added ui, enemy, sounds, fixed anims

This commit is contained in:
h4570
2020-12-06 16:41:40 +01:00
parent 94e4f8ea3a
commit bcad6f7941
12 changed files with 470 additions and 137 deletions
+72
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@@ -0,0 +1,72 @@
/*
# ______ ____ ___
# | \/ ____| |___|
# | | | \ | |
#-----------------------------------------------------------------------
# Copyright 2020, tyra - https://github.com/h4570/tyra
# Licenced under Apache License 2.0
# Sandro Sobczyński <sandro.sobczynski@gmail.com>
*/
#include "enemy.hpp"
#include <loaders/md2_loader.hpp>
#include <loaders/bmp_loader.hpp>
#include <modules/gif_sender.hpp>
#include <utils/debug.hpp>
#include <utils/math.hpp>
// ----
// Constructors/Destructors
// ----
Enemy::Enemy(TextureRepository *t_texRepo)
{
PRINT_LOG("Creating enemy object");
meshes = new Mesh[getMeshesCount()];
meshes[0].loadMD2("poss/", "poss_head", 0.3F, false);
meshes[0].position.set(0.00F, 40.00F, 0.00F);
meshes[0].rotation.x = -1.566F;
meshes[0].rotation.z = 1.566F;
meshes[1].loadMD2("poss/", "poss_body", 0.3F, false);
meshes[1].position.set(0.00F, 40.00F, 0.00F);
meshes[1].rotation.x = -1.566F;
meshes[1].rotation.z = 1.566F;
meshes[2].loadMD2("poss/", "poss_weapon", 0.3F, false);
meshes[2].position.set(0.00F, 40.00F, 0.00F);
meshes[2].rotation.x = -1.566F;
meshes[2].rotation.z = 1.566F;
t_texRepo->addByMesh("poss/", meshes[0], PNG);
t_texRepo->addByMesh("poss/", meshes[1], PNG);
t_texRepo->addByMesh("poss/", meshes[2], PNG);
meshes[0].playAnimation(1, 6);
meshes[1].playAnimation(1, 6);
meshes[2].playAnimation(1, 6);
PRINT_LOG("Enemy object created!");
}
Enemy::~Enemy()
{
delete[] meshes;
}
// ----
// Methods
// ----
/** Called by player class. */
void Enemy::kill(const Player &player) const
{
printf("killed!\n");
}
void Enemy::update(const FloorManager &floorManager)
{
}
+38
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@@ -0,0 +1,38 @@
/*
# ______ ____ ___
# | \/ ____| |___|
# | | | \ | |
#-----------------------------------------------------------------------
# Copyright 2020, tyra - https://github.com/h4570/tyra
# Licenced under Apache License 2.0
# Sandro Sobczyński <sandro.sobczynski@gmail.com>
*/
#ifndef _ENEMY_
#define _ENEMY_
#include <tamtypes.h>
#include "../managers/floor_manager.hpp"
#include <modules/texture_repository.hpp>
/** Player 3D object class */
class Enemy
{
public:
s16 indexOfCurrentFloor;
Enemy(TextureRepository *t_texRepo);
~Enemy();
inline Mesh *getMeshes() const { return meshes; }
inline u8 getMeshesCount() const { return 3; }
inline Vector3 &getPosition() const { return meshes[1].position; }
void kill(const Player &player) const;
void update(const FloorManager &t_floorManager);
private:
/** 0 - head, 1 - body, 2 - weapon */
Mesh *meshes;
};
#endif
+1 -1
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@@ -23,7 +23,7 @@ class Floor
public:
u16 animTimer;
u8 animDirection, initOffset, isByAudioTriggered;
s16 animDirection, initOffset, isByAudioTriggered;
Mesh mesh;
Floor();
+188 -108
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@@ -10,7 +10,7 @@
#include "player.hpp"
#include <loaders/obj_loader.hpp>
#include <loaders/md2_loader.hpp>
#include <loaders/bmp_loader.hpp>
#include <modules/gif_sender.hpp>
#include <utils/debug.hpp>
@@ -20,20 +20,33 @@
// Constructors/Destructors
// ----
Player::Player()
Player::Player(Audio *t_audio)
{
PRINT_LOG("Creating player object");
this->gravity = 0.1F;
this->lift = -1.0F;
audio = t_audio;
gravity = 0.1F;
lift = -1.0F;
jumpCounter = 0;
killedEnemies = 0;
isWalking = false;
isFighting = false;
isWalkingAnimationSet = false;
isJumpingAnimationSet = false;
isFightingAnimationSet = false;
