10 enemies in demo

This commit is contained in:
h4570
2022-08-12 23:40:26 +02:00
parent 2054dba4ec
commit 8829bf3035
23 changed files with 596 additions and 224 deletions
+19 -1
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@@ -12,12 +12,18 @@
#include <renderer/3d/mesh/dynamic/dynamic_mesh.hpp>
#include <renderer/3d/pipeline/dynamic/dynpip_options.hpp>
#include <renderer/3d/mesh/dynamic/animation_sequence_callback.hpp>
#include "states/game/renderer/renderer_dynamic_pair.hpp"
#include "states/game/terrain/heightmap.hpp"
#include <renderer/renderer.hpp>
#include <engine.hpp>
#include "./enemy_info.hpp"
using Tyra::AnimationSequenceCallback;
using Tyra::Audio;
using Tyra::DynamicMesh;
using Tyra::DynPipOptions;
using Tyra::Engine;
using Tyra::Renderer;
using Tyra::TextureRepository;
using Tyra::Vec4;
@@ -26,7 +32,7 @@ namespace Demo {
class Enemy {
public:
Enemy(TextureRepository* repo);
Enemy(Engine* engine, const EnemyInfo& info);
~Enemy();
DynamicMesh* mesh;
@@ -36,7 +42,19 @@ class Enemy {
void update(const Heightmap& heightmap, const Vec4& playerPosition);
private:
std::vector<u32> walkSequence;
std::vector<u32> fightSequence;
void allocateOptions();
void walk(const Heightmap& heightmap, const Vec4& positionDiff);
void animationCallback(const AnimationSequenceCallback& callback);
void fight();
bool isWalking = true;
bool isFighting = false;
Audio* audio;
EnemyInfo info;
};
} // namespace Demo
+31
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@@ -0,0 +1,31 @@
/*
# _____ ____ ___
# | \/ ____| |___|
# | | | \ | |
#-----------------------------------------------------------------------
# Copyright 2022, tyra - https://github.com/h4570/tyra
# Licensed under Apache License 2.0
# Sandro Sobczyński <sandro.sobczynski@gmail.com>
*/
#pragma once
#include <tyra>
#include <audsrv.h>
using Tyra::DynamicMesh;
using Tyra::Texture;
using Tyra::Vec4;
namespace Demo {
struct EnemyInfo {
u8 adpcmChannel;
audsrv_adpcm_t* adpcmSample;
DynamicMesh* motherMesh;
Texture* bodyTexture;
Texture* clothTexture;
Vec4 spawnPoint;
};
} // namespace Demo
@@ -0,0 +1,43 @@
/*
# _____ ____ ___
# | \/ ____| |___|
# | | | \ | |
#-----------------------------------------------------------------------
# Copyright 2022, tyra - https://github.com/h4570/tyra
# Licensed under Apache License 2.0
# Sandro Sobczyński <sandro.sobczynski@gmail.com>
*/
#pragma once
#include "states/game/terrain/heightmap.hpp"
#include "./enemy.hpp"
#include <tyra>
#include <vector>
using Tyra::DynamicMesh;
using Tyra::Engine;
using Tyra::Texture;
using Tyra::TextureRepository;
using Tyra::Vec4;
namespace Demo {
class EnemyManager {
public:
EnemyManager(Engine* engine, const Heightmap& heightmap);
~EnemyManager();
void update(const Heightmap& heightmap, const Vec4& playerPosition);
std::vector<RendererDynamicPair*> getPairs() const;
private:
TextureRepository* textureRepo;
std::vector<Enemy*> enemies;
DynamicMesh* motherMesh;
Texture* bodyTexture;
Texture* clothTexture;
};
} // namespace Demo
+2 -2
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@@ -17,7 +17,7 @@
#include "./terrain/terrain.hpp"
#include "./skybox/skybox.hpp"
#include "./debug_object.hpp"
#include "./enemy/enemy.hpp"
#include "./enemy/enemy_manager.hpp"
namespace Demo {
@@ -45,7 +45,7 @@ class GameState : public State<GlobalStateType> {
GameRenderer renderer;
Player* player;
Enemy* enemy;
EnemyManager* enemyManager;
Terrain* terrain;
Skybox* skybox;
DebugObject* dbgObj;
+70 -28
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@@ -9,38 +9,48 @@
*/
#include "states/game/enemy/enemy.hpp"
#include "loaders/3d/obj_loader/obj_loader.hpp"
#include <file/file_utils.hpp>
#include <functional>
#include "debug/debug.hpp"
using Tyra::FileUtils;
using Tyra::Math;
using Tyra::ObjLoader;
using Tyra::ObjLoaderOptions;
namespace Demo {
Enemy::Enemy(TextureRepository* repo) {
ObjLoader loader;
Enemy::Enemy(Engine* engine, const EnemyInfo& t_info) {
info = t_info;
ObjLoaderOptions objOptions;
objOptions.animation.count = 6;
objOptions.flipUVs = true;
