Added water mesh, jumping animation, skybox and diving.

This commit is contained in:
Foxar
2020-12-03 18:33:20 +01:00
parent 940271fe8c
commit bae834e599
7 changed files with 73 additions and 158 deletions
+8 -40
View File
@@ -1,53 +1,22 @@
EE_BIN = driver.elf
EE_BIN = dolphin.elf
TYRA_DIR = ./../../engine
EE_OBJS = \
../../engine/models/math/matrix.o \
../../engine/models/math/plane.o \
../../engine/models/math/point.o \
../../engine/models/math/vector3.o \
../../engine/models/mesh_frame.o \
../../engine/models/mesh_material.o \
../../engine/models/mesh.o \
../../engine/models/mesh_texture.o \
../../engine/modules/audio.o \
../../engine/modules/camera_base.o \
../../engine/modules/file_service.o \
../../engine/modules/gif_sender.o \
../../engine/modules/light.o \
../../engine/modules/pad.o \
../../engine/modules/renderer.o \
../../engine/modules/texture_repository.o \
../../engine/modules/timer.o \
../../engine/modules/vif_sender.o \
../../engine/utils/math.o \
../../engine/utils/string.o \
../../engine/loaders/bmp_loader.o \
../../engine/loaders/dff_loader.o \
../../engine/loaders/md2_loader.o \
../../engine/loaders/obj_loader.o \
../../engine/vu1_progs/draw3D.o \
../../engine/engine.o \
camera.o \
objects/player.o \
driver.o \
dolphin.o \
main.o
EE_LIBS = -ldraw -lgraph -lmath3d -lpacket -ldma -lpacket2 -lpad -laudsrv -lc -lstdc++
EE_INCS := -I./../../engine/include $(EE_INCS)
EE_DVP = dvp-as
EE_VCL = vcl
EE_LIBS = -ltyra
all: $(EE_BIN)
$(EE_STRIP) --strip-all $(EE_BIN)
mv $(EE_BIN) bin/$(EE_BIN)
rm $(EE_OBJS)
# https://github.com/microsoft/wsl/issues/2468#issuecomment-374904520
#%.vsm: %.vcl # sudo service binfmt-support start
# $(EE_VCL) $< >> $@
%.o: %.vsm
$(EE_DVP) $< -o $@
rebuild-engine:
cd $(TYRA_DIR) && make clean && make
clean:
rm -f $(EE_OBJS)
@@ -61,5 +30,4 @@ run: $(EE_BIN)
rm $(EE_OBJS)
cd bin/ && ps2client execee host:$(EE_BIN)
include $(PS2SDK)/samples/Makefile.pref
include $(PS2SDK)/samples/Makefile.eeglobal
include $(TYRA_DIR)/Makefile.pref
+3 -1
View File
@@ -14,7 +14,6 @@
const float CAMERA_Y = 15.0F;
Camera::Camera(ScreenSettings *t_screen) : CameraBase(t_screen, &position, &up)
{
verticalLevel = 80.0F;
@@ -35,14 +34,17 @@ void Camera::update(Pad &t_pad, Mesh &t_mesh)
void Camera::rotate(Pad &t_pad)
{
if (t_pad.rJoyH <= 50)
horizontalLevel -= 0.08;
else if (t_pad.rJoyH >= 200)
horizontalLevel += 0.04;
/*
if (t_pad.rJoyV <= 50 && verticalLevel > 25.0F)
verticalLevel -= 0.9F;
else if (t_pad.rJoyV >= 200 && verticalLevel < 80.0F)
verticalLevel += 0.9F;
*/
unitCirclePosition.x = (Math::sin(horizontalLevel) * verticalLevel);
unitCirclePosition.y = CAMERA_Y;
unitCirclePosition.z = (Math::cos(horizontalLevel) * verticalLevel);
-48
View File
@@ -1,48 +0,0 @@
/*
# ______ ____ ___
# | \/ ____| |___|
# | | | \ | |
#-----------------------------------------------------------------------
# Copyright 2020, tyra - https://github.com/h4570/tyra
# Licenced under Apache License 2.0
# Michał Mostowik <mostek3pl@gmail.com>
*/
#include "driver.hpp"
#include "utils/math.hpp"
Driver::Driver(Engine *t_engine) : engine(t_engine), camera(&engine->screen)
{
}
Driver::~Driver() {}
void Driver::onInit()
{
engine->renderer->setCameraDefinitions(&camera.worldView, &camera.position, camera.planes);
texRepo = engine->renderer->getTextureRepository();
engine->renderer->disableVSync();
island.loadDff("sunnyisl/", "sunnyisl", 1.0F, false);
island.rotation.x = -1.6F;
island.position.set(0.0F, 10.0F, 20.0F);
island.shouldBeBackfaceCulled = true;
island.shouldBeFrustumCulled = false;
texRepo->addByMesh("dolphin/",player.mesh);
texRepo->addByMesh("sunnyisl/",island);
bulb.intensity=55;
