve obj importing for multiple usemtl with same names
+5 -1
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@@ -13,6 +13,7 @@
#include <tyra>
#include "states/game/renderer/renderer_dynamic_pair.hpp"
#include "states/game/terrain/heightmap.hpp"
#include "states/game/player/player_shoot_action.hpp"
#include "./enemy_info.hpp"
using Tyra::AnimationSequenceCallback;
@@ -35,7 +36,8 @@ class Enemy {
DynPipOptions* options;
RendererDynamicPair* pair;
void update(const Heightmap& heightmap, const Vec4& playerPosition);
void update(const Heightmap& heightmap, const Vec4& playerPosition,
const PlayerShootAction& shootAction);
private:
std::vector<u32> walkSequence;
@@ -45,9 +47,11 @@ class Enemy {
void walk(const Heightmap& heightmap, const Vec4& positionDiff);
void animationCallback(const AnimationSequenceCallback& callback);
void fight();
void handlePlayerShoot(const PlayerShootAction& shootAction);
bool isWalking = true;
bool isFighting = false;
Vec4 spawnPoint;
Audio* audio;
EnemyInfo info;
+3 -1
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@@ -13,6 +13,7 @@
#include <tyra>
#include <vector>
#include "states/game/terrain/heightmap.hpp"
#include "states/game/player/player_shoot_action.hpp"
#include "./enemy.hpp"
using Tyra::DynamicMesh;
@@ -28,7 +29,8 @@ class EnemyManager {
EnemyManager(Engine* engine, const Heightmap& heightmap);
~EnemyManager();
void update(const Heightmap& heightmap, const Vec4& playerPosition);
void update(const Heightmap& heightmap, const Vec4& playerPosition,
const PlayerShootAction& shootAction);
std::vector<RendererDynamicPair*> getPairs() const;
+22 -1
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@@ -39,6 +39,7 @@ Enemy::Enemy(Engine* engine, const EnemyInfo& t_info) {
walkSequence = {0, 1, 2};
fightSequence = {3, 4, 5};
spawnPoint = info.spawnPoint;
mesh->setPosition(info.spawnPoint);
mesh->animation.setSequence(walkSequence);
@@ -61,9 +62,12 @@ Enemy::~Enemy() {
delete pair;
}
void Enemy::update(const Heightmap& heightmap, const Vec4& playerPosition) {
void Enemy::update(const Heightmap& heightmap, const Vec4& playerPosition,
const PlayerShootAction& shootAction) {
auto* enemyPosition = mesh->getPosition();
handlePlayerShoot(shootAction);
auto diff = *enemyPosition - playerPosition;
auto ang = Math::atan2(diff.x, diff.z);
@@ -81,6 +85,23 @@ void Enemy::update(const Heightmap& heightmap, const Vec4& playerPosition) {
mesh->update();
}
void Enemy::handlePlayerShoot(const PlayerShootAction& shootAction) {
if (!shootAction.isShooting) {
return;
}
const auto& ray = shootAction.ray.value();
auto bbox =
mesh->getCurrentBoundingBox().getTransformed(mesh->getModelMatrix());
auto isOnEnemy = ray.intersectBox(bbox.min(), bbox.max());
if (isOnEnemy) {
mesh->setPosition(spawnPoint);
TYRA_LOG("Enemy hit!");
}
}
void Enemy::walk(const Heightmap& heightmap, const Vec4& positionDiff) {
if (isFighting) {
mesh->animation.setSequence(walkSequence);
+4 -3
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@@ -43,7 +43,7 @@ EnemyManager::EnemyManager(Engine* engine, const Heightmap& heightmap) {
auto* sample = engine->audio.adpcm.load(
FileUtils::fromCwd("game/models/zombie/punch.adpcm"));
const int enemyCount = 10;
const int enemyCount = 2;
for (int i = 0; i < enemyCount; i++) {
EnemyInfo info;
info.adpcmChannel = 9 + i;
@@ -80,9 +80,10 @@ std::vector<RendererDynamicPair*> EnemyManager::getPairs() const {
}
void EnemyManager::update(const Heightmap& heightmap,
const Vec4& playerPosition) {
const Vec4& playerPosition,
const PlayerShootAction& shootAction) {
for (auto* enemy : enemies) {
enemy->update(heightmap, playerPosition);
enemy->update(heightmap, playerPosition, shootAction);
}
}
+1 -5
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@@ -67,12 +67,8 @@ void GameState::update() {
skybox->update(player->getPosition());
player->update(terrain->heightmap);
enemyManager->update(terrain->heightmap, player->getPosition());
auto shootAction = player->getShootAction();
if (shootAction.isShooting) {
shootAction.ray.value().print();
}
enemyManager->update(terrain->heightmap, player->getPosition(), shootAction);
auto cameraInfo = player->getCameraInfo();
dbgObj->setPosition(*cameraInfo.looksAt);