objOptions.scale = 250.0F;
mesh = new DynamicMesh(*info.motherMesh);
auto* data = loader.load(FileUtils::fromCwd("game/models/zombie/zombie.obj"),
objOptions);
data->normalsEnabled = false;
mesh = new DynamicMesh(*data);
auto* bodyMaterial = mesh->getMaterialByName("BodyMaterial");
auto* clothMaterial = mesh->getMaterialByName("ClothMaterial");
delete data;
TYRA_ASSERT(bodyMaterial != nullptr && clothMaterial != nullptr,
"Body and cloth materials not found!");
mesh->playAnimation(0, mesh->frames.size() - 1);
mesh->setAnimSpeed(0.1F);
info.bodyTexture->addLink(bodyMaterial->id);
info.clothTexture->addLink(clothMaterial->id);
repo->addByMesh(mesh, FileUtils::fromCwd("game/models/zombie/"), "png");
float r = Math::randomf(64.0F, 128.0F);
float g = Math::randomf(64.0F, 128.0F);
float b = Math::randomf(64.0F, 128.0F);
bodyMaterial->ambient.set(r, g, b);
clothMaterial->ambient.set(r, g, b);
walkSequence = {0, 1, 2};
fightSequence = {3, 4, 5};
mesh->setPosition(info.spawnPoint);
mesh->animation.setSequence(walkSequence);
mesh->animation.loop = true;
mesh->animation.setCallback(
std::bind(&Enemy::animationCallback, this, std::placeholders::_1));
mesh->translation.translateY(-5.0F);
audio = &engine->audio;
audio->adpcm.setVolume(50, info.adpcmChannel);
allocateOptions();
pair = new RendererDynamicPair{mesh, options};
@@ -58,14 +68,10 @@ void Enemy::update(const Heightmap& heightmap, const Vec4& playerPosition) {
auto diff = *enemyPosition - playerPosition;
auto ang = Math::atan2(diff.x, diff.z);
if (diff.length() > 30.0F) {
diff.normalize();
const float speed = 1.5F;
auto nextPos = *enemyPosition - diff * speed;
nextPos.y = heightmap.getHeightOffset(nextPos) - 60.0F;
mesh->translation.identity();
mesh->translation.translate(nextPos);
if (diff.length() > 110.0F) {
walk(heightmap, diff);
} else {
fight();
}
const float naturalRotation = 3.1F;
@@ -73,7 +79,43 @@ void Enemy::update(const Heightmap& heightmap, const Vec4& playerPosition) {
ang += naturalRotation;
mesh->rotation.rotateByAngle(ang, Vec4(0.0F, 1.0F, 0.0F, 0.0F));
mesh->animate();
mesh->update();
}
void Enemy::walk(const Heightmap& heightmap, const Vec4& positionDiff) {
if (isFighting) {
mesh->animation.setSequence(walkSequence);
}
isFighting = false;
isWalking = true;
auto* enemyPosition = mesh->getPosition();
auto normalized = positionDiff;
normalized.normalize();
const float speed = 2.5F;
auto nextPos = *enemyPosition - normalized * speed;
nextPos.y = heightmap.getHeightOffset(nextPos) - 60.0F;
mesh->translation.identity();
mesh->translation.translate(nextPos);
}
void Enemy::fight() {
if (isWalking) {
mesh->animation.setSequence(fightSequence);
}
isFighting = true;
isWalking = false;
}
void Enemy::animationCallback(const AnimationSequenceCallback& callback) {
if (callback == AnimationSequenceCallback::AnimationSequenceCallback_Loop) {
if (isFighting) {
audio->adpcm.tryPlay(info.adpcmSample, info.adpcmChannel);
}
}
}
void Enemy::allocateOptions() { options = new DynPipOptions(); }
@@ -0,0 +1,92 @@
/*
# _____ ____ ___
# | \/ ____| |___|
# | | | \ | |
#-----------------------------------------------------------------------
# Copyright 2022, tyra - https://github.com/h4570/tyra
# Licensed under Apache License 2.0
# Sandro Sobczyński <sandro.sobczynski@gmail.com>
*/
#include "states/game/enemy/enemy_manager.hpp"
#include "loaders/3d/obj_loader/obj_loader.hpp"
#include <file/file_utils.hpp>
#include <functional>
#include "debug/debug.hpp"
using Tyra::FileUtils;
using Tyra::Math;
using Tyra::ObjLoader;
using Tyra::ObjLoaderOptions;
namespace Demo {
EnemyManager::EnemyManager(Engine* engine, const Heightmap& heightmap) {
textureRepo = &engine->renderer.core.texture.repository;
ObjLoader loader;
ObjLoaderOptions objOptions;
objOptions.animation.count = 6;
objOptions.flipUVs = true;
objOptions.scale = 250.0F;
auto* data = loader.load(FileUtils::fromCwd("game/models/zombie/zombie.obj"),
objOptions);
data->normalsEnabled = false;
motherMesh = new DynamicMesh(*data);
delete data;
bodyTexture = textureRepo->add(