this->mesh.loadMD2("warrior/", "warrior", 0.2F, true);
this->mesh.position.set(0.00F, 20.00F, 0.00F);
this->mesh.rotation.x = -1.6F;
this->mesh.shouldBeBackfaceCulled = false;
this->mesh.shouldBeFrustumCulled = false;
mesh.loadMD2("warrior/", "warrior", 0.2F, true);
mesh.position.set(0.00F, 40.00F, 0.00F);
mesh.rotation.x = -1.566F;
mesh.rotation.z = 1.566F;
mesh.shouldBeBackfaceCulled = false;
mesh.shouldBeFrustumCulled = false;
mesh.setAnimSpeed(0.17F);
mesh.playAnimation(0, 0);
walkAdpcm = audio->loadADPCM("walk.adpcm");
jumpAdpcm = audio->loadADPCM("jump.adpcm");
audio->setADPCMVolume(60, 0);
this->mesh.setAnimSpeed(0.2F);
this->mesh.playAnimation(0, 24);
PRINT_LOG("Player object created!");
}
@@ -46,138 +59,205 @@ Player::~Player()
// ----
/** Update player position and control gravity */
void Player::update(Pad &pad, Camera &camera, FloorManager &floorManager)
void Player::update(const Pad &t_pad, const Camera &t_camera, const FloorManager &floorManager, const Enemy &enemy)
{
this->updatePosition(pad, camera, floorManager);
this->updateGravity(pad, floorManager);
if (mesh.position.y < -60.0F)
Vector3 *nextPos = getNextPosition(t_pad, t_camera);
FloorsCheck *floorsCheck = checkFloors(floorManager, *nextPos);
if (floorsCheck->currentFloor != NULL)
indexOfCurrentFloor = floorsCheck->currentFloor->initOffset;
updatePosition(t_pad, t_camera, floorManager, *floorsCheck, *nextPos, enemy);
updateGravity(floorsCheck);
delete floorsCheck;
delete nextPos;
}
Vector3 *Player::getNextPosition(const Pad &t_pad, const Camera &t_camera)
{
Vector3 *result = new Vector3(mesh.position);
Vector3 normalizedCamera = Vector3(t_camera.unitCirclePosition);
normalizedCamera.normalize();
if (t_pad.lJoyV <= 100)
{
mesh.position.y = 60.0F;
velocity = 0;
result->x += -normalizedCamera.x;
result->z += -normalizedCamera.z;
}
else if (t_pad.lJoyV >= 200)
{
result->x += normalizedCamera.x;
result->z += normalizedCamera.z;
}
if (t_pad.lJoyH <= 100)
{
result->x += -normalizedCamera.z;
result->z += normalizedCamera.x;
}
else if (t_pad.lJoyH >= 200)
{
result->x += normalizedCamera.z;
result->z += -normalizedCamera.x;
}
return result;
}
/** Move player when pad move buttons are pressed and is not blocked by any floor side */
void Player::updatePosition(Pad &pad, Camera &camera, FloorManager &floorManager)
void Player::updatePosition(const Pad &t_pad, const Camera &t_camera, const FloorManager &t_floorManager, const FloorsCheck &t_floorsCheck, const Vector3 &t_nextPos, const Enemy &enemy)
{
if (t_pad.rJoyH >= 200)
mesh.rotation.z += 0.08;
else if (t_pad.rJoyH <= 100)
mesh.rotation.z -= 0.08;
if (pad.isDpadUpPressed == 1)
isWalking = mesh.position.x != t_nextPos.x || mesh.position.z != t_nextPos.z;
isFighting = isFighting || t_pad.isCircleClicked;
if (isFighting)
{
this->playerNextPosition.x = this->mesh.position.x + 0.01F * -camera.unitCirclePosition.x;
this->playerNextPosition.z = this->mesh.position.z + 0.01F * -camera.unitCirclePosition.z;
if (!isFightingAnimationSet)
{
isFightingAnimationSet = true;
mesh.playAnimation(8, 19, 0);
fightTimer.prime();
}
if (fightTimer.getTimeDelta() > 25000)
{ // end of fighting
float distance = getPosition().distanceTo(enemy.getPosition());
if (12.0F > distance)
{
enemy.kill(*this);
killedEnemies++;
}
isFightingAnimationSet = false;
isFighting = false;
}
}
if (pad.isDpadDownPressed == 1)
else if (isWalking)
{
this->playerNextPosition.x = this->mesh.position.x + 0.01F * camera.unitCirclePosition.x;
this->playerNextPosition.z = this->mesh.position.z + 0.01F * camera.unitCirclePosition.z;
if (!isWalkingAnimationSet)
{
isWalkingAnimationSet = true;
this->mesh.playAnimation(1, 8);
}
if (walkTimer.getTimeDelta() > 8000)
{