bulb.position.set(5.0F,10.0F,10.0f);
}
void Driver::onUpdate()
{
player.update(engine->pad);
camera.update(engine->pad,player.mesh);
engine->renderer->draw(island);
engine->renderer->draw(player.mesh);
}
-45
View File
@@ -1,45 +0,0 @@
/*
# ______ ____ ___
# | \/ ____| |___|
# | | | \ | |
#-----------------------------------------------------------------------
# Copyright 2020, tyra - https://github.com/h4570/tyra
# Licenced under Apache License 2.0
# Michał Mostowik <mostek3pl@gmail.com>
*/
#ifndef _DRIVER_
#define _DRIVER_
#include <tamtypes.h>
#include <audsrv.h>
#include <game.hpp>
#include <engine.hpp>
#include <models/light_bulb.hpp>
#include <modules/texture_repository.hpp>
#include "./camera.hpp"
#include "./objects/player.hpp"
class Driver : public Game
{
public:
Driver(Engine* t_engine);
~Driver();
void onInit();
void onUpdate();
Engine *engine;
private:
LightBulb bulb;
Player player;
Camera camera;
Mesh island;
TextureRepository *texRepo;
};
#endif
+3 -4
View File
@@ -8,14 +8,13 @@
# Michał Mostowik <mostek3pl@gmail.com>
*/
#include "driver.hpp"
#include "dolphin.hpp"
int main()
{
Engine engine = Engine();
Driver game = Driver(&engine);
game.engine->init(&game,128);
Dolphin game = Dolphin(&engine);
game.engine->init(&game, 128);
SleepThread();
return 0;
}
+53 -17
View File
@@ -18,35 +18,71 @@
Player::Player()
{
mesh.loadMD2("dolphin/","dolphin",0.05F,true);
mesh.loadMD2("dolphin/", "dolphin", 0.025F, true);
mesh.shouldBeFrustumCulled = false;
mesh.position.set(0.0F,20.0F,-10.0f);
mesh.position.set(0.0F, 0.0F, 10.0f);
mesh.rotation.x = -1.6F;
mesh.setAnimSpeed(0.05F);
isJumping = false;
}
Player::~Player()
{
}
void Player::update(Pad& t_pad)
void Player::update(Pad &t_pad)
{
velocity=0;
if(t_pad.lJoyV <= 100)
velocity=1;
else if(t_pad.lJoyV >= 200)
velocity=-1;
if (lift > 0.0F)
lift -= 0.05F;
if (lift < 0.0F)
lift += 0.05F;
if (lift < 0.1F && lift > -0.1F)
lift = 0;
velocity = 0;
if (t_pad.lJoyV <= 100)
velocity = 1;
else if (t_pad.lJoyV >= 200)
velocity = -1;
if(t_pad.lJoyH >= 200)
mesh.rotation.z-=0.1;
else if(t_pad.lJoyH <= 100)
mesh.rotation.z+=0.1;
if (t_pad.lJoyH >= 200)
mesh.rotation.z -= 0.1;
else if (t_pad.lJoyH <= 100)
mesh.rotation.z += 0.1;
if(velocity>0 && mesh.getCurrentAnimationFrame()==0)
mesh.playAnimation(0, 14);
if (t_pad.rJoyV >= 200 && lift <= 1)
lift += 0.2F;
else if (t_pad.rJoyV <= 100 && lift >= -1)
lift -= 0.2F;
mesh.position.z+=Math::cos(mesh.rotation.z)*velocity;
mesh.position.x+=Math::sin(mesh.rotation.z)*velocity;
if (t_pad.isCrossClicked && mesh.getCurrentAnimationFrame() <= 14 && WATER_LEVEL - 15 < mesh.position.y)
{
printf("Cross\n");
mesh.setAnimSpeed(0.8F);
mesh.playAnimation(14, 58, 0);
}
if (mesh.getCurrentAnimationFrame() > 25 && mesh.getCurrentAnimationFrame() < 47)
isJumping = true;
else
isJumping = false;
if (lift < 0)
mesh.rotation.y = 1;
else if (lift > 0)
mesh.rotation.y = -1;
else
mesh.rotation.y = 0;
if (velocity > 0 && mesh.getCurrentAnimationFrame() == 0)
{
mesh.setAnimSpeed(0.05F);
printf("Swim animation\n");
mesh.playAnimation(1, 14, 0);
}
mesh.position.z +=
Math::cos(mesh.rotation.z) * velocity * (isJumping + 1);
mesh.position.x +=
Math::sin(mesh.rotation.z) * velocity * (isJumping + 1);
mesh.position.y += lift;
}
+6 -3
View File
@@ -11,6 +11,8 @@
#ifndef _PLAYER_
#define _PLAYER_
#define WATER_LEVEL -5.0F
#include "../camera.hpp"
#include <modules/pad.hpp>
#include <tamtypes.h>
@@ -19,14 +21,15 @@ class Player
{
public:
float gravity, velocity;
float gravity, velocity, lift;
Mesh mesh;
Player();
~Player();
void update(Pad &t_pad);
private:
Vector3 playerNextPosition;
private:
u8 isJumping;
Vector3 playerNextPosition;
};
#endif