FileUtils::fromCwd("game/models/zombie/BodyMaterial.png"));
clothTexture = textureRepo->add(
FileUtils::fromCwd("game/models/zombie/ClothMaterial.png"));
auto* sample = engine->audio.adpcm.load(
FileUtils::fromCwd("game/models/zombie/punch.adpcm"));
const int enemyCount = 10;
for (int i = 0; i < enemyCount; i++) {
EnemyInfo info;
info.adpcmChannel = 9 + i;
info.adpcmSample = sample;
info.motherMesh = motherMesh;
info.clothTexture = clothTexture;
info.bodyTexture = bodyTexture;
info.spawnPoint =
Vec4(Math::randomf(heightmap.leftUp.x, heightmap.rightDown.x), 0.0F,
Math::randomf(heightmap.leftUp.z, heightmap.rightDown.z), 1.0F);
enemies.push_back(new Enemy(engine, info));
}
}
EnemyManager::~EnemyManager() {
for (auto* enemy : enemies) {
delete enemy;
}
delete motherMesh;
textureRepo->free(bodyTexture->id);
textureRepo->free(clothTexture->id);
}
std::vector<RendererDynamicPair*> EnemyManager::getPairs() const {
std::vector<RendererDynamicPair*> result;
for (auto* enemy : enemies) {
result.push_back(enemy->pair);
}
return result;
}
void EnemyManager::update(const Heightmap& heightmap,
const Vec4& playerPosition) {
for (auto* enemy : enemies) {
enemy->update(heightmap, playerPosition);
}
}
} // namespace Demo
+5 -5
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@@ -37,8 +37,8 @@ void GameState::onStart() {
auto* repository = &engine->renderer.core.texture.repository;
player = new Player(engine);
enemy = new Enemy(repository);
terrain = new Terrain(repository);
enemyManager = new EnemyManager(engine, terrain->heightmap);
skybox = new Skybox(repository);
dbgObj = new DebugObject(repository);
@@ -49,7 +49,7 @@ GlobalStateType GameState::onFinish() {
if (!initialized) return STATE_EXIT;
delete player;
delete enemy;
delete enemyManager;
delete terrain;
delete skybox;
delete dbgObj;
@@ -59,7 +59,7 @@ GlobalStateType GameState::onFinish() {
}
void GameState::update() {
if (fpsChecker++ > 100) {
if (fpsChecker++ > 50) {
TYRA_LOG("FPS: ", engine->info.getFps());
fpsChecker = 0;
}
@@ -71,13 +71,13 @@ void GameState::update() {
dbgObj->setPosition(*cameraInfo.looksAt);
player->update(terrain->heightmap);
enemy->update(terrain->heightmap, player->getPosition());
enemyManager->update(terrain->heightmap, player->getPosition());
renderer.clear();
{
renderer.add(skybox->pair);
renderer.add(player->pair);
renderer.add(enemy->pair);
renderer.add(enemyManager->getPairs());
renderer.add(terrain->pair);
renderer.add(dbgObj->pair);
}
+1 -1
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@@ -18,7 +18,7 @@ Player::Player(Engine* engine)
pad = &engine->pad;
position = Vec4(3.0F, 50.0F, 0.0F);
camera.lookAt = Vec4(0.0F, 0.0F, -30.0F);
speed = 3.5F;
speed = 5.0F;
}
Player::~Player() { delete pair; }
-53
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@@ -115,59 +115,6 @@ void Weapon::update() {
}
}
// float tX = 0.0F;
// float tY = -3.0F;
// float tZ = -10.0F;
// float rY = 0.1F;
// float rZ = -4.3F;
// void Weapon::debugPosition(Pad* pad) {
// const auto& leftJoy = pad->getLeftJoyPad();
// const auto& rightJoy = pad->getRightJoyPad();
// const float offset = 0.05F;
// if (leftJoy.v <= 100) {
// rY -= offset;
// } else if (leftJoy.v >= 200) {
// rY += offset;
// }
// if (leftJoy.h <= 100) {
// rZ -= offset;
// } else if (leftJoy.h >= 200) {
// rZ += offset;
// }
// if (rightJoy.h <= 100) {
// tY -= offset;
// } else if (rightJoy.h >= 200) {
// tY += offset;
// }
// if (rightJoy.v <= 100) {
// tZ -= offset;
// } else if (rightJoy.v >= 200) {
// tZ += offset;
// }
// if (pad->getPressed().Circle) {
// tX -= offset;
// } else if (pad->getPressed().Cross) {
// tX += offset;
// }
// mesh->rotation.identity();
// mesh->rotation.rotateY(rY);
// mesh->rotation.rotateZ(rZ);
// mesh->translation.identity();
// mesh->translation.translateX(tX);
// mesh->translation.translateY(tY);
// mesh->translation.translateZ(tZ);
// TYRA_LOG("tX: ", tX, " tY: ", tY, " tZ: ", tZ, " rY: ", rY, " rZ: ", rZ);
// }
void Weapon::allocateOptions() {
options = new StaPipOptions();
options->textureMappingType = Tyra::TyraNearest;