walkTimer.prime();
audio->playADPCM(walkAdpcm, 0);
}
}
if (pad.isDpadLeftPressed == 1)
else
{
this->playerNextPosition.x = this->mesh.position.x + 0.01F * -camera.unitCirclePosition.z;
this->playerNextPosition.z = this->mesh.position.z + 0.01F * camera.unitCirclePosition.x;
isWalkingAnimationSet = false;
mesh.playAnimation(0, 0);
}
if (pad.isDpadRightPressed == 1)
if (t_floorsCheck.willCollideFloor == NULL && !isFighting)
{
this->playerNextPosition.x = this->mesh.position.x + 0.01F * camera.unitCirclePosition.z;
this->playerNextPosition.z = this->mesh.position.z + 0.01F * -camera.unitCirclePosition.x;
mesh.position.x = t_nextPos.x;
mesh.position.z = t_nextPos.z;
}
this->playerNextPosition.y = this->mesh.position.y;
this->isCollideFloor = 0;
Vector3 min = Vector3();
Vector3 max = Vector3();
for (u32 i = 0; i < floorManager.floorAmount; i++)
if (t_pad.isCrossClicked == 1)
{
getMinMax(&floorManager.floors[i].mesh, &min, &max);
this->isCollideFloor = this->playerNextPosition.collidesSquare(min, max);
if (this->isCollideFloor == 1)
break;
}
if (this->isCollideFloor == 0)
{
this->mesh.position.x = this->playerNextPosition.x;
this->mesh.position.z = this->playerNextPosition.z;
velocity = lift;
audio->playADPCM(jumpAdpcm);
jumpCounter++;
}
}
/** Do not call this.
/**
* Do not call this.
* This is called by Floor::animate() on player's floor move in Y direction
*/
void Player::onBeforePlayerFloorMove(Floor *floor, float &newY)
void Player::onBeforePlayerFloorMove(Floor *t_floor, float &t_newY)
{
if (floor->animDirection == 0 && newY > 0.0F)
this->mesh.position.y += newY * 1.05F;
else if ((floor->animDirection == 1 && -newY < 0.0F))
this->mesh.position.y -= -newY * 1.05F;
}
/** Calculates minimum and maximum X, Y, Z of mesh vertices + current position */
void Player::getMinMax(Mesh *t_mesh, Vector3 *t_min, Vector3 *t_max)
{
Vector3 calc = Vector3();
u8 isInitialized = 0;
Vector3 *boundingBox = t_mesh->getCurrentBoundingBox();
for (u32 i = 0; i < 8; i++)
{
calc.set(
boundingBox[i].x + t_mesh->position.x,
boundingBox[i].y + t_mesh->position.y,
boundingBox[i].z + t_mesh->position.z);
if (isInitialized == 0)
{
isInitialized = 1;
t_min->set(calc);
t_max->set(calc);
}
if (t_min->x > calc.x)
t_min->x = calc.x;
if (calc.x > t_max->x)
t_max->x = calc.x;
if (t_min->y > calc.y)
t_min->y = calc.y;
if (calc.y > t_max->y)
t_max->y = calc.y;
if (t_min->z > calc.z)
t_min->z = calc.z;
if (calc.z > t_max->z)
t_max->z = calc.z;
}
if (t_floor->animDirection == 0 && t_newY > 0.0F)
this->mesh.position.y += t_newY * 1.05F;
else if ((t_floor->animDirection == 1 && -t_newY < 0.0F))
this->mesh.position.y -= -t_newY * 1.05F;
}
/** Update player position by gravity and update index of current floor */
void Player::updateGravity(Pad &pad, FloorManager &floorManager)
void Player::updateGravity(FloorsCheck *t_floorsCheck)
{
Vector3 min = Vector3();
Vector3 max = Vector3();
if (pad.isCrossClicked == 1)
this->velocity = this->lift;
this->isOnFloor = 0;
for (u32 i = 0; i < floorManager.floorAmount; i++)
{
getMinMax(&floorManager.floors[i].mesh, &min, &max);
this->isOnFloor = this->mesh.position.isOnSquare(min, max);
if (this->isOnFloor == 1)
{
this->indexOfCurrentFloor = floorManager.floors[i].initOffset;
break;
}
}
this->velocity += this->gravity;
this->mesh.position.y -= this->velocity;
u8 isOnFloor = t_floorsCheck->currentFloor != NULL && mesh.position.y < t_floorsCheck->currFloorMax.y;
if (this->mesh.position.y >= 60.0F)
if (this->mesh.position.y >= 60.0F || mesh.position.y < -60.0F)
{
this->mesh.position.y = 60.0F;
this->velocity = 0;
}
else if ((this->mesh.position.y) < max.y && this->isOnFloor)
else if (isOnFloor)
{
this->mesh.position.y = max.y;
this->mesh.position.y = t_floorsCheck->currFloorMax.y;
this->velocity = 0;
}
}
// ---
// Private
// ---
FloorsCheck *Player::checkFloors(const FloorManager &t_floorManager, const Vector3 &t_nextPos)
{
FloorsCheck *result = new FloorsCheck;
result->currentFloor = NULL;
result->willCollideFloor = NULL;
Vector3 min = Vector3();
Vector3 max = Vector3();
for (u32 i = 0; i < t_floorManager.floorAmount; i++)
{
getMinMax(t_floorManager.floors[i].mesh, min, max);
if (result->currentFloor == NULL && this->mesh.position.isOnSquare(min, max))
{
result->currentFloor = &t_floorManager.floors[i];
result->currFloorMin.set(min);
result->currFloorMax.set(max);
}
if (result->willCollideFloor == NULL && t_nextPos.collidesSquare(min, max))
{
result->willCollideFloor = &t_floorManager.floors[i];
result->willCollideFloorMin.set(min);
result->willCollideFloorMax.set(max);
}
if (result->currentFloor != NULL && result->willCollideFloor != NULL)
break;
}
return result;
}
/** Calculates minimum and maximum X, Y, Z of mesh vertices + current position */
void Player::getMinMax(const Mesh &t_mesh, Vector3 &t_min, Vector3 &t_max)
{
Vector3 calc = Vector3();
u8 isInitialized = 0;
Vector3 *boundingBox = t_mesh.getCurrentBoundingBox();
for (u32 i = 0; i < 8; i++)
{
calc.set(
boundingBox[i].x + t_mesh.position.x,
boundingBox[i].y + t_mesh.position.y,
boundingBox[i].z + t_mesh.position.z);
if (isInitialized == 0)
{
isInitialized = 1;
t_min.set(calc);
t_max.set(calc);
}
if (t_min.x > calc.x)
t_min.x = calc.x;
if (calc.x > t_max.x)
t_max.x = calc.x;
if (t_min.y > calc.y)
t_min.y = calc.y;
if (calc.y > t_max.y)
t_max.y = calc.y;
if (t_min.z > calc.z)
t_min.z = calc.z;
if (calc.z > t_max.z)
t_max.z = calc.z;
}
}
+26 -8
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@@ -13,8 +13,17 @@
#include "../managers/floor_manager.hpp"
#include "../camera.hpp"
#include "./enemy.hpp"
#include <modules/pad.hpp>
#include <modules/timer.hpp>
#include <tamtypes.h>
#include <modules/audio.hpp>
struct FloorsCheck
{
const Floor *currentFloor, *willCollideFloor;
Vector3 currFloorMin, willCollideFloorMin, currFloorMax, willCollideFloorMax;
};
/** Player 3D object class */
class Player
@@ -22,19 +31,28 @@ class Player
public:
float gravity, velocity, lift;
u8 isOnFloor, isCollideFloor, indexOfCurrentFloor;
Mesh mesh;
Player();
s16 indexOfCurrentFloor;
Player(Audio *t_audio);
~Player();
void update(Pad &pad, Camera &camera, FloorManager &floorManager);
void onBeforePlayerFloorMove(Floor *floor, float &newY);
void update(const Pad &t_pad, const Camera &t_camera, const FloorManager &t_floorManager, const Enemy &enemy);
void onBeforePlayerFloorMove(Floor *t_floor, float &t_newY);
const inline u32 &getJumpCount() const { return jumpCounter; }
inline const Vector3 &getPosition() const { return mesh.position; }
private:
Vector3 playerNextPosition;
void getMinMax(Mesh *t_mesh, Vector3 *t_min, Vector3 *t_max);
void updatePosition(Pad &pad, Camera &camera, FloorManager &floorManager);
void updateGravity(Pad &pad, FloorManager &floorManager);
u32 jumpCounter, killedEnemies;
Vector3 *getNextPosition(const Pad &t_pad, const Camera &t_camera);
FloorsCheck *checkFloors(const FloorManager &t_floorManager, const Vector3 &t_nextPos);
u8 isWalkingAnimationSet, isJumpingAnimationSet, isFightingAnimationSet;
u8 isFighting, isWalking;
Audio *audio;
Timer walkTimer, fightTimer;
audsrv_adpcm_t *walkAdpcm, *jumpAdpcm;
void getMinMax(const Mesh &t_mesh, Vector3 &t_min, Vector3 &t_max);
void updatePosition(const Pad &t_pad, const Camera &t_camera, const FloorManager &t_floorManager, const FloorsCheck &t_floorsCheck, const Vector3 &nextPos, const Enemy &enemy);
void updateGravity(FloorsCheck *t_floorsCheck);
};
#endif